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
3646
3647
3648
3649
3650
3651
3652
3653
3654
3655
3656
3657
3658
3659
3660
3661
3662
3663
3664
3665
3666
3667
3668
3669
3670
3671
3672
3673
3674
3675
3676
3677
3678
3679
3680
3681
3682
3683
3684
3685
3686
3687
3688
3689
3690
3691
3692
3693
3694
3695
3696
3697
3698
3699
3700
3701
3702
3703
3704
3705
3706
3707
3708
3709
3710
3711
3712
3713
3714
3715
3716
3717
3718
3719
3720
3721
3722
3723
3724
3725
3726
3727
3728
3729
3730
3731
3732
3733
3734
3735
3736
3737
3738
3739
3740
3741
3742
3743
3744
3745
3746
3747
3748
3749
3750
3751
3752
3753
3754
3755
3756
3757
3758
3759
3760
3761
3762
3763
3764
3765
3766
3767
3768
3769
3770
3771
3772
3773
3774
3775
3776
3777
3778
3779
3780
3781
3782
3783
3784
3785
3786
3787
3788
3789
3790
3791
3792
3793
3794
3795
3796
3797
3798
3799
3800
3801
3802
3803
3804
3805
3806
3807
3808
3809
3810
3811
3812
3813
3814
3815
3816
3817
3818
3819
3820
3821
3822
3823
3824
3825
3826
3827
3828
3829
3830
3831
3832
3833
3834
3835
3836
3837
3838
3839
3840
3841
3842
3843
3844
3845
3846
3847
3848
3849
3850
3851
3852
3853
3854
3855
3856
3857
3858
3859
3860
3861
3862
3863
3864
3865
3866
3867
3868
3869
3870
3871
3872
3873
3874
3875
3876
3877
3878
3879
3880
3881
3882
3883
3884
3885
3886
3887
3888
3889
3890
3891
3892
3893
3894
3895
3896
3897
3898
3899
3900
3901
3902
3903
3904
3905
3906
3907
3908
3909
3910
3911
3912
3913
3914
3915
3916
3917
3918
3919
3920
3921
3922
3923
3924
3925
3926
3927
3928
3929
3930
3931
3932
3933
3934
3935
3936
3937
3938
3939
3940
3941
3942
3943
3944
3945
3946
3947
3948
3949
3950
3951
3952
3953
3954
3955
3956
3957
3958
3959
3960
3961
3962
3963
3964
3965
3966
3967
3968
3969
3970
3971
3972
3973
3974
3975
3976
3977
3978
3979
3980
3981
3982
3983
3984
3985
3986
3987
3988
3989
3990
3991
3992
3993
3994
3995
3996
3997
3998
3999
4000
4001
4002
4003
4004
4005
4006
4007
4008
4009
4010
4011
4012
4013
4014
4015
4016
4017
4018
4019
4020
4021
4022
4023
4024
4025
4026
4027
4028
4029
4030
4031
4032
4033
4034
4035
4036
4037
4038
4039
4040
4041
4042
4043
4044
4045
4046
4047
4048
4049
4050
4051
4052
4053
4054
4055
4056
4057
4058
4059
4060
4061
4062
4063
4064
4065
4066
4067
4068
4069
4070
4071
4072
4073
4074
4075
4076
4077
4078
4079
4080
4081
4082
4083
4084
4085
4086
4087
4088
4089
4090
4091
4092
4093
4094
4095
4096
4097
4098
4099
4100
4101
4102
4103
4104
4105
4106
4107
4108
4109
4110
4111
4112
4113
4114
4115
4116
4117
4118
4119
4120
4121
4122
4123
4124
4125
4126
4127
4128
4129
4130
4131
4132
4133
4134
4135
4136
4137
4138
4139
4140
4141
4142
4143
4144
4145
4146
4147
4148
4149
4150
4151
4152
4153
4154
4155
4156
4157
4158
4159
4160
4161
4162
4163
4164
4165
4166
4167
4168
4169
4170
4171
4172
4173
4174
4175
4176
4177
4178
4179
4180
4181
4182
4183
4184
4185
4186
4187
4188
4189
4190
4191
4192
4193
4194
4195
4196
4197
4198
4199
4200
4201
4202
4203
4204
4205
4206
4207
4208
4209
4210
4211
4212
4213
4214
4215
4216
4217
4218
4219
4220
4221
4222
4223
4224
4225
4226
4227
4228
4229
4230
4231
4232
4233
4234
4235
4236
4237
4238
4239
4240
4241
4242
4243
4244
4245
4246
4247
4248
4249
4250
4251
4252
4253
4254
4255
4256
4257
4258
4259
4260
4261
4262
4263
4264
4265
4266
4267
4268
4269
4270
4271
4272
4273
4274
4275
4276
4277
4278
4279
4280
4281
4282
4283
4284
4285
4286
4287
4288
4289
4290
4291
4292
4293
4294
4295
4296
4297
4298
4299
4300
4301
4302
4303
4304
4305
4306
4307
4308
4309
4310
4311
4312
4313
4314
4315
4316
4317
4318
4319
4320
4321
4322
4323
4324
4325
4326
4327
4328
4329
4330
4331
4332
4333
4334
4335
4336
4337
4338
4339
4340
4341
4342
4343
4344
4345
4346
4347
4348
4349
4350
4351
4352
4353
4354
4355
4356
4357
4358
4359
4360
4361
4362
4363
4364
4365
4366
4367
4368
4369
4370
4371
4372
4373
4374
4375
4376
4377
4378
4379
4380
4381
4382
4383
4384
4385
4386
4387
4388
4389
4390
4391
4392
4393
4394
4395
4396
4397
4398
4399
4400
4401
4402
4403
4404
4405
4406
4407
4408
4409
4410
4411
4412
4413
4414
4415
4416
4417
4418
4419
4420
4421
4422
4423
4424
4425
4426
4427
4428
4429
4430
4431
4432
4433
4434
4435
4436
4437
4438
4439
4440
4441
4442
4443
4444
4445
4446
4447
4448
4449
4450
4451
4452
4453
4454
4455
4456
4457
4458
4459
4460
4461
4462
4463
4464
4465
4466
4467
4468
4469
4470
4471
4472
4473
4474
4475
4476
4477
4478
4479
4480
4481
4482
4483
4484
4485
4486
4487
4488
4489
4490
4491
4492
4493
4494
4495
4496
4497
4498
4499
4500
4501
4502
4503
4504
4505
4506
4507
4508
4509
4510
4511
4512
4513
4514
4515
4516
4517
4518
4519
4520
4521
4522
4523
4524
4525
4526
4527
4528
4529
4530
4531
4532
4533
4534
4535
4536
4537
4538
4539
4540
4541
4542
4543
4544
4545
4546
4547
4548
4549
4550
4551
4552
4553
4554
4555
4556
4557
4558
4559
4560
4561
4562
4563
4564
4565
4566
4567
4568
4569
4570
4571
4572
4573
4574
4575
4576
4577
4578
4579
4580
4581
4582
4583
4584
4585
4586
4587
4588
4589
4590
4591
4592
4593
4594
4595
4596
4597
4598
4599
4600
4601
4602
4603
4604
4605
4606
4607
4608
4609
4610
4611
4612
4613
4614
4615
4616
4617
4618
4619
4620
4621
4622
4623
4624
4625
4626
4627
4628
4629
4630
4631
4632
4633
4634
4635
4636
4637
4638
4639
4640
4641
4642
4643
4644
4645
4646
4647
4648
4649
4650
4651
4652
4653
4654
4655
4656
4657
4658
4659
4660
4661
4662
4663
4664
4665
4666
4667
4668
4669
4670
4671
4672
4673
4674
4675
4676
4677
4678
4679
4680
4681
4682
4683
4684
4685
4686
4687
4688
4689
4690
4691
4692
4693
4694
4695
4696
4697
4698
4699
4700
4701
4702
4703
4704
4705
4706
4707
4708
4709
4710
4711
4712
4713
4714
4715
4716
4717
4718
4719
4720
4721
4722
4723
4724
4725
4726
4727
4728
4729
4730
4731
4732
4733
4734
4735
4736
4737
4738
4739
4740
4741
4742
4743
4744
4745
4746
4747
4748
4749
4750
4751
4752
4753
4754
4755
4756
4757
4758
4759
4760
4761
4762
4763
4764
4765
4766
4767
4768
4769
4770
4771
4772
4773
4774
4775
4776
4777
4778
4779
4780
4781
4782
4783
4784
4785
4786
4787
4788
4789
4790
4791
4792
4793
4794
4795
4796
4797
4798
4799
4800
4801
4802
4803
4804
4805
4806
4807
4808
4809
4810
4811
4812
4813
4814
4815
4816
4817
4818
4819
4820
4821
4822
4823
4824
4825
4826
4827
4828
4829
4830
4831
4832
4833
4834
4835
4836
4837
4838
4839
4840
4841
4842
4843
4844
4845
4846
4847
4848
4849
4850
4851
4852
4853
4854
4855
4856
4857
4858
4859
4860
4861
4862
4863
4864
4865
4866
4867
4868
4869
4870
4871
4872
4873
4874
4875
4876
4877
4878
4879
4880
4881
4882
4883
4884
4885
4886
4887
4888
4889
4890
4891
4892
4893
4894
4895
4896
4897
4898
4899
4900
4901
4902
4903
4904
4905
4906
4907
4908
4909
4910
4911
4912
4913
4914
4915
4916
4917
4918
4919
4920
4921
4922
4923
4924
4925
4926
4927
4928
4929
4930
4931
4932
4933
4934
4935
4936
4937
4938
4939
4940
4941
4942
4943
4944
4945
4946
4947
4948
4949
4950
4951
4952
4953
4954
4955
4956
4957
4958
4959
4960
4961
4962
4963
4964
4965
4966
4967
4968
4969
4970
4971
4972
4973
4974
4975
4976
4977
4978
4979
4980
4981
4982
4983
4984
4985
4986
4987
4988
4989
4990
4991
4992
4993
4994
4995
4996
4997
4998
4999
5000
5001
5002
5003
5004
5005
5006
5007
5008
5009
5010
5011
5012
5013
5014
5015
5016
5017
5018
5019
5020
5021
5022
5023
5024
5025
5026
5027
5028
5029
5030
5031
5032
5033
5034
5035
5036
5037
5038
5039
5040
5041
5042
5043
5044
5045
5046
5047
5048
5049
5050
5051
5052
5053
5054
5055
5056
5057
5058
5059
5060
5061
5062
5063
5064
5065
5066
5067
5068
5069
5070
5071
5072
5073
5074
5075
5076
5077
5078
5079
5080
5081
5082
5083
5084
5085
5086
5087
5088
5089
5090
5091
5092
5093
5094
5095
5096
5097
5098
5099
5100
5101
5102
5103
5104
5105
5106
5107
5108
5109
5110
5111
5112
5113
5114
5115
5116
5117
5118
5119
5120
5121
5122
5123
5124
5125
5126
5127
5128
5129
5130
5131
5132
5133
5134
5135
5136
5137
5138
5139
5140
5141
5142
5143
5144
5145
5146
5147
5148
5149
5150
5151
5152
5153
5154
5155
5156
5157
5158
5159
5160
5161
5162
5163
5164
5165
5166
5167
5168
5169
5170
5171
5172
5173
5174
5175
5176
5177
5178
5179
5180
5181
5182
5183
5184
5185
5186
5187
5188
5189
5190
5191
5192
5193
5194
5195
5196
5197
5198
5199
5200
5201
5202
5203
5204
5205
5206
5207
5208
5209
5210
5211
5212
5213
5214
5215
5216
5217
5218
5219
5220
5221
5222
5223
5224
5225
5226
5227
5228
5229
5230
5231
5232
5233
5234
5235
5236
5237
5238
5239
5240
5241
5242
5243
5244
5245
5246
5247
5248
5249
5250
5251
5252
5253
5254
5255
5256
5257
5258
5259
5260
5261
5262
5263
5264
5265
5266
5267
5268
5269
5270
5271
5272
5273
5274
5275
5276
5277
5278
5279
5280
5281
5282
5283
5284
5285
5286
5287
5288
5289
5290
5291
5292
5293
5294
5295
5296
5297
5298
5299
5300
5301
5302
5303
5304
5305
5306
5307
5308
5309
5310
5311
5312
5313
5314
5315
5316
5317
5318
5319
5320
5321
5322
5323
5324
5325
5326
5327
5328
5329
5330
5331
5332
5333
5334
5335
5336
5337
5338
5339
5340
5341
5342
5343
5344
5345
5346
5347
5348
5349
5350
5351
5352
5353
5354
5355
5356
5357
5358
5359
5360
5361
5362
5363
5364
5365
5366
5367
5368
5369
5370
5371
5372
5373
5374
5375
5376
5377
5378
5379
5380
5381
5382
5383
5384
5385
5386
5387
5388
5389
5390
5391
5392
5393
5394
5395
5396
5397
5398
5399
5400
5401
5402
5403
5404
5405
5406
5407
5408
5409
5410
5411
5412
5413
5414
5415
5416
5417
5418
5419
5420
5421
5422
5423
5424
5425
5426
5427
5428
5429
5430
5431
5432
5433
5434
5435
5436
5437
5438
5439
5440
5441
5442
5443
5444
5445
5446
5447
5448
5449
5450
5451
5452
5453
5454
5455
5456
5457
5458
5459
5460
5461
5462
5463
5464
5465
5466
5467
5468
5469
5470
5471
5472
5473
5474
5475
5476
5477
5478
5479
5480
5481
5482
5483
5484
5485
5486
5487
5488
5489
5490
5491
5492
5493
5494
5495
5496
5497
5498
5499
5500
5501
5502
5503
5504
5505
5506
5507
5508
5509
5510
5511
5512
5513
5514
5515
5516
5517
5518
5519
5520
5521
5522
5523
5524
5525
5526
5527
5528
5529
5530
5531
5532
5533
5534
5535
5536
5537
5538
5539
5540
5541
5542
5543
5544
5545
5546
5547
5548
5549
5550
5551
5552
5553
5554
5555
5556
5557
5558
5559
5560
5561
5562
5563
5564
5565
5566
5567
5568
5569
5570
5571
5572
5573
5574
5575
5576
5577
5578
5579
5580
5581
5582
5583
5584
5585
5586
5587
5588
5589
5590
5591
5592
5593
5594
5595
5596
5597
5598
5599
5600
5601
5602
5603
5604
5605
5606
5607
5608
5609
5610
5611
5612
5613
5614
5615
5616
5617
5618
5619
5620
5621
5622
5623
5624
5625
5626
5627
5628
5629
5630
5631
5632
5633
5634
5635
5636
5637
5638
5639
5640
5641
5642
5643
5644
5645
5646
5647
5648
5649
5650
5651
5652
5653
5654
5655
5656
5657
5658
5659
5660
5661
5662
5663
5664
5665
5666
5667
5668
5669
5670
5671
5672
5673
5674
5675
5676
5677
5678
5679
5680
5681
5682
5683
5684
5685
5686
5687
5688
5689
5690
5691
5692
5693
5694
5695
5696
5697
5698
5699
5700
5701
5702
5703
5704
5705
5706
5707
5708
5709
5710
5711
5712
5713
5714
5715
5716
5717
5718
5719
5720
5721
5722
5723
5724
5725
5726
5727
5728
5729
5730
5731
5732
5733
5734
5735
5736
5737
5738
5739
5740
5741
5742
5743
5744
5745
5746
5747
5748
5749
5750
5751
5752
5753
5754
5755
5756
5757
5758
5759
5760
5761
5762
5763
5764
5765
5766
5767
5768
5769
5770
5771
5772
5773
5774
5775
5776
5777
5778
5779
5780
5781
5782
5783
5784
5785
5786
5787
5788
5789
5790
5791
5792
5793
5794
5795
5796
5797
5798
5799
5800
5801
5802
5803
5804
5805
5806
5807
5808
5809
5810
5811
5812
5813
5814
5815
5816
5817
5818
5819
5820
5821
5822
5823
5824
5825
5826
5827
5828
5829
5830
5831
5832
5833
5834
5835
5836
5837
5838
5839
5840
5841
5842
5843
5844
5845
5846
5847
5848
5849
5850
5851
5852
5853
5854
5855
5856
5857
5858
5859
5860
5861
5862
5863
5864
5865
5866
5867
5868
5869
5870
5871
5872
5873
5874
5875
5876
5877
5878
5879
5880
5881
5882
5883
5884
5885
5886
5887
5888
5889
5890
5891
5892
5893
5894
5895
5896
5897
5898
5899
5900
5901
5902
5903
5904
5905
5906
5907
5908
5909
5910
5911
5912
5913
5914
5915
5916
5917
5918
5919
5920
5921
5922
5923
5924
5925
5926
5927
5928
5929
5930
5931
5932
5933
5934
5935
5936
5937
5938
5939
5940
5941
5942
5943
5944
5945
5946
5947
5948
5949
5950
5951
5952
5953
5954
5955
5956
5957
5958
5959
5960
5961
5962
5963
5964
5965
5966
5967
5968
5969
5970
5971
5972
5973
5974
5975
5976
5977
5978
5979
5980
5981
5982
5983
5984
5985
5986
5987
5988
5989
5990
5991
5992
5993
5994
5995
5996
5997
5998
5999
6000
6001
6002
6003
6004
6005
6006
6007
6008
6009
6010
6011
6012
6013
6014
6015
6016
6017
6018
6019
6020
6021
6022
6023
6024
6025
6026
6027
6028
6029
6030
6031
6032
6033
6034
6035
6036
6037
6038
6039
6040
6041
6042
6043
6044
6045
6046
6047
6048
6049
6050
6051
6052
6053
6054
6055
6056
6057
6058
6059
6060
6061
6062
6063
6064
6065
6066
6067
6068
6069
6070
6071
6072
6073
6074
6075
6076
6077
6078
6079
6080
6081
6082
6083
6084
6085
6086
6087
6088
6089
6090
6091
6092
6093
6094
6095
6096
6097
6098
6099
6100
6101
6102
6103
6104
6105
6106
6107
6108
6109
6110
6111
6112
6113
6114
6115
6116
6117
6118
6119
6120
6121
6122
6123
6124
6125
6126
6127
6128
6129
6130
6131
6132
6133
6134
6135
6136
6137
6138
6139
6140
6141
6142
6143
6144
6145
6146
6147
6148
6149
6150
6151
6152
6153
6154
6155
6156
6157
6158
6159
6160
6161
6162
6163
6164
6165
6166
6167
6168
6169
6170
6171
6172
6173
6174
6175
6176
6177
6178
6179
6180
6181
6182
6183
6184
6185
6186
6187
6188
6189
6190
6191
6192
6193
6194
6195
6196
6197
6198
6199
6200
6201
6202
6203
6204
6205
6206
6207
6208
6209
6210
6211
6212
6213
6214
6215
6216
6217
6218
6219
6220
6221
6222
6223
6224
6225
6226
6227
6228
6229
6230
6231
6232
6233
6234
6235
6236
6237
6238
6239
6240
6241
6242
6243
6244
6245
6246
6247
6248
6249
6250
6251
6252
6253
6254
6255
6256
6257
6258
6259
6260
6261
6262
6263
6264
6265
6266
6267
6268
6269
6270
6271
6272
6273
6274
6275
6276
6277
6278
6279
6280
6281
6282
6283
6284
6285
6286
6287
6288
6289
6290
6291
6292
6293
6294
6295
6296
6297
6298
6299
6300
6301
6302
6303
6304
6305
6306
6307
6308
6309
6310
6311
6312
6313
6314
6315
6316
6317
6318
6319
6320
6321
6322
6323
6324
6325
6326
6327
6328
6329
6330
6331
6332
6333
6334
6335
6336
6337
6338
6339
6340
6341
6342
6343
6344
6345
6346
6347
6348
6349
6350
6351
6352
6353
6354
6355
6356
6357
6358
6359
6360
6361
6362
6363
6364
6365
6366
6367
6368
6369
6370
6371
6372
6373
6374
6375
6376
6377
6378
6379
6380
6381
6382
6383
6384
6385
6386
6387
6388
6389
6390
6391
6392
6393
6394
6395
6396
6397
6398
6399
6400
6401
6402
6403
6404
6405
6406
6407
6408
6409
6410
6411
6412
6413
6414
6415
6416
6417
6418
6419
6420
6421
6422
6423
6424
6425
6426
6427
6428
6429
6430
6431
6432
6433
6434
6435
6436
6437
6438
6439
6440
6441
6442
6443
6444
6445
6446
6447
6448
6449
6450
6451
6452
6453
6454
6455
6456
6457
6458
6459
6460
6461
6462
6463
6464
6465
6466
6467
6468
6469
6470
6471
6472
6473
6474
6475
6476
6477
6478
6479
6480
6481
6482
6483
6484
6485
6486
6487
6488
6489
6490
6491
6492
6493
6494
6495
6496
6497
6498
6499
6500
6501
6502
6503
6504
6505
6506
6507
6508
6509
6510
6511
6512
6513
6514
6515
6516
6517
6518
6519
6520
6521
6522
6523
6524
6525
6526
6527
6528
6529
6530
6531
6532
6533
6534
6535
6536
6537
6538
6539
6540
6541
6542
6543
6544
6545
6546
6547
6548
6549
6550
6551
6552
6553
6554
6555
6556
6557
6558
6559
6560
6561
6562
6563
6564
6565
6566
6567
6568
6569
6570
6571
6572
6573
6574
6575
6576
6577
6578
6579
6580
6581
6582
6583
6584
6585
6586
6587
6588
6589
6590
6591
6592
6593
6594
6595
6596
6597
6598
6599
6600
6601
6602
6603
6604
6605
6606
6607
6608
6609
6610
6611
6612
6613
6614
6615
6616
6617
6618
6619
6620
6621
6622
6623
6624
6625
6626
6627
6628
6629
6630
6631
6632
6633
6634
6635
6636
6637
6638
6639
6640
6641
6642
6643
6644
6645
6646
6647
6648
6649
6650
6651
6652
6653
6654
6655
6656
6657
6658
6659
6660
6661
6662
6663
6664
6665
6666
6667
6668
6669
6670
6671
6672
6673
6674
6675
6676
6677
6678
6679
6680
6681
6682
6683
6684
6685
6686
6687
6688
6689
6690
6691
6692
6693
6694
6695
6696
6697
6698
6699
6700
6701
6702
6703
6704
6705
6706
6707
6708
6709
6710
6711
6712
6713
6714
6715
6716
6717
6718
6719
6720
6721
6722
6723
6724
6725
6726
6727
6728
6729
6730
6731
6732
6733
6734
6735
6736
6737
6738
6739
6740
6741
6742
6743
6744
6745
6746
6747
6748
6749
6750
6751
6752
6753
6754
6755
6756
6757
6758
6759
6760
6761
6762
6763
6764
6765
6766
6767
6768
6769
6770
6771
6772
6773
6774
6775
6776
6777
6778
6779
6780
6781
6782
6783
6784
6785
6786
6787
6788
6789
6790
6791
6792
6793
6794
6795
6796
6797
6798
6799
6800
6801
6802
6803
6804
6805
6806
6807
6808
6809
6810
6811
6812
6813
6814
6815
6816
6817
6818
6819
6820
6821
6822
6823
6824
6825
6826
6827
6828
6829
6830
6831
6832
6833
6834
6835
6836
6837
6838
6839
6840
6841
6842
6843
6844
6845
6846
6847
6848
6849
6850
6851
6852
6853
6854
6855
6856
6857
6858
6859
6860
6861
6862
6863
6864
6865
6866
6867
6868
6869
6870
6871
6872
6873
6874
6875
6876
6877
6878
6879
6880
6881
6882
6883
6884
6885
6886
6887
6888
6889
6890
6891
6892
6893
6894
6895
6896
6897
6898
6899
6900
6901
6902
6903
6904
6905
6906
6907
6908
6909
6910
6911
6912
6913
6914
6915
6916
6917
6918
6919
6920
6921
6922
6923
6924
6925
6926
6927
6928
6929
6930
6931
6932
6933
6934
6935
6936
6937
6938
6939
6940
6941
6942
6943
6944
6945
6946
6947
6948
6949
6950
6951
6952
6953
6954
6955
6956
6957
6958
6959
6960
6961
6962
6963
6964
6965
6966
6967
6968
6969
6970
6971
6972
6973
6974
6975
6976
6977
6978
6979
6980
6981
6982
6983
6984
6985
6986
6987
6988
6989
6990
6991
6992
6993
6994
6995
6996
6997
6998
6999
7000
7001
7002
7003
7004
7005
7006
7007
7008
7009
7010
7011
7012
7013
7014
7015
7016
7017
7018
7019
7020
7021
7022
7023
7024
7025
7026
7027
7028
7029
7030
7031
7032
7033
7034
7035
7036
7037
7038
7039
7040
7041
7042
7043
7044
7045
7046
7047
7048
7049
7050
7051
7052
7053
7054
7055
7056
7057
7058
7059
7060
7061
7062
7063
7064
7065
7066
7067
7068
7069
7070
7071
7072
7073
7074
7075
7076
7077
7078
7079
7080
7081
7082
7083
7084
7085
7086
7087
7088
7089
7090
7091
7092
7093
7094
7095
7096
7097
7098
7099
7100
7101
7102
7103
7104
7105
7106
7107
7108
7109
7110
7111
7112
7113
7114
7115
7116
7117
7118
7119
7120
7121
7122
7123
7124
7125
7126
7127
7128
7129
7130
7131
7132
7133
7134
7135
7136
7137
7138
7139
7140
7141
7142
7143
7144
7145
7146
7147
7148
7149
7150
7151
7152
7153
7154
7155
7156
7157
7158
7159
7160
7161
7162
7163
7164
7165
7166
7167
7168
7169
7170
7171
7172
7173
7174
7175
7176
7177
7178
7179
7180
7181
7182
7183
7184
7185
7186
7187
7188
7189
7190
7191
7192
7193
7194
7195
7196
7197
7198
7199
7200
7201
7202
7203
7204
7205
7206
7207
7208
7209
7210
7211
7212
7213
7214
7215
7216
7217
7218
7219
7220
7221
7222
7223
7224
7225
7226
7227
7228
7229
7230
7231
7232
7233
7234
7235
7236
7237
7238
7239
7240
7241
7242
7243
7244
7245
7246
7247
7248
7249
7250
7251
7252
7253
7254
7255
7256
7257
7258
7259
7260
7261
7262
7263
7264
7265
7266
7267
7268
7269
7270
7271
7272
7273
7274
7275
7276
7277
7278
7279
7280
7281
7282
7283
7284
7285
7286
7287
7288
7289
7290
7291
7292
7293
7294
7295
7296
7297
7298
7299
7300
7301
7302
7303
7304
7305
7306
7307
7308
7309
7310
7311
7312
7313
7314
7315
7316
7317
7318
7319
7320
7321
7322
7323
7324
7325
7326
7327
7328
7329
7330
7331
7332
7333
7334
7335
7336
7337
7338
7339
7340
7341
7342
7343
7344
7345
7346
7347
7348
7349
7350
7351
7352
7353
7354
7355
7356
7357
7358
7359
7360
7361
7362
7363
7364
7365
7366
7367
7368
7369
7370
7371
7372
7373
7374
7375
7376
7377
7378
7379
7380
7381
7382
7383
7384
7385
7386
7387
7388
7389
7390
7391
7392
7393
7394
7395
7396
7397
7398
7399
7400
7401
7402
7403
7404
7405
7406
7407
7408
7409
7410
7411
7412
7413
7414
7415
7416
7417
7418
7419
7420
7421
7422
7423
7424
7425
7426
7427
7428
7429
7430
7431
7432
7433
7434
7435
7436
7437
7438
7439
7440
7441
7442
7443
7444
7445
7446
7447
7448
7449
7450
7451
7452
7453
7454
7455
7456
7457
7458
7459
7460
7461
7462
7463
7464
7465
7466
7467
7468
7469
7470
7471
7472
7473
7474
7475
7476
7477
7478
7479
7480
7481
7482
7483
7484
7485
7486
7487
7488
7489
7490
7491
7492
7493
7494
7495
7496
7497
7498
7499
7500
7501
7502
7503
7504
7505
7506
7507
7508
7509
7510
7511
7512
7513
7514
7515
7516
7517
7518
7519
7520
7521
7522
7523
7524
7525
7526
7527
7528
7529
7530
7531
7532
7533
7534
7535
7536
7537
7538
7539
7540
7541
7542
7543
7544
7545
7546
7547
7548
7549
7550
7551
7552
7553
7554
7555
7556
7557
7558
7559
7560
7561
7562
7563
7564
7565
7566
7567
7568
7569
7570
7571
7572
7573
7574
7575
7576
7577
7578
7579
7580
7581
7582
7583
7584
7585
7586
7587
7588
7589
7590
7591
7592
7593
7594
7595
7596
7597
7598
7599
7600
7601
7602
7603
7604
7605
7606
7607
7608
7609
7610
7611
7612
7613
7614
7615
7616
7617
7618
7619
7620
7621
7622
7623
7624
7625
7626
7627
7628
7629
7630
7631
7632
7633
7634
7635
7636
7637
7638
7639
7640
7641
7642
7643
7644
7645
7646
7647
7648
7649
7650
7651
7652
7653
7654
7655
7656
7657
7658
7659
7660
7661
7662
7663
7664
7665
7666
7667
7668
7669
7670
7671
7672
7673
7674
7675
7676
7677
7678
7679
7680
7681
7682
7683
7684
7685
7686
7687
7688
7689
7690
7691
7692
7693
7694
7695
7696
7697
7698
7699
7700
7701
7702
7703
7704
7705
7706
7707
7708
7709
7710
7711
7712
7713
7714
7715
7716
7717
7718
7719
7720
7721
7722
7723
7724
7725
7726
7727
7728
7729
7730
7731
7732
7733
7734
7735
7736
7737
7738
7739
7740
7741
7742
7743
7744
7745
7746
7747
7748
7749
7750
7751
7752
7753
7754
7755
7756
7757
7758
7759
7760
7761
7762
7763
7764
7765
7766
7767
7768
7769
7770
7771
7772
7773
7774
7775
7776
7777
7778
7779
7780
7781
7782
7783
7784
7785
7786
7787
7788
7789
7790
7791
7792
7793
7794
7795
7796
7797
7798
7799
7800
7801
7802
7803
7804
7805
7806
7807
7808
7809
7810
7811
7812
7813
7814
7815
7816
7817
7818
7819
7820
7821
7822
7823
7824
7825
7826
7827
7828
7829
7830
7831
7832
7833
7834
7835
7836
7837
7838
7839
7840
7841
7842
7843
7844
7845
7846
7847
7848
7849
7850
7851
7852
7853
7854
7855
7856
7857
7858
7859
7860
7861
7862
7863
7864
7865
7866
7867
7868
7869
7870
7871
7872
7873
7874
7875
7876
7877
7878
7879
7880
7881
7882
7883
7884
7885
7886
7887
7888
7889
7890
7891
7892
7893
7894
7895
7896
7897
7898
7899
7900
7901
7902
7903
7904
7905
7906
7907
7908
7909
7910
7911
7912
7913
7914
7915
7916
7917
7918
7919
7920
7921
7922
7923
7924
7925
7926
7927
7928
7929
7930
7931
7932
7933
7934
7935
7936
7937
7938
7939
7940
7941
7942
7943
7944
7945
7946
7947
7948
7949
7950
7951
7952
7953
7954
7955
7956
7957
7958
7959
7960
7961
7962
7963
7964
7965
7966
7967
7968
7969
7970
7971
7972
7973
7974
7975
7976
7977
7978
7979
7980
7981
7982
7983
7984
7985
7986
7987
7988
7989
7990
7991
7992
7993
7994
7995
7996
7997
7998
7999
8000
8001
8002
8003
8004
8005
8006
8007
8008
8009
8010
8011
8012
8013
8014
8015
8016
8017
8018
8019
8020
8021
8022
8023
8024
8025
8026
8027
8028
8029
8030
8031
8032
8033
8034
8035
8036
8037
8038
8039
8040
8041
8042
8043
8044
8045
8046
8047
8048
8049
8050
8051
8052
8053
8054
8055
8056
8057
8058
8059
8060
8061
8062
8063
8064
8065
8066
8067
8068
8069
8070
8071
8072
8073
8074
8075
8076
8077
8078
8079
8080
8081
8082
8083
8084
8085
8086
8087
8088
8089
8090
8091
8092
8093
8094
8095
8096
8097
8098
8099
8100
8101
8102
8103
8104
8105
8106
8107
8108
8109
8110
8111
8112
8113
8114
8115
8116
8117
8118
8119
8120
8121
8122
8123
8124
8125
8126
8127
8128
8129
8130
8131
8132
8133
8134
8135
8136
8137
8138
8139
8140
8141
8142
8143
8144
8145
8146
8147
8148
8149
8150
8151
8152
8153
8154
8155
8156
8157
8158
8159
8160
8161
8162
8163
8164
8165
8166
8167
8168
8169
8170
8171
8172
8173
8174
8175
8176
8177
8178
8179
8180
8181
8182
8183
8184
8185
8186
8187
8188
8189
8190
8191
8192
8193
8194
8195
8196
8197
8198
8199
8200
8201
8202
8203
8204
8205
8206
8207
8208
8209
8210
8211
8212
8213
8214
8215
8216
8217
8218
8219
8220
8221
8222
8223
8224
8225
8226
8227
8228
8229
8230
8231
8232
8233
8234
8235
8236
8237
8238
8239
8240
8241
8242
8243
8244
8245
8246
8247
8248
8249
8250
8251
8252
8253
8254
8255
8256
8257
8258
8259
8260
8261
8262
8263
8264
8265
8266
8267
8268
8269
8270
8271
8272
8273
8274
8275
8276
8277
8278
8279
8280
8281
8282
8283
8284
8285
8286
8287
8288
8289
8290
8291
8292
8293
8294
8295
8296
8297
8298
8299
8300
8301
8302
8303
8304
8305
8306
8307
8308
8309
8310
8311
8312
8313
8314
8315
8316
8317
8318
8319
8320
8321
8322
8323
8324
8325
8326
8327
8328
8329
8330
8331
8332
8333
8334
8335
8336
8337
8338
8339
8340
8341
8342
8343
8344
8345
8346
8347
8348
8349
8350
8351
8352
8353
8354
8355
8356
8357
8358
8359
8360
8361
8362
8363
8364
8365
8366
8367
8368
8369
8370
8371
8372
8373
8374
8375
8376
8377
8378
8379
8380
8381
8382
8383
8384
8385
8386
8387
8388
8389
8390
8391
8392
8393
8394
8395
8396
8397
8398
8399
8400
8401
8402
8403
8404
8405
8406
8407
8408
8409
8410
8411
8412
8413
8414
8415
8416
8417
8418
8419
8420
8421
8422
8423
8424
8425
8426
8427
8428
8429
8430
8431
8432
8433
8434
8435
8436
8437
8438
8439
8440
8441
8442
8443
8444
8445
8446
8447
8448
8449
8450
8451
8452
8453
8454
8455
8456
8457
8458
8459
8460
8461
8462
8463
8464
8465
8466
8467
8468
8469
8470
8471
8472
8473
8474
8475
8476
8477
8478
8479
8480
8481
8482
8483
8484
8485
8486
8487
8488
8489
8490
8491
8492
8493
8494
8495
8496
8497
8498
8499
8500
8501
8502
8503
8504
8505
8506
8507
8508
8509
8510
8511
8512
8513
8514
8515
8516
8517
8518
8519
8520
8521
8522
8523
8524
8525
8526
8527
8528
8529
8530
8531
8532
8533
8534
8535
8536
8537
8538
8539
8540
8541
8542
8543
8544
8545
8546
8547
8548
8549
8550
8551
8552
8553
8554
8555
8556
8557
8558
8559
8560
8561
8562
8563
8564
8565
8566
8567
8568
8569
8570
8571
8572
8573
8574
8575
8576
8577
8578
8579
8580
8581
8582
8583
8584
8585
8586
8587
8588
8589
8590
8591
8592
8593
8594
8595
8596
8597
8598
8599
8600
8601
8602
8603
8604
8605
8606
8607
8608
8609
8610
8611
8612
8613
8614
8615
8616
8617
8618
8619
8620
8621
8622
8623
8624
8625
8626
8627
8628
8629
8630
8631
8632
8633
8634
8635
8636
8637
8638
8639
8640
8641
8642
8643
8644
8645
8646
8647
8648
8649
8650
8651
8652
8653
8654
8655
8656
8657
8658
8659
8660
8661
8662
8663
8664
8665
8666
8667
8668
8669
8670
8671
8672
8673
8674
8675
8676
8677
8678
8679
8680
8681
8682
8683
8684
8685
8686
8687
8688
8689
8690
8691
8692
8693
8694
8695
8696
8697
8698
8699
8700
8701
8702
8703
8704
8705
8706
8707
8708
8709
8710
8711
8712
8713
8714
8715
8716
8717
8718
8719
8720
8721
8722
8723
8724
8725
8726
8727
8728
8729
8730
8731
8732
8733
8734
8735
8736
8737
8738
8739
8740
8741
8742
8743
8744
8745
8746
8747
8748
8749
8750
8751
8752
8753
8754
8755
8756
8757
8758
8759
8760
8761
8762
8763
8764
8765
8766
8767
8768
8769
8770
8771
8772
8773
8774
8775
8776
8777
8778
8779
8780
8781
8782
8783
8784
8785
8786
8787
8788
8789
8790
8791
8792
8793
8794
8795
8796
8797
8798
8799
8800
8801
8802
8803
8804
8805
8806
8807
8808
8809
8810
8811
8812
8813
8814
8815
8816
8817
8818
8819
8820
8821
8822
8823
8824
8825
8826
8827
8828
8829
8830
8831
8832
8833
8834
8835
8836
8837
8838
8839
8840
8841
8842
8843
8844
8845
8846
8847
8848
8849
8850
8851
8852
8853
8854
8855
8856
8857
8858
8859
8860
8861
8862
8863
8864
8865
8866
8867
8868
8869
8870
8871
8872
8873
8874
8875
8876
8877
8878
8879
8880
8881
8882
8883
8884
8885
8886
8887
8888
8889
8890
8891
8892
8893
8894
8895
8896
8897
8898
8899
8900
8901
8902
8903
8904
8905
8906
8907
8908
8909
8910
8911
8912
8913
8914
8915
8916
8917
8918
8919
8920
8921
8922
8923
8924
8925
8926
8927
8928
8929
8930
8931
8932
8933
8934
8935
8936
8937
8938
8939
8940
8941
8942
8943
8944
8945
8946
8947
8948
8949
8950
8951
8952
8953
8954
8955
8956
8957
8958
8959
8960
8961
8962
8963
8964
8965
8966
8967
8968
8969
8970
8971
8972
8973
8974
8975
8976
8977
8978
8979
8980
8981
8982
8983
8984
8985
8986
8987
8988
8989
8990
8991
8992
8993
8994
8995
8996
8997
8998
8999
9000
9001
9002
9003
9004
9005
9006
9007
9008
9009
9010
9011
9012
9013
9014
9015
9016
9017
9018
9019
9020
9021
9022
9023
9024
9025
9026
9027
9028
9029
9030
9031
9032
9033
9034
9035
9036
9037
9038
9039
9040
9041
9042
9043
9044
9045
9046
9047
9048
9049
9050
9051
9052
9053
9054
9055
9056
9057
9058
9059
9060
9061
9062
9063
9064
9065
9066
9067
9068
9069
9070
9071
9072
9073
9074
9075
9076
9077
9078
9079
9080
9081
9082
9083
9084
9085
9086
9087
9088
9089
9090
9091
9092
9093
9094
9095
9096
9097
9098
9099
9100
9101
9102
9103
9104
9105
9106
9107
9108
9109
9110
9111
9112
9113
9114
9115
9116
9117
9118
9119
9120
9121
9122
9123
9124
9125
9126
9127
9128
9129
9130
9131
9132
9133
9134
9135
9136
9137
9138
9139
9140
9141
9142
9143
9144
9145
9146
9147
9148
9149
9150
9151
9152
9153
9154
9155
9156
9157
9158
9159
9160
9161
9162
9163
9164
9165
9166
9167
9168
9169
9170
9171
9172
9173
9174
9175
9176
9177
9178
9179
9180
9181
9182
9183
9184
9185
9186
9187
9188
9189
9190
9191
9192
9193
9194
9195
9196
9197
9198
9199
9200
9201
9202
9203
9204
9205
9206
9207
9208
9209
9210
9211
9212
9213
9214
9215
9216
9217
9218
9219
9220
9221
9222
9223
9224
9225
9226
9227
9228
9229
9230
9231
9232
9233
9234
9235
9236
9237
9238
9239
9240
9241
9242
9243
9244
9245
9246
9247
9248
9249
9250
9251
9252
9253
9254
9255
9256
9257
9258
9259
9260
9261
9262
9263
9264
9265
9266
9267
9268
9269
9270
9271
9272
9273
9274
9275
9276
9277
9278
9279
9280
9281
9282
9283
9284
9285
9286
9287
9288
9289
9290
9291
9292
9293
9294
9295
9296
9297
9298
9299
9300
9301
9302
9303
9304
9305
9306
9307
9308
9309
9310
9311
9312
9313
9314
9315
9316
9317
9318
9319
9320
9321
9322
9323
9324
9325
9326
9327
9328
9329
9330
9331
9332
9333
9334
9335
9336
9337
9338
9339
9340
9341
9342
9343
9344
9345
9346
9347
9348
9349
9350
9351
9352
9353
9354
9355
9356
9357
9358
9359
9360
9361
9362
9363
9364
9365
9366
9367
9368
9369
9370
9371
9372
9373
9374
9375
9376
9377
9378
9379
9380
9381
9382
9383
9384
9385
9386
9387
9388
9389
9390
9391
9392
9393
9394
9395
9396
9397
9398
9399
9400
9401
9402
9403
9404
9405
9406
9407
9408
9409
9410
9411
9412
9413
9414
9415
9416
9417
9418
9419
9420
9421
9422
9423
9424
9425
9426
9427
9428
9429
9430
9431
9432
9433
9434
9435
9436
9437
9438
9439
9440
9441
9442
9443
9444
9445
9446
9447
9448
9449
9450
9451
9452
9453
9454
9455
9456
9457
9458
9459
9460
9461
9462
9463
9464
9465
9466
9467
9468
9469
9470
9471
9472
9473
9474
9475
9476
9477
9478
9479
9480
9481
9482
9483
9484
9485
9486
9487
9488
9489
9490
9491
9492
9493
9494
9495
9496
9497
9498
9499
9500
9501
9502
9503
9504
9505
9506
9507
9508
9509
9510
9511
9512
9513
9514
9515
9516
9517
9518
9519
9520
9521
9522
9523
9524
9525
9526
9527
9528
9529
9530
9531
9532
9533
9534
9535
9536
9537
9538
9539
9540
9541
9542
9543
9544
9545
9546
9547
9548
9549
9550
9551
9552
9553
9554
9555
9556
9557
9558
9559
9560
9561
9562
9563
9564
9565
9566
9567
9568
9569
9570
9571
9572
9573
9574
9575
9576
9577
9578
9579
9580
9581
9582
9583
9584
9585
9586
9587
9588
9589
9590
9591
9592
9593
9594
9595
9596
9597
9598
9599
9600
9601
9602
9603
9604
9605
9606
9607
9608
9609
9610
9611
9612
9613
9614
9615
9616
9617
9618
9619
9620
9621
9622
9623
9624
9625
9626
9627
9628
9629
9630
9631
9632
9633
9634
9635
9636
9637
9638
9639
9640
9641
9642
9643
9644
9645
9646
9647
9648
9649
9650
9651
9652
9653
9654
9655
9656
9657
9658
9659
9660
9661
9662
9663
9664
9665
9666
9667
9668
9669
9670
9671
9672
9673
9674
9675
9676
9677
9678
9679
9680
9681
9682
9683
9684
9685
9686
9687
9688
9689
9690
9691
9692
9693
9694
9695
9696
9697
9698
9699
9700
9701
9702
9703
9704
9705
9706
9707
9708
9709
9710
9711
9712
9713
9714
9715
9716
9717
9718
9719
9720
9721
9722
9723
9724
9725
9726
9727
9728
9729
9730
9731
9732
9733
9734
9735
9736
9737
9738
9739
9740
9741
9742
9743
9744
9745
9746
9747
9748
9749
9750
9751
9752
9753
9754
9755
9756
9757
9758
9759
9760
9761
9762
9763
9764
9765
9766
9767
9768
9769
9770
9771
9772
9773
9774
9775
9776
9777
9778
9779
9780
9781
9782
9783
9784
9785
9786
9787
9788
9789
9790
9791
9792
9793
9794
9795
9796
9797
9798
9799
9800
9801
9802
9803
9804
9805
9806
9807
9808
9809
9810
9811
9812
9813
9814
9815
9816
9817
9818
9819
9820
9821
9822
9823
9824
9825
9826
9827
9828
9829
9830
9831
9832
9833
9834
9835
9836
9837
9838
9839
9840
9841
9842
9843
9844
9845
9846
9847
9848
9849
9850
9851
9852
9853
9854
9855
9856
9857
9858
9859
9860
9861
9862
9863
9864
9865
9866
9867
9868
9869
9870
9871
9872
9873
9874
9875
9876
9877
9878
9879
9880
9881
9882
9883
9884
9885
9886
9887
9888
9889
9890
9891
9892
9893
9894
9895
9896
9897
9898
9899
9900
9901
9902
9903
9904
9905
9906
9907
9908
9909
9910
9911
9912
9913
9914
9915
9916
9917
9918
9919
9920
9921
9922
9923
9924
9925
9926
9927
9928
9929
9930
9931
9932
9933
9934
9935
9936
9937
9938
9939
9940
9941
9942
9943
9944
9945
9946
9947
9948
9949
9950
9951
9952
9953
9954
9955
9956
9957
9958
9959
9960
9961
9962
9963
9964
9965
9966
9967
9968
9969
9970
9971
9972
9973
9974
9975
9976
9977
9978
9979
9980
9981
9982
9983
9984
9985
9986
9987
9988
9989
9990
9991
9992
9993
9994
9995
9996
9997
9998
9999
10000
10001
10002
10003
10004
10005
10006
10007
10008
10009
10010
10011
10012
10013
10014
10015
10016
10017
10018
10019
10020
10021
10022
10023
10024
10025
10026
10027
10028
10029
10030
10031
10032
10033
10034
10035
10036
10037
10038
10039
10040
10041
10042
10043
10044
10045
10046
10047
10048
10049
10050
10051
10052
10053
10054
10055
10056
10057
10058
10059
10060
10061
10062
10063
10064
10065
10066
10067
10068
10069
10070
10071
10072
10073
10074
10075
10076
10077
10078
10079
10080
10081
10082
10083
10084
10085
10086
10087
10088
10089
10090
10091
10092
10093
10094
10095
10096
10097
10098
10099
10100
10101
10102
10103
10104
10105
10106
10107
10108
10109
10110
10111
10112
10113
10114
10115
10116
10117
10118
10119
10120
10121
10122
10123
10124
10125
10126
10127
10128
10129
10130
10131
10132
10133
10134
10135
10136
10137
10138
10139
10140
10141
10142
10143
10144
10145
10146
10147
10148
10149
10150
10151
10152
10153
10154
10155
10156
10157
10158
10159
10160
10161
10162
10163
10164
10165
10166
10167
10168
10169
10170
10171
10172
10173
10174
10175
10176
10177
10178
10179
10180
10181
10182
10183
10184
10185
10186
10187
10188
10189
10190
10191
10192
10193
10194
10195
10196
10197
10198
10199
10200
10201
10202
10203
10204
10205
10206
10207
10208
10209
10210
10211
10212
10213
10214
10215
10216
10217
10218
10219
10220
10221
10222
10223
10224
10225
10226
10227
10228
10229
10230
10231
10232
10233
10234
10235
10236
10237
10238
10239
10240
10241
10242
10243
10244
10245
10246
10247
10248
10249
10250
10251
10252
10253
10254
10255
10256
10257
10258
10259
10260
10261
10262
10263
10264
10265
10266
10267
10268
10269
10270
10271
10272
10273
10274
10275
10276
10277
10278
10279
10280
10281
10282
10283
10284
10285
10286
10287
10288
10289
10290
10291
10292
10293
10294
10295
10296
10297
10298
10299
10300
10301
10302
10303
10304
10305
10306
10307
10308
10309
10310
10311
10312
10313
10314
10315
10316
10317
10318
10319
10320
10321
10322
10323
10324
10325
10326
10327
10328
10329
10330
10331
10332
10333
10334
10335
10336
10337
10338
10339
10340
10341
10342
10343
10344
10345
10346
10347
10348
10349
10350
10351
10352
10353
10354
10355
10356
10357
10358
10359
10360
10361
10362
10363
10364
10365
10366
10367
10368
10369
10370
10371
10372
10373
10374
10375
10376
10377
10378
10379
10380
10381
10382
10383
10384
10385
10386
10387
10388
10389
10390
10391
10392
10393
10394
10395
10396
10397
10398
10399
10400
10401
10402
10403
10404
10405
10406
10407
10408
10409
10410
10411
10412
10413
10414
10415
10416
10417
10418
10419
10420
10421
10422
10423
10424
10425
10426
10427
10428
10429
10430
10431
10432
10433
10434
10435
10436
10437
10438
10439
10440
10441
10442
10443
10444
10445
10446
10447
10448
10449
10450
10451
10452
10453
10454
10455
10456
10457
10458
10459
10460
10461
10462
10463
10464
10465
10466
10467
10468
10469
10470
10471
10472
10473
10474
10475
10476
10477
10478
10479
10480
10481
10482
10483
10484
10485
10486
10487
10488
10489
10490
10491
10492
10493
10494
10495
10496
10497
10498
10499
10500
10501
10502
10503
10504
10505
10506
10507
10508
10509
10510
10511
10512
10513
10514
10515
10516
10517
10518
10519
10520
10521
10522
10523
10524
10525
10526
10527
10528
10529
10530
10531
10532
10533
10534
10535
10536
10537
10538
10539
10540
10541
10542
10543
10544
10545
10546
10547
10548
10549
10550
10551
10552
10553
10554
10555
10556
10557
10558
10559
10560
10561
10562
10563
10564
10565
10566
10567
10568
10569
10570
10571
10572
10573
10574
10575
10576
10577
10578
10579
10580
10581
10582
10583
10584
10585
10586
10587
10588
10589
10590
10591
10592
10593
10594
10595
10596
10597
10598
10599
10600
10601
10602
10603
10604
10605
10606
10607
10608
10609
10610
10611
10612
10613
10614
10615
10616
10617
10618
10619
10620
10621
10622
10623
10624
10625
10626
10627
10628
10629
10630
10631
10632
10633
10634
10635
10636
10637
10638
10639
10640
10641
10642
10643
10644
10645
10646
10647
10648
10649
10650
10651
10652
10653
10654
10655
10656
10657
10658
10659
10660
10661
10662
10663
10664
10665
10666
10667
10668
10669
10670
10671
10672
10673
10674
10675
10676
10677
10678
10679
10680
10681
10682
10683
10684
10685
10686
10687
10688
10689
10690
10691
10692
10693
10694
10695
10696
10697
10698
10699
10700
|
//================= Hercules Script =======================================
//= _ _ _
//= | | | | | |
//= | |_| | ___ _ __ ___ _ _| | ___ ___
//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
//= | | | | __/ | | (__| |_| | | __/\__ \
//= \_| |_/\___|_| \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2012-2015 Hercules Dev Team
//= Copyright (C) Euphy
//= Copyright (C) Muad_Dib
//=
//= Hercules is free software: you can redistribute it and/or modify
//= it under the terms of the GNU General Public License as published by
//= the Free Software Foundation, either version 3 of the License, or
//= (at your option) any later version.
//=
//= This program is distributed in the hope that it will be useful,
//= but WITHOUT ANY WARRANTY; without even the implied warranty of
//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
//= GNU General Public License for more details.
//=
//= You should have received a copy of the GNU General Public License
//= along with this program. If not, see <http://www.gnu.org/licenses/>.
//=========================================================================
//= Malangdo Quest NPCs
//================= File Encoding =========================================
//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
//= -If the encoding is correct, the next three lines have the same length-
//= ============ �ġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġ� ============
//= ============ ============================================= ============
//= ============ ������������������������������������������������������������������������������������������ ============
//================= Description ===========================================
//= Quest NPCs related to Malangdo:
//= - Malangdo Island, Help the Bad Cats in Danger,
//= - Clean the Ship, Help Chef Nyas, Play with Baby Cats,
//= - Cat Gamers, Archangel Wing Enchants
//================= Current Version =======================================
//= 1.6
//=========================================================================
//== Utility NPCs :: cat_merchant ==========================
mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{
if (MaxWeight - Weight < 100 || checkweight(Knife,1) == 0) {
mes "[Investment Cat Helper]";
mes "You have a heavy load. Maybe you're a peddler? No peddlers in this area.";
close;
}
if (ep13_yong1 < 10) {
mes "[Investment Cat Helper]";
mes "Ohh!";
mes "You've come here to ask about investing?";
mes "You've come to the right place.";
next;
mes "[Investment Cat Helper]";
mes "I am here to invest in the Cat Paw Merchant Association.";
mes "Err-- I mean I'm here to help honest people like you.";
mes "Hehehe~";
next;
mes "[Investment Cat Helper]";
mes "I can't remember everything because I've been here talking to you humans.";
mes "But I want to know first... Hold on.";
next;
mes "smell... smell...";
next;
mes "[Investment Cat Helper]";
mes "Ah?!";
mes "You don't know much about the Cat Paw Merchant Association, do you?";
mes "Hmm, you do not really smell like a cat.";
next;
mes "[Investment Cat Helper]";
mes "Good!!";
mes "You made the right decision to be here to invest in the Cat Paw Merchant Association~";
next;
mes "[Investment Cat Helper]";
mes "First, you need to have ten pieces of Malangdo cans if you want to open an account.";
next;
while(1) {
switch(select("Open an account", "Ask about benefits", "Cancel")) {
case 1:
if (countitem(Malang_Sp_Can) < 10) {
mes "[Investment Cat Helper]";
mes "Hmm!";
mes "I'd love to give you account for";
mes "free but as you know, this is for";
mes "advertising investers of the trader group, sorry.";
close;
}
delitem Malang_Sp_Can,10;
ep13_yong1 = 10;
mes "[Investment Cat Helper]";
mes "Good!";
mes "Write down here~ and";
mes "print your palm there,";
mes "ah!~ what's your name?";
next;
mes "[Investment Cat Helper]";
mes strcharinfo(0)+" you are~";
next;
mes "[Investment Cat Helper]";
mes "Name: "+strcharinfo(0);
mes "Number of accounts: 10";
mes "OK! Registered!";
next;
mes "[Investment Cat Helper]";
mes "You have an account now.";
mes "Will get an investment of a certain nunber of cans next time.";
next;
mes "[Investment Cat Helper]";
mes "I wish to get lots of investments";
mes "so you can have many services as well.";
mes "And, I also hope that we, the Cat Paw Merchant Association, will make much money.";
next;
mes "[Investment Cat Helper]";
mes "See you next investment~";
close;
case 2:
mes "[Investment Cat Helper]";
mes "You want to know the benefits of investing?";
mes "Actually, we are a small group of cats and we don't think like humans.";
next;
mes "[Investment Cat Helper]";
mes "There are lots of benefits based on how much you've invested in our services.";
mes "These include more warps, extra storage locations and price reductions of goods and services.";
next;
mes "[Investment Cat Helper]";
mes "I promise that if our trade is growing you will benefit from it as well.";
next;
break;
case 3:
mes "[Investment Cat Helper]";
mes "Ahh~ You're just going to leave?";
mes "T_T~ Please open an account.";
close;
}
}
} else if (ep13_yong1 < 20000) {
mes "[Investment Cat Helper]";
mes "I can't remember everyone since I meet so many people...";
mes "But I want to check first... Hold on.";
mes "Excuse me!";
next;
mes "smell... smell...";
next;
if (ep13_yong1 < 10000) {
.@cans = 10;
mes "[Investment Cat Helper]";
mes "This is a familiar smell!!";
mes "If it's so...!!";
next;
mes "[Investment Cat Helper]";
mes "You are here to invest!!";
mes "Good!~~ Good to see you~";
next;
mes "[Investment Cat Helper]";
mes "From your smell~ you are below 10,000 accounts.";
mes "Until then, you can get an account by investing ten cans.";
} else {
.@cans = 20;
mes "[Investment Cat Helper]";
mes "Such a stong smell!!";
mes "Then it must be!!";
next;
mes "[Investment Cat Helper]";
mes "A VIP invester!!!!!!";
mes "You're here to invest? Welcome!";
next;
mes "[Investment Cat Helper]";
mes "A VIP invester with over 10,000 accounts";
mes "can get another account with 20 cans.";
mes "A good investment!";
}
next;
mes "[Investment Cat Helper]";
mes "What will you do?";
next;
switch(select("Invest", "Check the number of accounts", "Cancel")) {
case 1:
mes "[Investment Cat Helper]";
mes "Ohh~ thank you for investing~";
mes "You can get a maximum of 10 accounts at one time.";
mes "Isn't it lovely?";
mes "How many will you invest in? Enter 0 to cancel.";
next;
input .@input;
if (.@input == 0) {
mes "[Investment Cat Helper]";
mes "Please invest next time~";
close;
} else if (.@input > 10) {
mes "[Investment Cat Helper]";
mes "You can get a maximum of 10 accounts~";
close;
}
.@required = .@input*.@cans;
mes "[Investment Cat Helper]";
mes "Total " + .@input + " accounts, right?";
mes "The number of cans you need is "+.@required+" pieces.";
mes "Do you want to go through with this?";
next;
if(select("Yes", "No") == 2) {
mes "[Investment Cat Helper]";
mes "Oh? Is that wrong? Weird.";
mes "Please check again~";
close;
}
if (countitem(Malang_Sp_Can) < .@required) {
mes "[Investment Cat Helper]";
mes "Ahhh!";
mes "You don't have enough cans.";
mes "I'm a busy cat, you know.";
close;
}
if (ep13_yong1 < 10000) {
delitem Malang_Sp_Can,.@required;
ep13_yong1 += .@input;
mes "[Investment Cat Helper]";
mes .@input+" accounts were invested in.";
mes "Thank you for your help~";
next;
mes "[Investment Cat Helper]";
mes "Once we get more investments of cans,";
mes "our trader group will grow even more.";
mes "And you can get services as well~";
mes "A win-win strategy?";
close;
} else {
if (.@input + ep13_yong1 > 20000) {
delitem Malang_Sp_Can,.@required;
ep13_yong1 = 20000;
mes "[Investment Cat Helper]";
mes "You can have 20,000 accounts max";
mes "according to the trader policy...";
mes strcharinfo(0)+"'s accounts increase to 20,000.";
mes "Thank you so much for your investment~";
next;
mes "[Investment Cat Helper]";
mes "Now, "+strcharinfo(0)+", you can't invest further";
mes "but you can still donate some of your cans to the trader group.";
mes "Thank you so much~";
close;
} else {
delitem Malang_Sp_Can,.@required;
ep13_yong1 += .@input;
mes "[Investment Cat Helper]";
mes .@input+" accounts have been invested in.";
mes "Thank you for your help~";
next;
mes "[Investment Cat Helper]";
mes "With your big investment in cans,";
mes "this will help us meet our goals earlier.";
mes "Thank you again.";
close;
}
}
case 2:
mes "[Investment Cat Helper]";
mes "You want to check the number of accounts? Hmm, let's see~";
next;
mes "[Investment Cat Helper]";
mes "Name: "+strcharinfo(0);
mes "Number of accounts: "+ep13_yong1;
next;
mes "[Investment Cat Helper]";
if (ep13_yong1 < 10000)
mes "Got it?";
else
mes "You've made many investments. Thank you.";
close;
case 3:
mes "[Investment Cat Helper]";
mes "Please invest next time~";
close;
}
} else if (ep13_yong1 >= 20000) {
mes "[Investment Cat Helper]";
mes strcharinfo(0) + ", welcome~";
mes strcharinfo(0) + "~ I felt something upon your arrival.";
next;
mes "[Investment Cat Helper]";
mes "Want to donate?";
next;
if(select("Donate", "No") == 2) {
mes "[Investment Cat Helper]";
mes "Hehe~ then have fun in here~";
close;
}
mes "[Investment Cat Helper]";
mes "Wow, thank you, "+strcharinfo(0)+"~!";
next;
mes "[Investment Cat Helper]";
mes strcharinfo(0)+"~ with your help";
mes "the cans will be distributed to cats";
mes "in the Midgard area with honor~";
next;
mes "[Investment Cat Helper]";
mes "The can donation can range from a minimum of 20 to a maximum of 10,000.";
next;
input .@input;
if (.@input < 20 || .@input > 10000) {
mes "[Investment Cat Helper]";
mes "The can donation can range from a minimum of 20 to a maximum of 10,000.";
close;
} else if (countitem(Malang_Sp_Can) < .@input) { // Malang_Sp_Can
mes "[Investment Cat Helper]";
mes "Hmm? You don't have enough cans.";
close;
} else {
delitem Malang_Sp_Can,.@input;
mes "[Investment Cat Helper]";
mes "Ohh! Thank you~";
next;
mes "[Investment Cat Helper]";
mes "Dear "+strcharinfo(0)+" ~";
mes "I have only Increase AGI";
mes "and Blessing to give you.";
mes "Thank you.";
npcskill "AL_INCAGI",10,0,0;
npcskill "AL_BLESSING",10,0,0;
close;
}
}
}
malangdo,184,139,4 script Storekeeper#mal 4_CAT_ADV2,{
mes "[Storekeeper]";
mes "Hey, looks like you might be looking to unload some of your stuff from your pack.";
mes "Want to open storage? For free?";
next;
mes "[Storekeeper]";
mes "Hahaha~ Just kidding, of course it isn't free.";
mes "What do you take me for?";
next;
if (ep13_yong1 > 999) {
.@cans = 1;
.@zeny = 1500;
.@i = select("Pay with Can ----- 1 unit", "Pay with Zeny ------- 1,500z");
} else {
.@cans = 2;
.@zeny = 3000;
.@i = select("Pay with Can ----- 2units", "Pay with Zeny ------- 3,000z");
}
if (getskilllv("NV_BASIC") < 6) {
mes "[Storekeeper]";
mes "Ah, hold on!!";
mes "You need to have ^FF0000Basic Skill level 6^000000 to use the storage service!!";
close;
}
switch(.@i) {
case 1:
if (countitem(Malang_Sp_Can) < .@cans) {
mes "[Storekeeper]";
mes "You don't have enough cans...";
close;
}
delitem Malang_Sp_Can,.@cans;
break;
case 2:
if (Zeny < .@zeny) {
mes "[Storekeeper]";
mes "You don't have enough zeny...";
close;
}
Zeny -= .@zeny;
break;
}
mes "[Storekeeper]";
mes "Thank you.";
close2;
openstorage;
end;
}
//== Malangdo Island :: ma_tomas ===========================
mal_in02,28,56,5 script Samuel#mal 4_M_MERCAT1,{
mes "[Samuel]";
mes "Ah, you mean the ad... well, you mean our village chief?";
mes "You'd better not bother him, since he's always busy.";
if (ma_tomas == 0)
close;
next;
mes "[Samuel]";
mes "^0000FFBut it'd be impossible to talk without bothering him anyway......^000000";
mes "He is simply always busy.";
next;
switch(select("Ad...?", "Village chief?")) {
case 1:
mes "[Samuel]";
mes "Ah, there was an admiral of this ship before settling in here~";
mes "Shining golden eyes like the sun!!!";
mes "Silvery beard fluttering with a rough sea breeze!!!";
next;
mes "[Samuel]";
mes "Kha~ It was nice!!!!";
mes "I was fascinated by that attraction and took the ship, Navi!";
mes "This thing is called the romance of a guy. Hoo hoo~";
emotion e_shy;
next;
mes "[Samuel]";
mes "Well... His cuticle seems to have gone bad a bit with his village chief duty, since he settled in Malangdo. But his eyes are still the same.";
close;
case 2:
mes "[Samuel]";
mes "Umm, since it is Malangdo, will it be the Malangdo chief...?!";
mes "No, though it will be funny...";
mes "Malangdo village... umm... this... this is also not......";
mes "Well, this stuff is not that important.";
next;
mes "[Samuel]";
mes "Although there are many differences between admiral and village chief for sure, it feels like it won't be without Admiral Tomas anyhow.";
next;
mes "[Samuel]";
mes "All would think the same, not just me.";
mes "He's having a hard time thanks to this.";
close;
}
}
mal_in02,22,62,3 script Tomas#mal 4_CAT_ADMIRAL,{
if (BaseLevel < 60) {
mes "[Tomas, Village Chief]";
mes "Ummm... Who are you?";
mes "Don't you think it's too early to come here?";
close;
}
if (ma_tomas == 0) {
mes "[Tomas, Village Chief]";
mes "Samuel!";
mes "Are you coming to an end there?";
cutin "ma_tomas02",2;
next;
mes "[Samuel]";
mes "Yes, Admiral!";
mes "Moved all 3 thousand boxes, including the one I just received, to the storage. The next boxes are expected to be delivered in 5 hours!";
emotion e_omg,0,"Samuel#mal";
next;
mes "[Tomas, Village Chief]";
mes "Samuel!";
mes "How many times should I tell you to call me Village Chief, not Admiral!";
next;
mes "[Samuel]";
mes "Sorry! Village Chief!";
mes "I will correct myself!";
emotion e_omg,0,"Samuel#mal";
next;
mes "[Tomas, Village Chief]";
mes "Hmm, hmm!";
mes "Get them sorted out and arrange them over there. Before the next boxes are here you must finish the work there!";
next;
mes "[Tomas, Village Chief]";
mes "Sea cucumbers, sea squirts, sea anemones to the right! Seaweed and kelp downstairs, and send anchovies and drums to the gathering place. Let the rest stack assortatively in the corner!";
next;
mes "[Samuel]";
mes "Yes! Village Chief!";
mes "Seaweed, Sea cucumbers, sea squirts, sea anemones to the right! Seaweed and glasses downstairs! Send anchovies and drums to the gathering place! Let the rest stack assortatively in the corner!";
emotion e_omg,0,"Samuel#mal";
next;
mes "[Tomas, Village Chief]";
mes "It it not.";
mes "Sea cucumbers, sea squirts, sea anemones to the right. Seaweed and kelp downstairs. Anchovies and drums to the gathering place. Let the rest stack assortatively in the corner.";
emotion e_dots;
next;
mes "[Samuel]";
mes "Yes!!";
emotion e_omg,0,"Samuel#mal";
next;
mes "[Tomas, Village Chief]";
mes "Huuu...";
mes "It doesn't seem to end.";
mes "There are still piles of paperwork to do... I will be in trouble unless I finish them up before the next boxes arrive.";
emotion e_sigh;
next;
mes "[Tomas, Village Chief]";
mes "So, the amount of the next boxes is 1300....";
mes "And the next, the 700 boxes downstairs to load up the ship...";
next;
switch(select("Try to talk to him.", "Stop since he seems busy.")) {
case 1:
mes "[Tomas, Village Chief]";
mes "Hmm, who are you?";
mes "You are not familiar. Sorry, but will you come again if it is not that urgent?";
cutin "ma_tomas01",2;
next;
switch(select("It's my first time to Malangdo.", "Another cat told me to come over here.", "I will come around again later.")) {
case 1:
mes "[Tomas, Village Chief]";
mes "...So I told you your face was not familiar.";
emotion e_dots;
next;
mes "[Tomas, Village Chief]";
mes "Hmm... Sorry, but as I told you before, would you talk to the other cats if it's not that urgent, since I have plenty of work left undone and no time to talk with you.";
break;
case 2:
mes "[Tomas, Village Chief]";
mes "...Anyway all are always good to leave me with the work.";
mes "Pitiless ones...";
emotion e_an;
next;
mes "[Tomas, Village Chief]";
mes "Umm... Having said that, would you talk to the other cats if it's not that urgent, since I got plenty of work to do left undone and no time to talk with you?";
break;
case 3:
mes "[Tomas, Village Chief]";
mes "Sorry for that.";
mes "Please come back to me again, though I don't know when I could be free.";
close2;
cutin "",255;
end;
}
next;
mes "[Tomas, Village Chief]";
mes "These days I feel I'm pressed with work, although it's good to trust and rely on me as a village chief...";
next;
mes "[Tomas, Village Chief]";
mes "It is too much, since they send all visitors to me.";
next;
mes "[Tomas, Village Chief]";
mes "You're just in time. Go to the ^0000FFregular meeting^000000 being held now.";
mes "The meeting place is ^0000FFat the end of the corridor^000000.";
ma_tomas = 1;
setquest 11209;
close2;
cutin "",255;
end;
case 2:
mes "[Tomas, Village Chief]";
mes "Sorry for that.";
mes "Please come back to me again though I don't know when I could be free.";
close2;
cutin "",255;
end;
}
} else if (ma_tomas == 1) {
mes "[Tomas, Village Chief]";
mes "So, the next 1000 boxes to move to the upper side...";
cutin "ma_tomas02",2;
next;
mes "[Tomas, Village Chief]";
mes "400 boxes to give out as supplies....";
mes "And also...";
next;
mes "[Samuel]";
mes "Admiral!";
mes "Sea bass, sea jelly, sea sponge are well arranged on the right!";
mes "Seaweed and kiwi downstairs! Anchovies and cod to the gathering place! Let the rest stack assortatively in the corner?";
emotion e_omg,0,"Samuel#mal";
next;
mes "[Tomas, Village Chief]";
mes "....";
emotion e_dots;
next;
mes "[Tomas, Village Chief]";
mes "....";
mes ".....";
next;
mes "[Tomas, Village Chief]";
mes "....";
mes ".....";
mes "......";
next;
mes "[Tomas, Village Chief]";
mes "You!!";
mes "How many times did I tell you! Mew~";
mes "Huh?!";
emotion e_an;
cutin "ma_tomas03",2;
next;
mes "[Tomas, Village Chief]";
mes "Sea cucumbers, sea squirts, sea anemones to the right. Seaweed and kelp downstairs. Anchovies and drums to the gathering place. Let the rest stack assortatively in the corner.";
next;
mes "[Tomas, Village Chief]";
mes "Huh?! If you really want to put Sea bass to the right that much, let yourself stand there all day long! Mew~";
emotion e_omg,0,"Samuel#mal";
next;
mes "[Tomas, Village Chief]";
mes "I'm busy enough without you. You're getting on my nerves! Mew~";
mes "What about getting on the ship over there? Mew!";
next;
mes "[Tomas, Village Chief]";
mes "Ooops!!!";
mes "!!!!!!";
emotion e_omg;
next;
mes "[Tomas, Village Chief]";
mes "Hmm, hmm...";
mes "Well... what are you still doing here?";
mes "Go to the regular meeting being held now at the end of the corridor.";
mes "Ahem....";
emotion e_swt2;
cutin "ma_tomas02",2;
close2;
cutin "",255;
end;
} else if (ma_tomas == 2) {
mes "[Tomas, Village Chief]";
mes "Hmm, hmm...";
mes "Well... what are you still doing here?";
mes "Go to the regular meeting being held now at the end of the corridor.";
mes "Ahem....";
emotion e_swt2;
cutin "ma_tomas02",2;
close2;
cutin "",255;
end;
} else if (ma_tomas < 35) {
mes "[Tomas, Village Chief]";
mes "How is the meeting going on?";
mes "It's been a long time since I visited, since I'm busy... Tsk...";
emotion e_swt2;
cutin "ma_tomas02",2;
close2;
cutin "",255;
end;
} else if (ma_tomas == 35) {
mes "[Tomas, Village Chief]";
mes "Hoh!";
mes "There have been such issues!";
emotion e_ic;
cutin "ma_tomas04",2;
next;
mes "[Tomas, Village Chief]";
mes "I felt uneasy since I couldn't take care of you, being so busy.";
mes "You already got used to Malangdo well enough by yourself.";
emotion e_heh;
next;
mes "[Tomas, Village Chief]";
mes "Then, as village chief and the admiral of the cat association, I'd like you to get along with me as well!";
ma_tomas = 100;
completequest 11237;
getitem Egrade_Coin,30;
close2;
cutin "",255;
end;
}
mes "[Tomas, Village Chief]";
mes "Ha ha ha!";
mes "How are you doing?";
mes "Come to me if anything difficult happens.";
emotion e_heh;
cutin "ma_tomas04",2;
close2;
cutin "",255;
end;
}
mal_in02,182,61,3 script President of Meeting#mal 4_M_BOSSCAT,{
if (ma_tomas == 0) {
mes "[President of Meeting]";
mes "Please be silent, the regular meeting is getting started a moment later~";
close;
} else if (ma_tomas == 1) {
mes "[President of Meeting]";
mes "Wow~ wow~ Now we're having an incredible sale... well, no, but a meeting.";
mes "Please be silent.";
next;
mes "[President of Meeting]";
mes "Today's main agenda is as always ^ff99ccStar Candy^000000.";
mes "Though I have traveled through numerous areas by now, it's my first time hearing ^0000FFsuch a difficult language to learn^000000.";
next;
mes "[President of Meeting]";
mes "What she cannot communicate with at all is becoming a highly growing issue.";
next;
mes "[President of Meeting]";
mes "Please speak if there's any opinion on the next agenda.";
next;
mes "[President of Meeting]";
mes "Umm... Yes. Then, please say first, ^6666ccScottfold^000000.";
ma_tomas = 2;
changequest 11209,11210;
emotion e_paper,0,"Scottfold#mal";
close;
} else if (ma_tomas == 2) {
mes "[President of Meeting]";
mes "Umm... Yes. Please speak first, ^6666ccScottfold^000000.";
emotion e_paper,0,"Scottfold#mal";
close;
} else if (ma_tomas == 3) {
mes "[President of Meeting]";
mes "Please speak, Koon.... next.";
emotion e_paper,0,"Koon#mal";
close;
} else if (ma_tomas == 4) {
mes "[President of Meeting]";
mes "There will be a presentation by Dr. Devore on his study continuously.";
emotion e_paper,0,"Linguist Devore#mal";
close;
} else if (ma_tomas == 5) {
mes "[President of Meeting]";
mes "Please speak next, Dr. Mali.";
emotion e_paper,0,"Geologist Mali#mal";
close;
} else if (ma_tomas == 6) {
mes "[President of Meeting]";
mes "Brie!! I understand the situation, but please be calm and tell us, since it is a meeting after all.";
close;
} else if (ma_tomas == 7) {
mes "[President of Meeting]";
mes "Well, let's have a break for a while now.";
mes "In time, Samuel brought Seaweed and tuna here.";
close;
}
mes "[President of Meeting]";
mes "Huew... It gets you so tired to conduct a meeting.";
mes "I used to be called a tireless merchant who ranked 1st in sales...";
next;
mes "[President of Meeting]";
mes "I feel really sick sometimes when the meeting is prolonged.";
emotion e_sob;
close;
}
mal_in02,178,66,5 script Scottfold#mal 4_M_BABYCAT,{
if (ma_tomas == 0) {
mes "[Scottfold]";
mes "Attending the meeting is an important thing to do.";
mes "It is absolutely right that all responsible cats should attend.";
close;
} else if (ma_tomas == 1) {
mes "[Scottfold]";
mes "The meeting is starting soon.";
mes "So, shh~~";
close;
} else if (ma_tomas == 2) {
mes "[Scottfold]";
mes "Yes, honorable president.";
mes "As for the communication with Star Candy, we have Biscuit, don't we?";
next;
mes "[President of Meeting]";
mes "Of course, though she is always with ^0000FFBiscuit, who speaks the official language a bit^000000, it seems to be difficult to have a conversation in depth.";
next;
mes "[President of Meeting]";
mes "Besides, Star Candy is in a very important position that our Malangdo's existance depends upon. Many others think it's necessary to talk about our future direction directly.";
next;
mes "[President of Meeting]";
mes "Then for the next... yes, Koon please speak now.";
ma_tomas = 3;
changequest 11210,11211;
emotion e_paper,0,"Koon#mal";
close;
}
mes "[Scottfold]";
mes "Let's quietly listen to the other's presentation.";
next;
mes "[Scottfold]";
mes "...Though I say so, I also feel like saying something, somehow.";
mes "So, I always put my hand up first!";
close;
}
mal_in02,177,58,7 script Koon#mal 4_CAT_SAILOR3,{
if (ma_tomas == 0) {
mes "[Koon]";
mes "Though I'm busy, I always attend this meeting.";
mes "I'd like this to be held at times that don't disturb my work.";
close;
} else if (ma_tomas == 1) {
mes "[Koon]";
mes "I expect what comes up today.";
close;
} else if (ma_tomas == 2) {
mes "[Koon]";
mes "Scottfold is the one who participates enthusiastically.";
mes "They say that he'll be the next president of this meeting.";
close;
} else if (ma_tomas == 3) {
mes "[Koon]";
mes "Then, how's the study of Dr. Devore going?";
next;
mes "[President of Meeting]";
mes "The language of Starfish is not undertandable even for the linguist, Dr. Devore...";
next;
mes "[Linguist Devore]";
mes "President! As for that matter, I'd like to speak for myself about the study.";
next;
mes "[President of Meeting]";
mes "Yes. Carry on please.";
ma_tomas = 4;
changequest 11211,11212;
emotion e_paper,0,"Linguist Devore#mal";
close;
}
mes "[Koon]";
mes "I hope the study of Dr. Devore comes out soon.";
mes "I am very interested in the language as well!";
close;
}
mal_in02,174,64,5 script Linguist Devore#mal 4_CAT_MERMASTER,{
if (ma_tomas < 4) {
mes "[Linguist Devore]";
mes "Most of our cats are especially talented in language.";
mes "This has a great effect on the prosperity of our merchants.";
next;
mes "[Linguist Devore]";
mes "Because... it means you can do business in more areas if you know more foreign languages.";
close;
} else if (ma_tomas == 4) {
mes "[Linguist Devore]";
mes "Hello everyone.";
mes "I am a linguist, Dr. Devore, in charge of the study on the Starfish language.";
next;
mes "[Linguist Devore]";
mes "Let me say the definite conclusion first. Since ^0000FFthe study on the Starfish language^000000 started from the time we settled in Malangdo, there's been no remarkable outcome yet.";
emotion e_swt2;
next;
mes "[Linguist Devore]";
mes "Of course it is possible to talk with ^6666ccBiscuit^000000 somehow, but this is not close to the result we expected to solve the situation.";
next;
mes "[Koon]";
mes "Then, how's the study on the book we found last time?";
next;
mes "[Linguist Devore]";
mes "This book we assumed to be written in the Starfish language. But when I asked Biscuit, it turns out that it's a textbook to learn the Starfish language...";
next;
mes "[Koon]";
mes "Isn't it very helpful for studying the Starfish language, then?";
next;
mes "[Linguist Devore]";
mes "I surely thought that, but when I tried the conversation as it teaches, we ended up finding they couldn't understand it at all.";
next;
mes "[Linguist Devore]";
mes "If you see the words on the first page of this book, there's a sentence seeming like short conversation.";
next;
mes "[Linguist Devore]";
mes "It's like this, for the question, ���Ѭ� ���?, it says, ���� ���� �լ�Ҭ��, �ҬݬѬԬ�լѬ��. �� ���ڬ�?";
next;
mes "[Linguist Devore]";
mes "Though I tried talking to Biscuit like this, there was no feedback.";
next;
mes "[Linguist Devore]";
mes "After that, as for this book, the existence of the book itself has been studied on the other side.";
next;
mes "[President of Meeting]";
mes "Ok, we listened well to what Dr. Devore said.";
mes "Then, let's wrap up the progress of the language study, and listen to Geologist, Dr. Mali.";
ma_tomas = 5;
changequest 11212,11213;
emotion e_paper,0,"Geologist Mali#mal";
close;
} else if (ma_tomas < 18) {
mes "[Linguist Devore]";
mes "Hoo...";
mes "The Starfish language is the hardest matter in my studying life.";
next;
mes "[Linguist Devore]";
mes "I should solve the puzzling Starfish language soon.";
mes "I'm ashamed to see you all like this as a result.";
emotion e_swt2;
close;
} else if (ma_tomas == 18) {
mes "[Linguist Devore]";
mes "Right...";
mes "This language world is so beautiful and mysterious.";
next;
mes "[Linguist Devore]";
mes "There are mysteries like why the same beings use totally different languages, or why very far kinds use similar languages.";
next;
mes "[Linguist Devore]";
mes "I joined this group because I thought that traveling all around the world was much more helpful to study, not just reading a book at a desk.";
next;
mes "[Linguist Devore]";
mes "But this Starfish is just mysterious.";
mes "I cannot understand it at all.";
mes "I am rather doubtful to say it's actual 'language'.";
emotion e_swt2;
next;
mes "[Linguist Devore]";
mes "I have no clue, though I study it in various ways.";
mes "Biscuit got used to our language, rather, and short talk is possible, but we cannot say it is conversation yet.";
next;
mes "[Linguist Devore]";
mes "I feel frustrated and more to study like this, but it should be solved to deal with the other matters.";
next;
mes "[Linguist Devore]";
mes "I don't see what's wrong here!";
mes "Myself, who used to be called a master of language!";
mes "I've never expected to come across this untouchable stuff!";
next;
mes "[Linguist Devore]";
mes "Wooaaa wooaaa ahhh!!!!";
mes "I don't see what's wrong here!";
emotion e_omg;
next;
mes "[Linguist Devore]";
mes "Why are they here and what do they want!";
mes "I'd be good enough if I could just know it!";
ma_tomas = 19;
changequest 11225,11226;
close;
} else if (ma_tomas == 19) {
mes "[Linguist Devore]";
mes "Wooaaa wooaaa ahhh!!!!";
mes "I don't see what's wrong here!";
emotion e_omg;
next;
mes "[Linguist Devore]";
mes "Why are they here and what do they want!";
mes "I'd be good enough if I could just know it!";
close;
} else if (ma_tomas == 20) {
mes "[Linguist Devore]";
mes "What?! What did you say?!";
mes "Fluently said!";
mes "How come!";
emotion e_omg;
next;
mes "[Linguist Devore]";
mes "I can't believe it unless I see it with my own eyes.";
mes "It's not right if he spoke only to me like that, isn't it?";
next;
mes "[Linguist Devore]";
mes "Let's go and hear it together!!";
ma_tomas = 21;
changequest 11227,11228;
close;
} else if (ma_tomas < 34) {
mes "[Linguist Devore]";
mes "The study by this time was just making a totally wrong guess!";
mes "But before you're disappointed, I'd rather be happy enough to get the answer.";
emotion e_no1;
next;
mes "[Linguist Devore]";
mes "Once we get the answer, it's only a matter of time before understanding the Starfish language.";
close;
} else if (ma_tomas == 34) {
mes "[Linguist Devore]";
mes "Is it true?!";
mes "Did Biscuit say so?!";
emotion e_omg;
next;
mes "[Linguist Devore]";
mes "Ah, ah! Thanks to you, "+strcharinfo(0)+"!";
mes "I feel so grateful.";
next;
mes "[Linguist Devore]";
mes "I have to meet Biscuit right now and say thank you.";
mes "It'd be possible to express my grateful mind, though we cannot understand each other.";
next;
mes "[Linguist Devore]";
mes "Ah, and I really want to tell this happy news to our chief, Tomas.";
mes "Please!!";
emotion e_hlp;
ma_tomas = 35;
changequest 11236,11237;
getitem Egrade_Coin,30;
close;
} else if (ma_tomas == 35) {
mes "[Linguist Devore]";
mes "Ah, and I really want to tell this happy news to our chief, Tomas.";
mes "Please!!";
emotion e_hlp;
close;
}
mes "[Linguist Devore]";
mes "Ah, ah!!";
mes "The study on Starfish is going well.";
mes "It could've really been a disaster, if you, "+strcharinfo(0)+", didn't help us.";
emotion e_thx;
close;
}
mal_in02,179,57,1 script Geologist Mali#mal 4_CAT_ADV1,{
if (ma_tomas < 5) {
mes "[Geologist Mali]";
mes "Malangdo is named because the ground here is so soft, mew~";
mes "It gets hard when you touch it, mew~";
emotion e_slur;
close;
} else if (ma_tomas == 5) {
mes "[Geologist Mali]";
mes "Mali, mew~";
mes "As you all know, there are many places with cracks in the ground, mew~";
next;
mes "[Geologist Mali]";
mes "It's not that serious or risky a problem yet, mew~";
mes "As we cannot predict when Star Candy will move, it's best to repair these first for now, mew~";
next;
mes "[Geologist Mali]";
mes "But, as always, there is a shortage of labor, mew~";
mes "We need many more participants, I think, mew~";
next;
mes "[Geologist Mali]";
mes "As everyone has their own work to do, I understand that we all must be busy. But I'd like to participate in this repairing, since it's related to our life.";
emotion e_hlp;
next;
mes "[Brie]";
mes "Wait!";
mes "It's not something to be done only with instant repairs!";
mes "My father was seriously injured from the earthquake some time ago!";
emotion e_omg,0,"Brie#mal";
next;
mes "[President of Meeting]";
mes "Mr. Brie!! I understand what your situation is, but please clam dowm, since we're having a meeting.";
ma_tomas = 6;
changequest 11213,11214;
emotion e_paper,0,"Brie#mal";
close;
} else if (ma_tomas < 13) {
mes "[Geologist Mali]";
mes "You attended to the meeting instead of your father today, Brie.";
mes "He's quite unfriendly but devoted to his parents, mew~";
emotion e_heh;
next;
mes "[Geologist Mali]";
mes "Mr. Brie was not a member of our group at first, but he joined in after getting the news that his father, Rican, joined in with the new trade course development, mew~";
next;
mes "[Geologist Mali]";
mes "But Brie seems to have been shocked when Rican was hurt last time, mew~";
mes "I should study more to not let this kind of thing happen again, mew~";
close;
} else if (ma_tomas == 13) {
mes "[Geologist Mali]";
mes "Malangdo is a really special island, mew~";
mes "Literally, it's soft.";
next;
mes "[Geologist Mali]";
mes "Although I visited so many places following the group, I've never seen ground as soft as Malangdo.";
mes "If you press the ground by mistake...";
mes "it has magic so that you end up continously doing it over and over.";
next;
mes "[Geologist Mali]";
mes "Soft and sticky feeling like this...";
mes "Haha~ it gets you addicted to it...";
emotion e_shy;
next;
mes "[Geologist Mali]";
mes "Oops!!";
mes "I was about to be sunk into this softness, mew~!!!";
emotion e_omg;
next;
mes "[Geologist Mali]";
mes "Though it's got the risk of making you lose your mind, it helped the ship Navi not to break, mew~";
next;
mes "[Geologist Mali]";
mes "By the way, it doesn't have a special element in it, but is made up of common soil, mew~";
next;
mes "[Geologist Mali]";
mes "Moreover!!";
mes "How come it's been ^0000FFcracked with this softness^000000, mew~!";
emotion e_omg;
next;
mes "[Geologist Mali]";
mes "If this ^0000FFcrack goes on, the underground support may collapse^000000, mew...";
next;
mes "[Geologist Mali]";
mes "There are many forces in for the repairing of the cracks, it feels like it's not enough, mew~";
next;
mes "[Geologist Mali]";
mes "So we receive applications for voluntary service, mew~";
mes "Though it's voluntary service, it's not free. So, please visit me at any time you want, mew~";
next;
switch(select("Help repairing.", "Finish the talk.")) {
case 1:
mes "[Geologist Mali]";
mes "Khhh!!!";
mes "What a beatiful young person in this hard world!!!";
mes "Whenever I come across a person like you, I feel this life is still good to live, mew~";
emotion e_sob;
next;
mes "[Geologist Mali]";
mes "Please listen to ^6666ccmy assistant, Bob^000000 in detail, mew~";
mes "Get out of here and visit the ^6666cca room on your right^000000, mew~";
ma_tomas = 14;
setquest 11221;
close;
case 2:
mes "[Geologist Mali]";
mes "Woohoohoo.";
mes "I~will~be~waiting~for~you~~";
emotion e_lv2;
close;
}
} else if (ma_tomas == 14) {
mes "[Geologist Mali]";
mes "Khhh!!!";
mes "What a beatiful young person in this hard world!!!";
mes "Whenever I come across a person like you, I feel this life is still good to live, mew~";
emotion e_sob;
next;
mes "[Geologist Mali]";
mes "Please listen to ^6666ccmy assistant, Bob^000000 in detail, mew~";
mes "Get out of here and visit the ^6666cca room on your right^000000, mew~";
close;
} else if (ma_tomas == 15 || ma_tomas == 16) {
mes "[Geologist Mali]";
mes "Is the repairing of the cracks going well, mew?";
mes "Don't overdo yourself, mew~";
mes "It'd be bad if your health gets worse, mew~";
close;
} else if (ma_tomas == 17) {
mes "[Geologist Mali]";
mes "Ah! Bob complimented you so much on your great job, mew~";
mes "Please help us next time again when you can, mew~";
emotion e_no1;
next;
mes "[Linguist Devore]";
mes "I made this, since the Starfish study was well finished and you didn't need to do such hard work like this!";
mes "Sob sob!!!";
emotion e_sob,0,"Linguist Devore#mal";
next;
mes "[Geologist Mali]";
mes "Ohhh! What are you talking about Dr. Devore, mew~!!!!";
mes "I don't think that way at~~all, mew~!!!";
emotion e_omg;
next;
mes "[Geologist Mali]";
mes "Everyone knows how you, Dr. Devore, are studying hard, mew~!!!";
mes "You do your best, so be more confident, mew~!";
ma_tomas = 18;
completequest 11224;
setquest 11225;
setquest 11243;
getitem Egrade_Coin,20;
close;
} else if (ma_tomas > 99) {
if (questprogress(11240) || questprogress(11241)) {
mes "[Geologist Mali]";
mes "Please listen to ^6666ccmy assistant, Bob^000000 in detail, mew~.";
mes "Get out of here and visit the ^6666cca room on your right^000000, mew~";
close;
} else if (questprogress(11242)) {
mes "[Geologist Mali]";
mes "Ah! Bob complimented you so much on your great job, mew~";
mes "Please help us next time again when you can, mew~";
changequest 11242,11243;
getitem Egrade_Coin,4;
close;
} else {
if (questprogress(11243,PLAYTIME) == 1) {
mes "[Geologist Mali]";
mes "Don't overdo yourself, mew~";
mes "It'd be bad if your health gets worse, mew~";
close;
}
if (questprogress(11243,PLAYTIME) == 2)
erasequest 11243;
mes "[Geologist Mali]";
mes "There is a lot more repairing left to do for today!";
mes "It doesn't seem to be an easy thing to solve, mew~";
next;
switch(select("I will help.", "I will stop.")) {
case 1:
mes "[Geologist Mali]";
mes "Please listen to ^6666ccmy assistant, Bob^000000 in detail, mew~";
mes "Get out of here and visit the ^6666cca room on your right^000000, mew~";
setquest 11240;
close;
case 2:
mes "[Geologist Mali]";
mes "Then please take a rest, mew~";
mes "I will see you next chance then, mew~";
close;
}
}
}
mes "[Geologist Mali]";
mes "Soft and sticky feeling like this...";
mes "Haha~ it gets you addicted to it...";
emotion e_slur;
close;
}
mal_in02,140,94,0 script Bob#mal 4_CAT_DOWN,{
if (ma_tomas < 14) {
mes "[Bob]";
mes "You bow-wow! bow! wow! I mew! mew! mew!";
mes "I'm into juice from delicious fish, mew~";
emotion e_ho;
close;
} else if (ma_tomas == 14) {
// Dialogue in repeatable quest is identical.
// Uses a variable to determine the quest mode.
@mal_bob_q = 1;
L_Quest1:
.@i = @mal_bob_q;
@mal_bob_q = 0;
mes "[Bob]";
mes "You bow-wow! bow! wow! I mew! mew! mew!";
mes "I'm into juice from delicious fish, mew~";
emotion e_ho;
next;
mes "[Bob]";
mes "Ah ahhh!!!!!!!!!!!";
mes "Are you here for voluntary service?!";
emotion e_omg;
next;
if (checkweight(Knife,1) == 0) {
mes "[Bob]";
mes "Ummm... be lightened with your mind and body when doing voluntary service!";
mes "You seem to have too much stuff, so get yourself lightened~";
close;
}
if (MaxWeight - Weight < 1000) {
mes "[Bob]";
mes "Ummm... be lightened with your mind and body when doing voluntary service!";
mes "You seem to have a lot of heavy stuff, so get yourself lightened~";
close;
}
switch(select("Yes.", "No.")) {
case 1:
mes "[Bob]";
mes "Khhh...";
mes "Impressed!!!";
mes "I am impressed!!!";
mes "The impressive mind is dancing in my heart!!!";
emotion e_omg;
next;
mes "[Bob]";
mes "I treated the people like I looked down on them and had a prejudice against human beings!!!";
mes "I feel like crying with scales!!!!";
mes "Impressed!!!";
mes "Impression Pegasus Hurricane!!!";
emotion e_omg;
next;
select("Stop it! Tell me how to repair the cracks.");
mes "[Bob]";
mes "Ah!";
next;
mes "[Bob]";
mes "Hooo...";
mes "I was so impressed that I was rude to someone I met for the first time.";
next;
mes "[Bob]";
mes "Repairing the cracks is rather simple.";
mes "Anyone can do it easily with just this ^0000FFFix Kit^000000!";
next;
mes "[Bob]";
mes "Fill in the part with this mixture of gray and white clay, and fix the cracks with a stapler.";
mes "And I'll skip explaining how to use the other tools, since you know already.";
next;
mes "[Bob]";
mes "Ah, right...";
mes "^0000ffYou may fall into the gap of the crack, unfortunately, so please watch out.^000000";
if (.@i == 1) {
ma_tomas = 15;
changequest 11221,11222;
} else
changequest 11240,11241;
getitem Fix_Kit,1;
close;
case 2:
mes "[Bob]";
mes "Ah, right...";
mes "I see...";
mes "Disappointed...";
mes "Hoohoot shh shh~";
emotion e_otl;
close;
}
} else if (ma_tomas == 15) {
L_Quest2:
if (checkweight(Knife,1) == 0) {
mes " - Notice !! -";
mes " - Since you have too many items - ";
mes " - you cannot get the item. - ";
mes " - Let your body lighten - ";
mes " - and try this again. - ";
close;
}
if (MaxWeight - Weight < 1000) {
mes " - Notice !! -";
mes " - Since your items are too heavy - ";
mes " - you cannot get the item. - ";
mes " - Let your body lighten - ";
mes " - and try this again. - ";
close;
}
mes "[Bob]";
mes "Repairing the cracks is rather simple.";
mes "Anyone can do it easily with just this ^0000FFFix Kit^000000!";
if (countitem(Fix_Kit) == 0)
getitem Fix_Kit,1;
next;
mes "[Bob]";
mes "Fill in the part with this mixture of gray and white clay, and fix the cracks with a stapler.";
mes "And I'll skip explaining how to use the other tools, since you know already.";
next;
mes "[Bob]";
mes "Ah, right...";
mes "^0000ffYou may fall into the gap of the crack, unfortunately, so please watch out.^000000";
close;
} else if (ma_tomas == 16) {
mes "[Bob]";
mes "Khhh~~~~~~~~~~~~~~~~~~~~~~";
mes "That was perfect!";
emotion e_no1;
next;
mes "[Bob]";
mes "The adhesive filled in just right!!";
mes "The perfect stapler job!!";
mes "The speechless and marvelous finishing skill!!";
next;
mes "[Bob]";
mes "Impressed!";
mes "Mysterious!";
mes "Shocked!";
emotion e_omg;
next;
mes "[Bob]";
mes "You did a great job indeed!!!";
mes "I will tell Dr. Mali!";
if (countitem(Fix_Kit) > 0)
delitem Fix_Kit,1;
ma_tomas = 17;
changequest 11223,11224;
close;
} else if (ma_tomas > 99) {
if (questprogress(11240)) {
@mal_bob_q = 2;
goto L_Quest1;
} else if (questprogress(11241))
goto L_Quest2;
}
mes "[Bob]";
mes "You bow-wow! bow! wow! I mew! mew! mew!";
mes "I'm into juice from delicious fish, mew~";
emotion e_ho;
close;
}
- script Crack#mal0 FAKE_NPC,{
if (.off) end; // Official script uses a 1-second timer to disable cracks. Added to prevent abuse.
if (ma_tomas == 15 || questprogress(11241)) {
if (countitem(Fix_Kit) < 1) {
mes "- To repair the crack -";
mes "- you need a Fix Kit. -";
close;
}
.@ma_cr1 = rand(1,10);
if (.@ma_cr1 < 5) {
mes "- Ground is a bit cracked. -";
mes "- Used a stapler. -";
.off = 1;
donpcevent "Crackt"+substr(strnpcinfo(2),3,getstrlen(strnpcinfo(2))-1)+"#mal::OnEnable";
close;
} else if (.@ma_cr1 == 7) {
mes "- With the crack opening -";
mes "- at the center, -";
mes "- the ground gets soft -";
mes "- and you are instantly -";
mes "- sucked into the ground. -";
close2;
warp "mal_dun01",0,0;
end;
} else {
while (1) {
switch(select("Repair the gap.", "Use the stapler.")) {
case 1:
switch(rand(1,3)) {
case 1:
mes "- Mix the two colors of -";
mes "- adhesives and put it on -";
mes "- the crack meticulously. -";
break;
case 2:
mes "- Use a plump sea squirt -";
mes "- for the cracked gap.-";
break;
case 3:
mes "- Use a slithery sea cucumber -";
mes "- for the cracked gap.-";
break;
}
next;
break;
case 2:
mes "- Used the stapler for the crack -";
mes "- and fixed it well. -";
next;
mes "- It seems the crack -";
mes "- is well filled. -";
next;
if (rand(1,3) == 2) {
mes "- Let's get back to report this. -";
if (ma_tomas == 15) {
ma_tomas = 16;
changequest 11222,11223;
}
if (questprogress(11241)) {
changequest 11241,11242;
}
} else {
mes "- Let's find -";
mes "- the other cracks. -";
}
.off = 1;
donpcevent "Crackt"+substr(strnpcinfo(2),3,getstrlen(strnpcinfo(2))-1)+"#mal::OnEnable";
close;
}
}
}
}
mes "- I can see the crack. -";
mes "- It seems there's still -";
mes "- not enough supporters yet. -";
close;
OnEnable:
enablenpc strnpcinfo(0);
end;
OnDisable:
.off = 0;
disablenpc strnpcinfo(0);
end;
}
malangdo,114,157,0 duplicate(Crack#mal0) Crack#mal1 4_CRACK
malangdo,284,237,0 duplicate(Crack#mal0) Crack#mal2 4_CRACK
malangdo,134,150,0 duplicate(Crack#mal0) Crack#mal3 4_CRACK
malangdo,173,199,0 duplicate(Crack#mal0) Crack#mal4 4_CRACK
malangdo,233,197,0 duplicate(Crack#mal0) Crack#mal5 4_CRACK
malangdo,137,239,0 duplicate(Crack#mal0) Crack#mal6 4_CRACK
malangdo,239,157,0 duplicate(Crack#mal0) Crack#mal7 4_CRACK
malangdo,221,155,0 duplicate(Crack#mal0) Crack#mal8 4_CRACK
malangdo,217,109,0 duplicate(Crack#mal0) Crack#mal9 4_CRACK
malangdo,162,183,0 duplicate(Crack#mal0) Crack#mal10 4_CRACK
- script Crackt0#mal FAKE_NPC,{
end;
OnInit:
disablenpc strnpcinfo(0);
end;
OnEnable:
enablenpc strnpcinfo(0);
initnpctimer;
end;
OnDisable:
stopnpctimer;
disablenpc strnpcinfo(0);
end;
OnTimer1000:
donpcevent "Crack#mal"+substr(strnpcinfo(1),6,getstrlen(strnpcinfo(1))-1)+"::OnDisable";
end;
OnTimer30000:
donpcevent "Crack#mal"+substr(strnpcinfo(1),6,getstrlen(strnpcinfo(1))-1)+"::OnEnable";
donpcevent strnpcinfo(0)+"::OnDisable";
end;
}
- duplicate(Crackt0#mal) Crackt1#mal FAKE_NPC
- duplicate(Crackt0#mal) Crackt2#mal FAKE_NPC
- duplicate(Crackt0#mal) Crackt3#mal FAKE_NPC
- duplicate(Crackt0#mal) Crackt4#mal FAKE_NPC
- duplicate(Crackt0#mal) Crackt5#mal FAKE_NPC
- duplicate(Crackt0#mal) Crackt6#mal FAKE_NPC
- duplicate(Crackt0#mal) Crackt7#mal FAKE_NPC
- duplicate(Crackt0#mal) Crackt8#mal FAKE_NPC
- duplicate(Crackt0#mal) Crackt9#mal FAKE_NPC
- duplicate(Crackt0#mal) Crackt10#mal FAKE_NPC
mal_in02,181,55,3 script Brie#mal 4_CAT_SAILOR2,{
if (ma_tomas < 6) {
mes "[Brie]";
mes "Sorry, but I don't feel like talking with you. Please leave me alone.";
close;
} else if (ma_tomas == 6) {
mes "[Brie]";
mes "Sorry, President.";
next;
mes "[Brie]";
mes "Though Star Candy is supporting the ground of Malangdo,";
mes "we don't understand its purpose or reason at all.";
mes "Should we just expect not to find anything?";
next;
mes "[President of Meeting]";
mes "As Dr. Devore said, it's better to wait for the results, since he's still studying...";
next;
mes "[Brie]";
mes "What would you do if Star Candy left, and you had only waited?";
mes "Malangdo may go under. I cannot just wait here like this.";
next;
mes "[President of Meeting]";
mes "But, Brie, we know there's nothing but waiting.";
mes "An enormous crack was made when Star Candy tried to make the support stand last time, as she seemed to be shocked and moved too much.";
next;
mes "[Geologist Mali]";
mes "Besides, since ^0000FFStar Candy's location plays the role of pillar for this island, it seems the center would go down as you even set up pillars around her^000000, mew~";
next;
mes "[Geologist Mali]";
mes "Due to the nature of this large basement space, if the center were to collapse, we can't expect what comes next. Our researchers therefore think we should treat it as carefully as we can, mew~";
next;
mes "[Brie]";
mes "...";
next;
mes "[President of Meeting]";
mes "We know that Rican's injury may affect the trade of Yggdrasil Berry, so don't worry too much.";
next;
mes "[President of Meeting]";
mes "As for that matter, we're going to plan for it by discussing it with our chief, Tomas.";
next;
mes "[Brie]";
mes "Yes...";
next;
mes "[President of Meeting]";
mes "Well, let's have a break for now.";
mes "In time, Samuel brought Seaweed and tuna here.";
ma_tomas = 7;
completequest 11214;
setquest 11215;
close;
} else if (ma_tomas == 7) {
mes "[Brie]";
mes "What?!";
mes "I won't listen if you are nagging.";
next;
switch(select("About Rican.", "I will stop.")) {
case 1:
mes "[Brie]";
mes "As for my father?";
mes "He's the master of Yggdrasil Berry in this island.";
next;
mes "[Brie]";
mes "He can only do little things, like pushing the button of the dry machine, until his legs recover from the earthquake.";
mes "The amount of Yggdrasil Berry dramatically decreased.";
next;
mes "[Brie]";
mes "I've been harvesting them instead of him, but...";
next;
mes "[Brie]";
mes "Anyhow, I don't know very much about it, since I've just started this. If you want to ask about the Yggdrasil Berry, go to my house in the ^6666ccwest of Malangdo^000000.";
next;
mes "[Brie]";
mes "My father will be staying there saying he's really bored today again...";
ma_tomas = 8;
changequest 11215,11216;
close;
case 2:
mes "[Brie]";
mes "Hoo...";
close;
}
} else if (ma_tomas < 12) {
mes "[Brie]";
mes "Anyhow, I don't know very much about it, since I've just started this. If you want to ask about the Yggdrasil Berry, go to my house in the ^6666ccwest of Malangdo^000000.";
next;
mes "[Brie]";
mes "My father will be staying there saying he's really bored today again...";
close;
} else if (ma_tomas == 12) {
mes "[Brie]";
mes "Dr. Mali, please let me help to repair the cracks!";
mes "You called me more often long ago, but why do you say you can't give me the work now?";
next;
mes "[Geologist Mali]";
mes "No, mew~";
mes "Brie, you have to help your father, mew~";
next;
mes "[Brie]";
mes "But if this island goes down, all the fuss isn't useful at all!";
next;
mes "[Geologist Mali]";
mes "It's the same as the chicken and egg situation, mew~";
mes "If we have any problems selling Yggdrasil Berry, we cannot buy the tools to repair the cracks, mew~";
next;
mes "[Brie]";
mes "...";
next;
mes "[Geologist Mali]";
mes "So, go back home and help your father, mew~";
next;
mes "[Brie]";
mes "Ok, then I'll come back again if his legs have recovered.";
next;
mes "[Geologist Mali]";
mes "Good.";
mes "I'll wait for you, mew~";
next;
mes "[Geologist Mali]";
mes "Now as I get him back home, I'm going to find the participants, mew~";
mes "Cheers!";
ma_tomas = 13;
completequest 11220;
close;
}
mes "[Brie]";
mes "Hew... I think I changed from being fussy, as I felt nervous.";
mes "Now I will think of only the harvest of fussy.";
close;
}
mal_in01,114,169,5 script Rican#mal 4_CAT_SAILOR4,{
if (ma_tomas < 9) {
mes "[Rican]";
mes "Woo waa hoohoo...";
mes "Woowaa ahhh ahh ahh...";
mes "I'm impatient... to stay home like this!!";
emotion e_yawn;
next;
mes "[Rican]";
mes "When will my legs recover, when?!";
mes "They should be better soon, so that I can work like before...";
mes "But I can hardly move.";
if (ma_tomas < 8)
close;
next;
mes "[Rican]";
mes "All I can do is press the button all day long~";
mes "This is not exciting at all~";
mes "I'm not willing to do anything more and more~ Doobie dooba~";
emotion e_yawn;
next;
select("Excuse me. Is this Rican's house?");
mes "[Rican]";
mes "Huh?";
mes "Who are you!";
mes "I am Rican!";
mes "It's good to see you, since I'm so bored now...";
mes "Tell me what's happening right now! Now!";
emotion e_omg;
next;
select("Ask about Yggdrasil Berry.");
mes "[Rican]";
mes "Yggdrasil Berry?";
mes "You... you know something!";
mes "Umm, hahaha!";
mes "Only a few cats know about Yggdrasil Berry!";
emotion e_flash;
next;
mes "[Rican]";
mes "Well, before I traded them with human beings like you, Yggdrasil Berry was not thought to be a very remarkable fruit.";
next;
mes "[Rican]";
mes "It used to be spread out here and there in my old town. It doesn't have a good taste and causes indigestion, mew~";
mes "Cats need to eat fishes, naturally.";
emotion e_slur;
next;
mes "[Rican]";
mes "But if human beings eat this, it gets you fully recharged.";
next;
mes "[Rican]";
mes "At first, I'd never thought it could be sold at all!";
next;
mes "[Rican]";
mes "Khhh~";
mes "It was just awesome at that time...";
next;
mes "[Rican]";
mes "Very long ago...";
mes "Our group left the town for a new course to trade.";
emotion e_shy;
next;
mes "[Rican]";
mes "Actually, we dominated the areas around our town, and it was like a challenge to find unexplored areas.";
next;
mes "[Rican]";
mes "But discovering the unknown is the romance of a man, isn't it?";
emotion e_awsm;
next;
mes "[Rican]";
mes "Well, the beginning was quite nice, anyway.";
mes "After a month or two floating on the sea...";
next;
mes "[Rican]";
mes "The sea has enough fishes in it, but it made me bored. I wanted to eat seasoning, like radish with chicken the most.";
emotion e_rice;
next;
mes "[Rican]";
mes "Though we drifted for a very long time, we couldn't land on any island. Rather, we met storms.";
next;
mes "[Rican]";
mes "It was my first time seeing such a harsh tornado.";
mes "At that time I was out of my mind and thought I would die.";
next;
mes "[Rican]";
mes "I don't know the about the other ships, but this ship Navi luckily landed here in this island.";
next;
mes "[Rican]";
mes "Khhh khhh!";
mes "Can you believe it?";
mes "^0000FFThat enormous ship just flied, vroom~~ like an airship and was dropped here in the middle of this island!^000000";
emotion e_omg;
next;
mes "[Rican]";
mes "Anyhow, I survived, but most of the goods in the ship were swept and we were left with only Yggdrasil Berry.";
next;
mes "[Rican]";
mes "Huh? Why did we load them, if we don't eat them?";
mes "It... it's the secret...";
emotion e_swt;
next;
mes "[Rican]";
mes "Well, it's not important. As we sent reconnaissance groups there, we found out that there's a land where the other kind lives, not like us.";
mes "That was the land of you, human beings.";
next;
mes "[Rican]";
mes "Regardless of the process, we found the new area to trade as we had first intended... we still have a small problem of not knowing how to get back to our howmetown yet...";
next;
mes "[Rican]";
mes "We cats started selling with powerful viability.";
mes "But we had only Yggdrasil Berry, right?";
mes "We sold it with no high expectations, but could sell like hot cakes.";
next;
mes "[Rican]";
mes "As rumors went, it was sold at very high prices among human beings and had a remarkable effect on them.";
mes "So we finally settled down to sell Yggdrasil Berry with growing profits.";
next;
mes "[Rican]";
mes "But we are selling the dried kind, which is ^0000FFa bit different from what human being originally know, and less effective, and hard to eat raw^000000.";
next;
mes "[Rican]";
mes "Since it disappears as we prepare, it's definately the best for our group.";
emotion e_pat;
next;
mes "[Rican]";
mes "By the way, as I got injured in this important season, it harms my credibility if I don't meet the deadline to deliver the amount ordered!";
mes "Trading is credibility!!!";
emotion e_omg;
next;
mes "[Rican]";
mes "For this reason, would you like to help me?";
mes "Though my son is helping me, the amount we can prepare is not enough.";
next;
switch(select("I'll help him.", "I won't.")) {
case 1:
mes "[Rican]";
mes "Khhh!";
mes "I had a good impression of you from the first time!";
next;
mes "[Rican]";
mes "Harvesting Yggdrasil Berry is very easy.";
mes "You can get it when you just dig the ground, mew~";
emotion e_omg,1;
next;
select("?!");
mes "[Rican]";
mes "Huh?";
mes "Doesn't it originally come from the ground?";
emotion e_omg,1;
next;
select("Doesn't it grow on trees?");
mes "[Rican]";
mes "Well, the Yggdrasil Berry in Midgard could do so.";
mes "But ^6666ccwe dig our Yggdrasil Berry here from the ground^000000.";
emotion e_omg,1;
next;
mes "[Rican]";
mes "You can get it on Malangdo Island easily. Bring me about 30.";
mes "Ah! Keep the secret to my son for sure~";
mes "Then please^ff99cc!!!^000000 please^ff99cc!!!^000000 please~~~";
emotion e_kis;
ma_tomas = 9;
changequest 11216,11217;
close;
case 2:
mes "[Rican]";
mes "Oh? Then it's okay, if you can't help it.";
mes "My injured leg feels so bad... -groaning-";
close;
}
} else if (ma_tomas == 9) {
if (countitem(Fresh_Fruit) < 30) {
mes "[Rican]";
mes "You can get it on Malangdo Island easily. Bring me about 30.";
mes "Ah! Keep the secret to my son for sure~";
mes "Then please^ff99cc!!!^000000 please^ff99cc!!!^000000 please~~~";
emotion e_kis;
close;
}
mes "[Rican]";
mes "Oh, oh!!";
mes "This fresh smell!!!";
mes "Haaa~ How fresh, good job!";
mes "You're good at harvesting Yggdrasil Berry?";
next;
mes "[Rican]";
mes "Then would you put it in the machine in front of me?";
ma_tomas = 10;
changequest 11217,11218;
close;
} else if (ma_tomas == 10) {
mes "[Rican]";
mes "Oh, oh!!";
mes "This fresh smell!!!";
mes "Haaa~ How fresh, good job!";
mes "You're good at harvesting Yggdrasil Berry?";
next;
mes "[Rican]";
mes "Then would you put it in the machine in front of me?";
close;
} else if (ma_tomas == 11) {
if (checkweight(Knife,1) == 0) {
mes " - Notice !! -";
mes " - Since you have too many items - ";
mes " - you cannot get the item. - ";
mes " - Let your body lighten - ";
mes " - and try this again. - ";
close;
}
if (MaxWeight - Weight < 1000) {
mes " - Notice !! -";
mes " - Since your items are too heavy - ";
mes " - you cannot get the item. - ";
mes " - Let your body lighten - ";
mes " - and try this again. - ";
close;
}
mes "[Rican]";
mes "Hoo hoo~ I feel at ease thanks to your help.";
mes "I had doubted if it was too much suddenly, but it turned out just right!";
next;
mes "[Rican]";
mes "By the way, no news from my son yet, as he said he went to a meeting.";
mes "I hope he's not bothering Dr. Mali again...";
next;
mes "[Rican]";
mes "He seems to have visited Dr. Mali more often since my legs got injured.";
mes "The study will get longer if he does so...";
next;
mes "[Rican]";
mes "If you see my son, please tell him to get back soon~";
mes "And this is for you to buy something delicious with, since you did hard work.";
ma_tomas = 12;
getitem Egrade_Coin,20;
changequest 11219,11220;
setquest 11239;
close;
} else if (ma_tomas == 12) {
mes "[Rican]";
mes "He seems to have visited Dr. Mali more often since my legs got injured.";
mes "The study will get longer if he does so...";
mes "If you see my son, please tell him to get back soon~";
close;
} else if (ma_tomas > 99) {
if (questprogress(11238)) {
if (countitem(Fresh_Fruit) < 30) {
mes "[Rican]";
mes "You need exactly 30 to get a set!";
close;
}
mes "[Rican]";
mes "Very reliable!";
mes "Don't you want to do your business with Yggdrasil Berry?";
delitem Fresh_Fruit,30;
erasequest 11238;
setquest 11239;
getitem Egrade_Coin,5;
close;
} else if (questprogress(11239,PLAYTIME) == 1) {
mes "[Rican]";
mes "Would you like to take a rest for a while?";
mes "It hasn't been a day yet since you last worked~";
close;
} else {
if (questprogress(11239,PLAYTIME) == 2)
erasequest 11239;
mes "[Rican]";
mes "Hehe~";
mes "You came here to help me again?";
mes "You're so faithful!";
next;
switch(select("I'll help.", "I won't.")) {
case 1:
mes "[Rican]";
mes "It's the same task to do as before.";
mes "30 Yggdrasil Berry. You can easily find it in Malangdo!!";
mes "Ah! Keep the secret to my son for sure~";
mes "Then please^ff99cc!!!^000000 please^ff99cc!!!^000000 please~~~";
emotion e_kis;
setquest 11238;
close;
case 2:
mes "[Rican]";
mes "Yeah? Then play around here, since you are visiting~";
close;
}
}
}
mes "[Rican]";
mes "Woo waa hoohoo...";
mes "Woowaa ahhh ahh ahh...";
mes "I'm impatient... to stay home like this!!";
next;
mes "[Rican]";
mes "All I can do is press the button all day long~";
mes "This is not exciting at all~";
mes "I'm not willing to do anything more and more~ Doobie dooba~";
close;
}
mal_in01,116,168,0 script Dry Machine#mal 2_SLOT_MACHINE,{
if (ma_tomas == 10) {
if (countitem(Fresh_Fruit) < 30) {
mes "[Rican]";
mes "You need exactly 30 to get a set!";
close;
}
switch(select("Put the fruits in.", "Don't.")) {
case 1:
mes "[Rican]";
mes "I'll press the button by myself!!!";
emotion e_omg,0,"Rican#mal";
next;
mes "- The machine starts operating -";
mes "- when he presses the button. -";
delitem Fresh_Fruit,30;
ma_tomas = 11;
changequest 11218,11219;
close;
case 2:
mes "[Rican]";
mes "Ah... you won't put it in?";
close;
}
}
mes "- Drrrk Drrrk -";
close;
}
- script Suspicious Sand Pile#0 FAKE_NPC,{
if (.off) end; // Official script uses a 1-second timer to disable sand piles. Added to prevent abuse.
if (MaxWeight - Weight < 1000) {
mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
close;
}
if (checkweight(Knife,1) == 0) {
mes "Your inventory is too full to proceed. Come back after reducing your load.";
close;
}
if (ma_tomas == 9 || questprogress(11238)) {
if (rand(1,5) == 4) {
mes "- As I put my hand in the sand -";
mes "- a fresh smell comes out. -";
getitem Fresh_Fruit,1;
} else {
mes "- As I put my hand in the sand -";
mes "- I feel like I'm touching -";
mes "- something bad. -";
mes "- Ah, ah! Feels bad... -";
emotion e_omg,1;
}
.off = 1;
donpcevent "Water Sand"+strnpcinfo(2)+"#mal::OnEnable";
close;
}
mes "- Seeems suspicious. -";
mes "- But it's just sand... -";
close;
OnEnable:
enablenpc strnpcinfo(0);
end;
OnDisable:
.off = 0;
disablenpc strnpcinfo(0);
end;
}
malangdo,221,139,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#1 4_SOIL
malangdo,208,174,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#2 4_SOIL
malangdo,191,223,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#3 4_SOIL
malangdo,150,195,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#4 4_SOIL
malangdo,116,196,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#5 4_SOIL
malangdo,178,145,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#6 4_SOIL
malangdo,142,120,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#7 4_SOIL
malangdo,136,122,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#8 4_SOIL
malangdo,152,143,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#9 4_SOIL
malangdo,242,175,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#10 4_SOIL
- script Water Sand0#mal FAKE_NPC,{
OnInit:
disablenpc strnpcinfo(0);
end;
OnEnable:
enablenpc strnpcinfo(0);
initnpctimer;
end;
OnDisable:
stopnpctimer;
disablenpc strnpcinfo(0);
end;
OnTimer1000:
donpcevent "Suspicious Sand Pile#"+substr(strnpcinfo(1),10,getstrlen(strnpcinfo(1))-1)+"::OnDisable";
end;
OnTimer30000:
donpcevent "Suspicious Sand Pile#"+substr(strnpcinfo(1),10,getstrlen(strnpcinfo(1))-1)+"::OnEnable";
donpcevent strnpcinfo(0)+"::OnDisable";
end;
}
- duplicate(Water Sand0#mal) Water Sand1#mal FAKE_NPC
- duplicate(Water Sand0#mal) Water Sand2#mal FAKE_NPC
- duplicate(Water Sand0#mal) Water Sand3#mal FAKE_NPC
- duplicate(Water Sand0#mal) Water Sand4#mal FAKE_NPC
- duplicate(Water Sand0#mal) Water Sand5#mal FAKE_NPC
- duplicate(Water Sand0#mal) Water Sand6#mal FAKE_NPC
- duplicate(Water Sand0#mal) Water Sand7#mal FAKE_NPC
- duplicate(Water Sand0#mal) Water Sand8#mal FAKE_NPC
- duplicate(Water Sand0#mal) Water Sand9#mal FAKE_NPC
- duplicate(Water Sand0#mal) Water Sand10#mal FAKE_NPC
mal_dun01,136,120,6 script Linguist Devore#mald 4_CAT_MERMASTER,{
end;
OnInit:
disablenpc "Linguist Devore#mald";
end;
OnEnable:
enablenpc "Linguist Devore#mald";
initnpctimer;
end;
OnDisable:
stopnpctimer;
disablenpc "Linguist Devore#mald";
end;
OnTimer100000:
donpcevent "Linguist Devore#mald::OnDisable";
end;
}
mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{
if (ma_tomas < 20) {
mes "- There's something strange. -";
mes "- It feels like somehow - ";
mes "- you shouldn't make eye contact. -";
close;
} else if (ma_tomas == 20) {
mes "[Biscuit]";
mes "Star Candy sacrifices herself like this, but those fellows are setting the pillars around her for themselves only.";
mes "Hewww!!!";
emotion e_ag;
next;
mes "[Biscuit]";
mes "They talk to her, but ignore me when I talk to her.";
mes "I don't like them at all!!!";
emotion e_ag;
next;
mes "- Unlike the words of Dr. Devore, Biscuit appears fluent in speaking. -";
next;
mes "- I think it's better to let Dr. Devore know this soon. -";
close;
} else if (ma_tomas == 21) {
mes "[Biscuit]";
mes "Umm?";
mes "What's this?";
mes "Do you have anything to tell me?";
next;
mes "[Biscuit]";
mes "Well, that fellow is often the one ignoring my words.";
mes "He wavers with words to say and makes me uncomfortable.";
next;
mes "["+strcharinfo(0)+"]";
mes "Did you hear? Dr. Devore?";
donpcevent "Linguist Devore#mald::OnEnable";
next;
mes "[Linguist Devore]";
mes "Ummm? What do you mean?";
mes "I cannot hear anything.";
emotion e_what,0,"Linguist Devore#mald";
next;
mes "["+strcharinfo(0)+"]";
mes "Huh? Biscuit said 'Well, that fellow is often the one ignoring my words. He wavers with words to say and makes me uncomfortable.'?";
next;
mes "[Linguist Devore]";
mes "What? What are you taling about?";
mes "I cannot hear anything.";
emotion e_what,0,"Linguist Devore#mald";
next;
mes "["+strcharinfo(0)+"]";
mes "Huh?";
emotion e_what,1;
next;
mes "[Linguist Devore]";
mes "Ah?!";
mes "Ah?!?!?!?!?!?";
mes "Ah!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!";
emotion e_omg,0,"Linguist Devore#mald";
next;
mes "[Linguist Devore]";
mes "If... if that's the cause!";
mes "We may have totally misunderstood!";
emotion e_omg,0,"Linguist Devore#mald";
next;
mes "[Linguist Devore]";
mes "Oh my, we couldn't have known, since we live here only with ourselves.";
next;
mes "[Linguist Devore]";
mes "Each living thing has its own area for audibility and vocalization. But we and Biscuit were in slightly different areas!";
emotion e_omg,0,"Linguist Devore#mald";
next;
mes "[Linguist Devore]";
mes "In such conditions, we cannot hear any language properly!";
mes "This was a matter of sound rather than language...";
next;
mes "[Linguist Devore]";
mes "Hu~hu... Despite of many years of study, we couldn't discover this reason...";
next;
mes "[Linguist Devore]";
mes "It's not the time to do this!";
mes "I should change the way of studying right now.";
next;
mes "[Linguist Devore]";
mes "I'll get back to the meeting and report this.";
mes "Then please take care of the next things!";
next;
mes "["+strcharinfo(0)+"]";
mes "Wait, Dr. Devore, what on earth is next...?";
mes "What should I do...?";
emotion e_dots,1;
next;
mes "[Linguist Devore]";
mes "Hahaha~ You are the kind who can have conversations with Biscuit. Please try to talk with him.";
mes "It'll be helpful for my study, no matter what you talk about with him.";
next;
mes "[Biscuit]";
mes "Hey... Don't look down on me!";
emotion e_ag;
donpcevent "Linguist Devore#mald::OnDisable";
ma_tomas = 22;
completequest 11228;
setquest 11229;
close;
} else if (ma_tomas == 22 || ma_tomas == 23 || ma_tomas == 24) {
mes "[Biscuit]";
mes "...What are you looking at...";
next;
while(1) {
switch(select("Ask about Star Candy.", "Ask about Biscuit.", "Ask about Malangdo.")) {
case 1:
mes "[Biscuit]";
mes "Star Candy?";
mes "Tsk tsk!";
mes "It's no go, the lowly fellows.";
emotion e_ag;
next;
mes "[Biscuit]";
mes "You shouldn've recognized the previous and mysterious feeling from Star Candy!";
mes "She's the one who's really gorgeous.";
next;
mes "[Biscuit]";
mes "How gorgeous she is that... umm...";
mes "Just gorgeous.";
mes "She is so gorgeous... but I don't know how to explaing it...";
emotion e_swt2;
next;
mes "[Biscuit]";
mes "Khummm...";
mes "That's why the kinds speaking with sound are irritating.";
emotion e_ag;
next;
select("Speaking with sound?");
mes "[Biscuit]";
mes "The kind who got highly evolved like us talk using our minds, not sound.";
mes "As you think in your mind, it goes to the others right away, something like this?";
next;
mes "[Biscuit]";
mes "In other places, it used to be called ultrasonic waves, or telepathy.";
next;
mes "[Biscuit]";
mes "So we haven't needed any more explanation or flowery words...";
mes "Woo, it's bothering me so much!";
if (ma_tomas == 22)
ma_tomas = 23;
if (ma_tomas == 25)
close;
next;
case 2:
mes "[Biscuit]";
mes "Me?";
mes "I'm an assistant to Star Candy, a new star in the Starfish race with multi-faceted talents!";
emotion e_flash;
next;
mes "[Biscuit]";
mes "Ah, ah...";
mes "When I was her assistant at first, I used to be called a genius, handsome assistant, and so on...";
mes "I felt like a shining road of light had come up to me...";
next;
mes "[Biscuit]";
mes "But if the elderly see this, they'll dry me out in the sun...";
mes "It was a life like a flame... Sob sob sob sob";
emotion e_sob;
if (ma_tomas == 23)
ma_tomas = 24;
if (ma_tomas == 25)
close;
next;
case 3:
mes "[Biscuit]";
mes "This island is where the gorgeous Star Candy can take a rest.";
mes "The surface is soft and with the high moisture inside, it's the best place for Starfishes.";
next;
mes "[Biscuit]";
mes "Now, those cats already occupied it as they wanted.";
mes "It's a problem because Star Candy is too kind...";
if (ma_tomas == 24) {
ma_tomas = 25;
changequest 11229,11230;
}
if (ma_tomas == 25)
close;
next;
}
}
} else if (ma_tomas == 25) {
mes "[Biscuit]";
mes "Hey, you haven't gone back?";
mes "Get some jellies for Star Candy to eat if you have time.";
next;
switch(select("Okay.", "Why me?")) {
case 1:
mes "[Biscuit]";
mes "You can get the jellies around here.";
mes "It's not that difficult, and you should come back before Star Candy's meal time!";
mes "About 30 jellies would be okay for a meal.";
ma_tomas = 26;
changequest 11230,11231;
close;
case 2:
mes "[Biscuit]";
mes "Why you?";
mes "I'm busy enough to assist her and the cat fellows who can't hear my voice, that's why I should ask you.";
next;
mes "[Biscuit]";
mes "How rude...";
emotion e_ag;
next;
mes "[Biscuit]";
mes "You're not my subordinate, so I can't order you by force. But if Star Candy can't have her meal on time, you have to remember that this island will collapse completely.";
next;
mes "["+strcharinfo(0)+"]";
mes "...It's not a request, but a threat...";
emotion e_dots,1;
close;
}
} else if (ma_tomas == 26) {
// Dialogue in repeatable quest is identical.
// Uses a variable to determine the quest mode.
@mal_bob_q = 1;
L_Quest:
.@i = @mal_bob_q;
@mal_bob_q = 0;
if (countitem(Delicious_Jelly) < 30) {
mes "[Biscuit]";
mes "It's not enough at all~";
mes "I need at least 30 Delicious Jelly.";
close;
}
mes "[Biscuit]";
mes "You got them well.";
mes "There won't be any problem to prepare her meal.";
delitem Delicious_Jelly,30;
if (.@i == 1) {
ma_tomas = 27;
changequest 11231,11232;
} else {
erasequest 11244;
setquest 11245;
getitem Egrade_Coin,5;
}
next;
mes "[Biscuit]";
mes "Though the jelly looks strange, it tastes good...";
mes "Star Candy seems to like it a lot as well.";
next;
mes "[Biscuit]";
mes "Have your meal, Star Candy~";
mes "Uhhh, why don't you eat it?";
mes "You have no appetite?";
close;
} else if (ma_tomas == 27) {
mes "[Biscuit]";
mes "Hooo.. it's natural that you have no appetite...";
next;
mes "[Biscuit]";
mes "How come precious Star Candy supports the ground in the basement like this, and it's so dry, though it's in a subterranean cave of an island!";
next;
mes "[Biscuit]";
mes "Moreover, the slithery thing is bothering Star Candy.";
mes "You cannot avoid the stress.";
next;
select("Slithery thing?");
mes "[Biscuit]";
mes "Hmm? What is such a thing like that.";
mes "The slithery thing.";
mes "With its ugly looks, it bothers Star Candy continuously.";
next;
mes "[Biscuit]";
mes "It tries to come up to the island especially when it's storming like today. I hid here a while. Those cats came and made her bad like this.";
next;
mes "[Biscuit]";
mes "Thanks to Star Candy, her skin is...";
mes "......";
next;
mes "[Biscuit]";
mes "Woooaaappp!";
mes "What's this!!!";
mes "Her skin is!!!!";
mes "She got an abscess on her skin that used to shine like a jewel!!!!";
emotion e_omg;
next;
mes "[Biscuit]";
mes "She got in trouble with her dried skin, since she's here!";
mes "For our Starfishes, the lack of water means horrible things that lead to death!";
next;
mes "[Biscuit]";
mes "Ah, ah! She's so kind that she sacrifices herself to save such things. Sob sob.";
emotion e_sob;
next;
mes "[Biscuit]";
mes "Ah, ah...";
mes "I can't leave to take care of her, isn't there anybody to help~";
next;
mes "[Biscuit]";
mes "Isn't there anybody to helpppppp~";
next;
mes "[Biscuit]";
mes "Hey, you there...";
mes "Even as I ask like this, will you just ignore me and stand there?";
next;
select("I'll help.", "It's unavoidable, so I'll help.", "I'll admit this is my destiny, so I'll and help.", "I'll do anything I can for Star Candy.");
mes "[Biscuit]";
mes "Good attitude!";
mes "Hoo hoo~";
next;
mes "[Biscuit]";
mes "Then please find the brush to wash her and get a basket to move water here.";
mes "Maybe they're stacked in the storage.";
ma_tomas = 28;
changequest 11232,11233;
close;
} else if (ma_tomas == 28) {
if (countitem(Clean_Brush) && countitem(Full_Bucket)) {
mes "[Biscuit]";
mes "Oh!";
mes "You brought the tools successfully.";
mes "Now you can wash the dry skin in the counter-clockwise direction!";
mes "Right, then from her left leg...!";
ma_tomas = 29;
changequest 11233,11234;
close;
} else if (countitem(Clean_Brush) && countitem(Bucket)) {
mes "[Biscuit]";
mes "Oh!";
mes "You brought the tools successfully.";
mes "Now you can fetch sea water from outside.";
next;
mes "[Biscuit]";
mes "There's a spot I remember as first rate, in the east of Malangdo.";
mes "It's not right to wash her with the water collected in this cave!";
next;
mes "[Biscuit]";
mes "Be careful not to spill the water, as it's heavy to carry.";
close;
} else {
mes "[Biscuit]";
mes "Ummm... It will be hard if you don't have the proper tools...";
mes "Though it doesn't matter for someone small like me.";
next;
mes "[Biscuit]";
mes "For such enormous skin as Star Candy's, it's full of barnacles, oysters, and mussels!!!";
emotion e_omg;
close;
}
} else if (ma_tomas < 33) {
mes "[Biscuit]";
mes "Oh!";
mes "You brought the tools successfully.";
mes "Now you can wash the dry skin in the counter-clockwise direction!";
mes "Right, then from her left leg...!";
close;
} else if (ma_tomas == 33) {
if (checkweight(Knife,1) == 0) {
mes " - Notice !! -";
mes " - Since you have too many items - ";
mes " - you cannot get the item. - ";
mes " - Let your body lighten - ";
mes " - and try this again. - ";
close;
}
if (MaxWeight - Weight < 1000) {
mes " - Notice !! -";
mes " - Since your items are too heavy - ";
mes " - you cannot get the item. - ";
mes " - Let your body lighten - ";
mes " - and try this again. - ";
close;
}
mes "[Biscuit]";
mes "Well done!";
mes "Now I see that her beautiful face has recovered.";
emotion e_awsm;
next;
mes "[Biscuit]";
mes "The skin will go bad if you don't clean it every day.";
mes "There's a saying... cleansing your skin is much more important than using makeup.";
emotion e_no1;
next;
mes "[Biscuit]";
mes "You did a good job.";
mes "You helped me even though I asked suddenly like this...";
mes "To be honest, I thought you'd just leave.";
next;
mes "[Biscuit]";
mes "It's a kind of reward. Say my words to Dr. Dvor... or Devore, whatever the cat's name is.";
next;
mes "[Biscuit]";
mes "There's no need to wait until the study finishes. We can talk through you, and it's better to talk about the current situation...";
next;
mes "[Biscuit]";
mes "This is not for you... and all of you, either. It's rather for Star Candy to get rest as soon as possible, you know!";
emotion e_pif;
ma_tomas = 34;
erasequest 11235;
setquest 11236;
getitem Egrade_Coin,100;
getitem Malang_Sp_Can,20;
close;
} else if (ma_tomas > 99) {
if (questprogress(11244)) {
@mal_bob_q = 2;
goto L_Quest;
} else if (questprogress(11245,PLAYTIME) == 1) {
mes "[Biscuit]";
mes "I'll call you when I need you, so don't worry!";
close;
} else {
if (questprogress(11245,PLAYTIME) == 2)
erasequest 11245;
mes "[Biscuit]";
mes "It's the time for Star Candy to have a meal.";
mes "Get some jellies.";
next;
switch(select("I'll help.", "I'll stop.")) {
case 1:
mes "[Biscuit]";
mes "You can get the jellies around here.";
mes "It's not that difficult, and you should come back before Star Candy's meal time!";
mes "About 30 jellies would be ok for a meal.";
setquest 11244;
close;
case 2:
mes "[Biscuit]";
mes "What, are you talking about you let our Star Candy feel hungry?!";
close;
}
}
}
mes "[Biscuit]";
mes "Star Candy is really good.";
mes "She never loses her smile, even though it's so hard to stand...";
close;
}
mal_in02,102,94,3 script Cleaning Staff#mal 4_CAT_SAILOR1,2,2,{
OnTouch:
if (checkweight(Knife,1) == 0) {
mes " - Notice !! -";
mes " - Since you have too many items - ";
mes " - you cannot get the item. - ";
mes " - Let your body lighten - ";
mes " - and try this again. - ";
close;
}
if (MaxWeight - Weight < 1000) {
mes " - Notice !! -";
mes " - Since your items are too heavy - ";
mes " - you cannot get the item. - ";
mes " - Let your body lighten - ";
mes " - and try this again. - ";
close;
}
mes "[Cleaning Staff]";
mes "All yours. There are various cleaning tools here.";
next;
switch(select("Bucket", "Cleaning Brush", "Stop.")) {
case 1:
mes "[Cleaning Staff]";
mes "You mean the Bucket!";
mes "Here we go~";
next;
mes "[Cleaning Staff]";
mes "Please give the cleaning tool back to any merchant.";
mes "Thanks for coming~";
getitem Bucket,1;
close;
case 2:
mes "[Cleaning Staff]";
mes "You mean the Cleaning Brush!";
mes "Here we go~";
next;
mes "[Cleaning Staff]";
mes "Please give the cleaning tool back to any merchant.";
mes "Thanks for coming~";
getitem Clean_Brush,1;
close;
case 3:
mes "[Cleaning Staff]";
mes "Thanks for coming~";
close;
}
close;
}
malangdo,246,184,0 script 1st Rate Point HIDDEN_NPC,{
if (checkweight(Knife,1) == 0) {
mes " - Notice !! -";
mes " - Since you have too many items - ";
mes " - you cannot get the item. - ";
mes " - Let your body lighten - ";
mes " - and try this again. - ";
close;
}
if (MaxWeight - Weight < 1000) {
mes " - Notice !! -";
mes " - Since your items are too heavy - ";
mes " - you cannot get the item. - ";
mes " - Let your body lighten - ";
mes " - and try this again. - ";
close;
}
if (countitem(Bucket) == 0) {
mes "- To get water -";
mes "- you need a ^0000FFBucket^000000. -";
close;
}
mes "- The water seems so pure. -";
next;
switch(select("Get water.", "Stop.")) {
case 1:
mes "- The bucket gets remarkably -";
mes "- heavy as water fills it up. -";
specialeffect EF_POTION8;
delitem Bucket,1;
getitem Full_Bucket,1;
close;
case 2:
mes "- Didn't get water. -";
close;
}
}
mal_dun01,133,125,5 script Star Candy#mal 4_F_STARFISHGIRL,{
if (ma_tomas == 19) {
mes "[Star Candy]";
mes "....";
mes ".....";
mes "......";
next;
mes "[Biscuit]";
mes "Rude! How come you talk to precious Star Candy!";
next;
mes "[Biscuit]";
mes "You look different from the fellows that usually comes...";
mes "You also look strange, though.";
next;
mes "["+strcharinfo(0)+"]";
mes "?!";
mes "You can talk!";
emotion e_omg,1;
next;
mes "[Biscuit]";
mes "What?";
mes "You've never seen me talking?";
mes "What's the matter with you?";
next;
mes "[Biscuit]";
mes "Since I can talk with you, you seem better than those other foolish ones.";
mes "Though I learned to speak in their language, they don't understand.";
next;
mes "[Biscuit]";
mes "Our precious Star Candy humbly supports them, and they treat her like this.";
mes "They don't know how to express thanks!";
emotion e_ag,0,"Biscuit#mal";
next;
select("Support?");
mes "[Biscuit]";
mes "Anyway!";
mes "It's no use to treat them well.";
mes "They don't know how hard Star Candy is trying.";
next;
mes "[Biscuit]";
mes "This island used to be hers, but for the short time while she avoided storms and got here, those cats were suddenly dropped on the island.";
next;
mes "[Biscuit]";
mes "Since the ground here is so soft, Star Candy was stuck in between, and the situation is now like this.";
next;
mes "[Biscuit]";
mes "Actually, she can get out regardless of those bad things, but she supports the ground worrying that someone will get hurt.";
next;
mes "[Biscuit]";
mes "Ah, ah...";
mes "What a beatiful mind...";
next;
mes "[Biscuit]";
mes "Once she moved a bit when she felt uncomfortable, and saw them in panic. She hasn't moved at all since then. I'm worried if she's not well.";
next;
mes "[Biscuit]";
mes "Star Candy sacrifices herself like this, but those fellows are setting the pillars around her for themselves only.";
mes "Hewww!!!";
emotion e_ag,0,"Biscuit#mal";
next;
mes "[Biscuit]";
mes "They talk to her, but ignore me when I talk to her.";
mes "I don't like them at all!!!";
next;
mes "- Unlike the words of Dr. Devore, Biscuit appears fluent in speaking. -";
next;
mes "- I think it's better to let Dr. Devore know this soon. -";
ma_tomas = 20;
changequest 11226,11227;
close;
}
mes "[Star Candy]";
mes "....";
mes ".....";
mes "......";
close;
}
- script #skin_mal FAKE_NPC,{
.@index = atoi(strnpcinfo(2));
switch(.@index) {
case 29: .@str$ = "dry"; break;
case 30: .@str$ = "prickly"; break;
case 31: .@str$ = "chapped"; break;
case 32: .@str$ = "hard"; break;
default:
mes "An error has occurred.";
close;
}
if (ma_tomas != .@index) {
mes "- I feel sorry for the skin -";
mes "- to be so "+.@str$+". -";
close;
}
if (!countitem(Clean_Brush) || !countitem(Full_Bucket)) {
mes "- You need -";
mes "- a cleaning brush -";
mes "- and a full bucket. -";
close;
}
mes "- Poured water on the "+.@str$+" skin. -";
delitem Full_Bucket,1;
getitem Bucket,1;
next;
if (rand(1,2) == 1)
.@menu$ = "Brush.:Stop.:";
else
.@menu$ = ":Stop.:Brush.";
switch(select(.@menu$)) {
case 1:
case 3:
mes "- Poured water on -";
mes "- the "+.@str$+" skin -";
mes "- and brushed it hard. -";
specialeffect EF_BUBBLE;
if (rand(1,3) > 1)
close;
next;
mes "- The "+.@str$+" skin turned -";
mes "- soft and moisturized. -";
switch(rand(1,50)) {
case 7:
next;
mes "[Star Candy]";
mes "Hoo hoo hoot~";
mes "That tickles.";
break;
case 21:
next;
mes "[Star Candy]";
mes "You're a really good human being.";
break;
case 29:
next;
mes "[Star Candy]";
mes "Since I couldn't move, it was the most difficult thing to stand.";
break;
case 30:
next;
mes "[Star Candy]";
mes "Ah~ Feels good~";
mes "I felt itchy for so long.";
break;
case 49:
next;
mes "[Star Candy]";
mes "Thanks so much.";
break;
default:
++ma_tomas;
if (.@index == 32)
changequest 11234,11235;
close;
}
cutin "ma_starcandy",2;
++ma_tomas;
if (.@index == 32)
changequest 11234,11235;
close2;
cutin "",255;
end;
case 2:
mes "- All the water -";
mes "- sank into the ground. -";
close;
}
}
mal_dun01,143,137,0 duplicate(#skin_mal) Dry Skin#29 HIDDEN_NPC
mal_dun01,131,150,0 duplicate(#skin_mal) Prickly Skin#30 HIDDEN_NPC
mal_dun01,116,144,0 duplicate(#skin_mal) Chapped Skin#31 HIDDEN_NPC
mal_dun01,120,129,0 duplicate(#skin_mal) Hard Skin#32 HIDDEN_NPC
malangdo,190,167,7 script Portali#mal 4_CAT_SAILOR3,{
if (ma_tomas < 100) {
mes "[Portali]";
mes "I have no business for an immature fellow!";
close;
}
mes "[Portali]";
mes "Hmmm...";
mes "You smell like cats even though you're a human being...";
next;
mes "[Portali]";
mes "But... Would you like to go back to my hometown?";
mes "I'll let you go to the land of Midgard with the new skill I found!";
mes "It's not free. I'll need canned food!";
next;
switch(select("Go.", "Don't go.", "Prices?")) {
case 1:
if (countitem(Malang_Sp_Can) < 4) {
mes "[Portali]";
mes "Where are you going without canned food...?";
close;
}
switch(select("Rune-Midgarts", "Schwaltzvalt Republic", "Arunafeltz Kingdom")) {
case 1:
switch(select("Prontera", "Morroc", "Alberta", "Al De Baran", "Payon", "Geffen")) {
case 1: callsub L_Warp,"Prontera",4,"prontera",155,111;
case 2: callsub L_Warp,"Morroc",4,"morocc",159,255;
case 3: callsub L_Warp,"Alberta",4,"alberta",95,66;
case 4: callsub L_Warp,"Al De Baran",4,"aldebaran",126,120;
case 5: callsub L_Warp,"Payon",4,"payon",198,135;
case 6: callsub L_Warp,"Geffen",4,"geffen",120,100;
}
case 2:
switch(select("Einbroch", "Lighthalzen", "Yuno", "Hugel")) {
case 1: callsub L_Warp,"Einbroch",6,"einbroch",229,196;
case 2: callsub L_Warp,"Lighthalzen",6,"lighthalzen",214,150;
case 3: callsub L_Warp,"Yuno",6,"yuno",157,220;
case 4: callsub L_Warp,"Hugel",6,"hugel",95,121;
}
case 3:
switch(select("Rachel", "Veins")) {
case 1: callsub L_Warp,"Rachel",5,"rachel",138,113;
case 2: callsub L_Warp,"Veins",5,"veins",212,144;
}
}
case 2:
mes "[Portali]";
mes "Okay...";
close;
case 3:
mes "[Portali]";
mes "3 for Rune-Midgarts!";
mes "6 for Schwaltzvalt, 5 for Arunafeltz.";
mes "Schwaltzvalt is the nation of prohibited magic, and Arunafeltz seems to have a curse!";
close;
}
end;
L_Warp:
if (countitem(Malang_Sp_Can) < getarg(1)) {
mes "[Portali]";
mes "Where are you going without canned food...?";
close;
}
mes "[Portali]";
mes "Then to "+getarg(0)+"~";
delitem Malang_Sp_Can,getarg(1);
close2;
warp getarg(2),getarg(3),getarg(4);
end;
}
//== Malangdo Island :: mal_ppl ============================
malangdo,137,200,6 script Pipielle 4_CAT_MERMASTER,{
if (MaxWeight - Weight < 1000) {
mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
close;
}
if (checkweight(Knife,1) == 0) {
mes "Your inventory is too full to proceed. Come back after reducing your load.";
close;
}
if (BaseLevel < 60) {
mes "[Pipielle]";
mes "Wow, this is nice weather. Do you like this kind of weather, too? But I need to do my work now.";
next;
mes "[Pipielle]";
mes "I would ask for your help, if you were a stronger advanturer...";
next;
mes "^770099This cat is working on something, but she asks for help above level 60.^000000";
close;
}
.@fish_ss1$ = "What are you doing?";
if (countitem(Unknown_Fish) > 29)
.@fish_ss2$ = "I caught a lot of strange fishes!";
else
.@fish_ss2$ = (30-countitem(Unknown_Fish))+" of ^bbbbbbUnidentified Fish are required.^000000";
if (ma_tomas == 100)
.@fish_ss3$ = "I met an Admiral Tomas...";
mes "[Pipielle]";
mes "Would you come here and open your bag for me?";
next;
switch(select(.@fish_ss1$,.@fish_ss2$,.@fish_ss3$)) {
case 1:
mes "[Pipielle]";
mes "There are many beautiful fish around here. So I feel my heart beating standing here.";
next;
select("I think my heart is beating faster...");
mes "[Pipielle]";
mes "How come you only know about eating! My heart doesn't only beat for food.";
next;
mes "[Pipielle]";
mes "I've studied at a human university before and I learned to speak there so don't treat me like some animal.";
next;
mes "[Pipielle]";
mes "I am a scholar of fish research.";
mes "It's important for cats to research fish.";
next;
select("How's your research going?");
mes "[Pipielle]";
mes "I was a good friend of admiral Thomas but our ship hasn't gone back to sea since we arrived here.";
next;
mes "[Pipielle]";
mes "The shipmates seem to be pretty lonely.";
next;
mes "[Pipielle]";
mes "A scholar from the university came here to research us and thought it was amazing to find a cat that speaks his language already.";
mes "So he's been helping me teach the others.";
next;
select("Is that why I understand all the cats?");
mes "[Pipielle]";
mes "Yes, exactly!";
mes "I was one of the few cats who could talk to humans before that scholar arrived.";
next;
mes "[Pipielle]";
mes "Anyways, now I'm collecting specimens to study the monsters here. I hope you can help me.";
next;
if(select("How can I help you?", "I have to decline.") == 2) {
mes "[Pipielle]";
mes "Oh, okay. If you change your mind, please come again.";
close;
}
mes "[Pipielle]";
mes "There is a monster called a Pouring who's eating all fish in the Octopus and Culvert dungeon.";
next;
mes "[Pipielle]";
mes "It suddenly appeared during the winter, so could you collect the specimens of Unidentified Fish after getting rid of it?";
next;
mes "[Pipielle]";
mes "You can get Unidentified Fish from the Pouring monsters, so please collect 30 of them.";
close;
case 2:
if (countitem(Unknown_Fish) > 29) {
//saveppl Unknown_Fish
delitem Unknown_Fish,30;
mes "[Pipielle]";
mes "Oh, thank you! I will take these specimens.";
next;
mes "[Pipielle]";
mes "I want to give you something, but the last one is out of stock now so I will just write your name here.";
next;
mes "[Pipielle]";
mes "I can give you good news even from a distance, but it's only possible if I am really lucky...";
close;
}
mes "[Pipielle]";
mes "I'm sorry, but please collect 30 Unidentified Fish specimens.";
close;
case 3:
mes "[Pipielle]";
mes "Oh, you met admiral Tomas... how was it?";
next;
if(select("He looks gentle", "He looks terrible") == 2) {
mes "[Pipielle]";
mes "Hmm...";
mes "Frankly speaking, I was a real fan of Admiral Tomas. Can you take responsibility for your word?";
next;
if(select("Just kidding!", "Oh yes, he was really terrible!") == 2) {
mes "[Pipielle]";
mes "Is he?";
mes "Okay, it really depends on personal taste...";
close;
}
}
mes "[Pipielle]";
mes "Is he?";
mes "I knew you would say so.";
next;
mes "[Pipielle]";
mes "Admiral Tomas is a legendary figure who has led all of us in voyaging to this island. I think it was the happiest moment in my life.";
next;
mes "[Pipielle]";
mes "Please help him a lot. There are not many people to trust. This is my personal request.";
next;
mes "[Pipielle]";
mes "And this is a small gift for looking after admiral Tomas.";
ma_tomas = 101;
getitem Egrade_Coin,200;
mes "^0000ffReceived 200 E Class Coins.^000000";
close;
}
}
//== Help the Bad Cats in Danger :: mal_bad_guys ===========
malangdo,175,206,3 script Gobonge#ml 4_CAT_SAILOR5,{
if (checkweight(Knife,1) == 0) {
mes "- Can't go next step due to having too many items. -";
close;
}
if (!questprogress(1152,PLAYTIME)) {
mes "[Gobonge]";
mes "Hmm, investigation is not enough.";
mes "We need go back to basic point.";
mes "Come again tomorrow.";
mes "I might be in pain of stomach";
mes "like usual.";
close;
} else if (questprogress(1152,PLAYTIME) == 1) {
erasequest 1152;
malang_bad_guys = 0;
} else if (questprogress(1152,PLAYTIME) == 2) {
completequest 1152;
erasequest 1152;
malang_bad_guys = 0;
}
if (BaseLevel < 60) {
mes "[Gobonge]";
mes "Are you here to help";
mes "or to get help?";
mes "You look so weak, haha...";
mes "Go and hunt more Porings!";
close;
}
if (malang_bad_guys == 0) {
mes "[Gobonge]";
mes "Will you listen my sorrow?";
next;
switch(select("Sure I will.", "No, I won't.")) {
case 1:
mes "[Gobonge]";
mes "This is a sad story.";
mes "As usual, I unpacked the bag";
mes "to see strange cats";
mes "to show them.";
next;
mes "[Gobonge]";
mes "There were lots of cans.";
mes "I thougt it was new due to different shape";
mes "but it was bad cans!";
mes "I ate too much and";
mes "got in bed right away";
mes "so I can't do anything...";
next;
mes "[Gobonge]";
mes "And by the way, you have...";
mes "nice colthes.";
mes "I can't let you go,";
mes "that hurts me so badly!";
emotion e_sob;
next;
switch(select("You deserve the pain!", "Need help?")) {
case 1:
mes "[Gobonge]";
mes "Yes you are!";
close;
case 2:
mes "[Gobonge]";
mes "You know what care is.";
mes "Please find the bad provider";
mes "and revenge our enemy!";
next;
switch(select("No, I don't want to!", "Yes, I'll do it!")) {
case 1:
mes "[" + strcharinfo(0) + "]";
mes "For the peace in Malangdo,";
mes "just lay in bed forever.";
next;
mes "[Gobonge]";
mes "I will!";
mes "I will have your peace first once I get well!";
close;
case 2:
mes "[Gobonge]";
mes "Okay, you can do it?";
mes "The enemy must be near the dock";
mes "where we got the bundle.";
mes "We should get them to help";
mes "our cats' well-being!";
setquest 1145;
malang_bad_guys = 1;
close;
}
}
case 2:
mes "[Gobonge]";
mes "Why are you here!";
mes "If I am usual, I will engrave something";
mes "with your tear...";
mes "Let your bag be here instead!";
emotion e_sob;
close;
}
} else if (malang_bad_guys == 1) {
mes "[Gobonge]";
mes "The enemy must be near the dock";
mes "where we got the bundle.";
mes "We should get them to help";
mes "our cats' well-being!";
close;
} else if (malang_bad_guys > 1 && malang_bad_guys < 7) {
mes "[Gobonge]";
mes "I am so tired due to";
mes "lack of forbidden bad activity.";
close;
} else if (malang_bad_guys == 7) {
if (countitem(Bad_Can) > 29) {
mes "[Gobonge]";
mes "Was it from raccoon that made us pain in stomach?";
mes "Oh bad raccoon!";
mes "I feel stomachache again from this anger!";
mes "All right, I will show my power once";
mes "I can get out of bed.";
next;
mes "[Gobonge]";
mes "I need time to concentrate on my stomachache.";
mes "You can go now!";
erasequest 1151;
malang_bad_guys = 8;
getitem Malang_Sp_Can,20;
delitem Bad_Can_Sack,1;
delitem Bad_Can,30;
close;
}
mes "[Gobonge]";
mes "How do you know the source of bad can?";
mes "Do you have time to do slow at the moment?";
emotion e_sob;
close;
} else if (malang_bad_guys == 8) {
mes "[Gobonge]";
mes "The Patrol Leader wants to go back to";
mes "bad world as soon as possible.";
mes "I want you to go first to soothe him instead.";
mes "How about it?";
next;
switch(select("It's troublsome, I quit.", "Sure I will!")) {
case 1:
mes "[Gobonge]";
mes "Haha, you think it is a bad word.";
mes "I want you to be one of our staffs.";
next;
mes "[Gobonge]";
mes "Sorry, but you should go now";
mes "so that I can concentrate on my stomachache.";
setquest 1152;
malang_bad_guys = 9;
close;
case 2:
mes "[Gobonge]";
mes "All right, then I will have time";
mes "to concentrate on my stomachache.";
setquest 1153;
malang_bad_guys = 10;
close;
}
} else if (malang_bad_guys == 9) {
mes "[Gobonge]";
mes "Hmm, investigation is not enough.";
mes "We need go back to basic point.";
mes "Come again tomorrow.";
mes "I might be in pain of stomach";
mes "like usual.";
close;
} else if (malang_bad_guys > 9 && malang_bad_guys < 12) {
mes "[Gobonge]";
mes "Go and have fun with the Patrol Leader!";
close;
} else if (malang_bad_guys == 12) {
mes "[Gobonge]";
mes "Instead of us, you did bad behavior.";
mes "Good to hear that?";
mes "This is what teacher see best pupil?";
emotion e_swt;
next;
mes "[Gobonge]";
mes "You deserve a reward!";
mes "I need to get some more rest,";
mes "so let's investigate tomorrow!";
erasequest 1155;
setquest 1152;
malang_bad_guys = 13;
getitem Egrade_Coin,5;
close;
} else if (malang_bad_guys == 13) {
mes "[Gobonge]";
mes "Come again tomorrow.";
mes "I might be in pain of stomach";
mes "like usual.";
close;
}
OnEnable:
enablenpc "Gobonge#ml";
close;
OnDisable:
disablenpc "Gobonge#ml";
close;
}
malangdo,181,205,3 script Gobulee#ml1 4_CAT_SAILOR4,{
mes "[Gobulee]";
mes "What a time to show up!";
mes "You should come around when we're healthy.";
close;
}
malangdo,180,202,3 script Gobyungee#ml1 4_CAT_SAILOR4,{
mes "[Gobyungee]";
mes "I can't even look another cat in the eye since I'm too sick to be doin' crimes properly.";
close;
}
malangdo,186,201,3 script Gosigee#ml1 4_CAT_SAILOR4,{
mes "[Gosigee]";
mes "I wish I had some peppy bistmuth pills...";
mes "Meanwhile the Captain only thinks about catching the bad guys and getting revenge!";
mes "...";
next;
mes "[Gosigee]";
mes "How can we follow someone so single-minded!";
close;
}
malangdo,177,202,3 script Gonanee#ml2 4_CAT_SAILOR4,{
mes "[Gonanee]";
mes "We are the only violent gang in Malangdo and we are very proud.";
mes "I don't feel right just lying in bed.";
close;
}
malangdo,183,202,3 script Godoree#ml3 4_CAT_SAILOR4,{
mes "[Godoree]";
mes "I saw unfamiliar cats around";
mes "the dock recently.";
mes "Are they tourists?";
mes "I should -inspect- their pockets";
mes "once I'm better...";
close;
}
malangdo,203,116,5 script Suspious Dealer#ml 4_MASK_SMOKEY,{
mes "He appears to be listening intently.";
mes "Upon hearing you approach, he pretends to be completely oblivious.";
next;
mes "[Suspious Dealer]";
mes "Oh the pain, oh the pain of it all...";
close;
}
malangdo,205,116,3 script Very Suspious Dealer#ml1 4_MASK_SMOKEY,{
mes "On listening to the story for";
mes "a while, he pretends to be indifferent once hearing someone's noise.";
next;
mes "[Suspious Dealer]";
mes "Could it BE any smoggier today?";
close;
}
malangdo,197,120,5 script A Foolish Cat#ml 4_CAT_SAILOR3,{
mes "[A Foolish Cat]";
mes "If you stay here, you";
mes "can hear all they're saying.";
mes "Don't know exactly what, but";
mes "you do hear everything.";
mes "Hehehe...";
close;
}
malangdo,196,120,0 script #ml1 FAKE_NPC,2,2,{
OnTouch:
if (malang_bad_guys == 1 || malang_bad_guys == 2) {
mes "You hear a conversation between the Suspious Dealers.";
next;
mes "[Suspious Dealer]";
mes "Because unexpected robbery at that moment...";
mes "our great work has delayed.";
next;
mes "[Very Suspious Dealer]";
mes "Do not worry about the thing, I placed it near balloon bag where";
mes "Ship Navi is in the north, and I hid it perfectly.";
next;
mes "You need to check a place near north of balloon bag in ship Navi.";
if (malang_bad_guys == 1) {
erasequest 1145;
setquest 1146;
malang_bad_guys = 2;
}
close;
} else if (malang_bad_guys > 2 && malang_bad_guys < 8) {
mes "You still hear a suspicious conversation.";
next;
mes "[Suspious Dealer]";
mes "But near the balloon bag is still";
mes "worrying so much!";
next;
mes "[Very Suspious Dealer]";
mes "Oh how cowardly you are!";
mes "I hid it in ship Navi perfectly.";
mes "Relax!";
next;
mes "[Suspious Dealer]";
mes "The rest of part is in staffs.";
mes "We should believe.";
next;
mes "We need to investigate Navi first.";
mes "Let's see other guys in ship Navi.";
if (malang_bad_guys == 3) {
erasequest 1147;
setquest 1148;
malang_bad_guys = 4;
}
close;
} else if (malang_bad_guys > 7) {
mes "You still hear a suspicious conversation.";
next;
mes "[Suspious Dealer]";
mes "Star candy is still healthy,";
mes "what happens?";
next;
mes "[Very Suspious Dealer]";
mes "No way...";
mes "We should get more bad cans.";
close;
}
end;
}
malangdo,155,179,0 script #ml2 FAKE_NPC,2,2,{
OnTouch:
if (malang_bad_guys == 2 || malang_bad_guys == 3) {
mes "There's a memo.";
next;
mes "[Memo]";
mes "Here is not what we wanted, huh!";
next;
mes "...do listen the conversation of merchant.";
if (malang_bad_guys == 2) {
erasequest 1146;
setquest 1147;
malang_bad_guys = 3;
}
close;
}
end;
}
malangdo,171,163,3 script Awfully Suspious Dealer 4_MASK_SMOKEY,{
if (malang_bad_guys < 4) {
mes "[Awfully Suspious Dealer]";
mes "We quit selling them, find another merchant!";
close;
} else if (malang_bad_guys == 4) {
mes "[Awfully Suspious Dealer]";
mes "Bad cans?";
mes "Due to lots of work in here";
mes "can't have a short time to talk?";
next;
switch(select("Look suspicious?", "I knew all things here!")) {
case 1:
mes "[Awfully Suspious Dealer]";
mes "I have a same boat with you!";
close;
case 2:
mes "[Awfully Suspious Dealer]";
mes "...";
mes "You searched the lounge of ship Navi?";
mes "...";
next;
mes "[Awfully Suspious Dealer]";
mes "It looks wrong place~";
mes "Go and do other things~!";
next;
mes "You need to search lounge of ship Navi?";
erasequest 1148;
setquest 1149;
malang_bad_guys = 5;
close;
}
} else if (malang_bad_guys == 5) {
mes "[Awfully Suspious Dealer]";
mes "A thought to search Gozangee around ship Navi";
mes "is like to ride a skill";
mes "with frying pan, it is idiot things.";
mes "I do not recommend.";
close;
} else if (malang_bad_guys == 6) {
if (countitem(Bad_Can_Sack) == 0) {
mes "[Awfully Suspious Dealer]";
mes "You searched the lounge of ship Navi?";
mes "But still nothing in hand.";
mes "I told you there's nothing.";
mes "...";
next;
mes "[Awfully Suspious Dealer]";
mes "...there must be something...";
close;
}
mes "[Awfully Suspious Dealer]";
mes "Oh! That's ^0000FFa sack of bad cans^000000, isn't it?";
mes "Where did you get it? Amazing!";
next;
switch(select("Do not pretend not to know!", "Need to show them our general!")) {
case 1:
mes "[Awfully Suspious Dealer]";
mes "It just looks wonderful.";
mes "There's nothing more to have?";
emotion e_ho;
close;
case 2:
mes "[Awfully Suspious Dealer]";
mes "Relax!";
mes "Let's have smile and fun with only ours.";
next;
mes "[Awfully Suspious Dealer]";
mes "To be honest, I am a member of raccoon hurray team.";
mes "A homeless community of raccoons";
mes "became a black market group.";
mes "I will make headquater of raccoon hurray team here";
mes "after kick out group of cats.";
next;
switch(select("Are you the leader?", "Let me clear the usage of bad can.", "Can it be worked as you want?")) {
case 1:
mes "[Awfully Suspious Dealer]";
mes "This is thankful misunderstanding,";
mes "I am just little staff.";
mes "I don't know who the leader is.";
close;
case 2:
mes "[Awfully Suspious Dealer]";
mes "That is...";
mes "for food...";
mes "Don't ask me more, please!";
close;
case 3:
mes "[Awfully Suspious Dealer]";
mes "You look down out raccoon hurray team?";
mes "Look more! To my star candy who stands island";
mes "I will make them have stomachache";
mes "with lots of bad cans.";
mes "Aren't you expecting?";
next;
mes "[Awfully Suspious Dealer]";
mes "I can't make him eat with my hand,";
mes "to creature in shining coral area that is basic food of star candy";
mes "I am still feeding them with bad cans.";
mes "You must see amazing reaction, just wait!";
next;
mes "The situation is serious.";
mes "Once the cats figure out,";
mes "you might be confused.";
mes "Let's withdraw the bad cans first,";
mes "located in the shining coral area.";
erasequest 1150;
setquest 1151;
malang_bad_guys = 7;
close;
}
}
} else if (malang_bad_guys == 7) {
mes "[Awfully Suspious Dealer]";
mes "Plese forget what I have told you.";
mes "Please...";
mes "After you got 30 pcs of bad cans";
mes "in shining coral area";
mes "do not tell the cats";
mes "or report this fact!";
close;
}
mes "[Awfully Suspious Dealer]";
mes "So you reported all things?";
mes "...";
mes "Now it's time to live a new life";
mes "of group for hair tufts...";
close;
}
mal_in02,184,72,3 script Gozangee#ml 4_CAT_SAILOR4,{
mes "[Gozangee]";
mes "I have too much pain in my stomach...";
mes "Should endure myself!";
mes "...do bad activity...";
close;
}
mal_in02,184,77,0 script #ml3 FAKE_NPC,2,2,{
OnTouch:
if (checkweight(Knife,1) == 0) {
mes "- You have too many items. -";
close;
}
if (malang_bad_guys == 4) {
mes "I came to...";
mes "know a thing that shouldn't be";
mes "appeared to anyone.";
mes "Just pretend that I didn't see this.";
close;
} else if (malang_bad_guys == 5) {
mes "This is...!";
mes "...";
next;
mes "A sack that carrying bad cans.";
next;
mes "Let's bring this to a guy who";
mes "is in Awfully Suspious Dealer in deck.";
erasequest 1149;
setquest 1150;
malang_bad_guys = 6;
getitem Bad_Can_Sack,1;
close;
} else if (malang_bad_guys == 6) {
mes "I saw a sack of bad cans.";
mes "located on the deck.";
mes "Let's bring this to a guy who";
mes "is in Awfully Suspious Dealer in deck.";
close;
}
end;
}
malangdo,125,147,3 script Patrol Leader#ml 4_CAT_SAILOR2,{
if (checkweight(Knife,1) == 0) {
mes "- Can't go next step due to having too many items. -";
close;
}
if (malang_bad_guys < 10) {
mes "[Patrol Leader]";
mes "Be careful of distribution for";
mes "bad cans recently in here";
mes "so should be noticed.";
close;
} else if (malang_bad_guys == 10) {
mes "[Patrol Leader]";
mes "So you are going to do bad activity instead of";
mes "group of hair tufts lying in bed?";
mes "It's gonna be exciting!";
mes "So excited...";
next;
mes "[Patrol Leader]";
mes "Gobonge and his friends";
mes "liked to torment ^0000FFRed Eruma^000000 in shining";
mes "coral area more than anything.";
next;
mes "[Patrol Leader]";
mes "Report to me after tormenting 20 ^0000FFRed Eruma^000000";
mes "for a while.";
mes "I will scold you as Patrol Leader!";
next;
switch(select("What Patrol Leader do like this?", "Cheer up!!")) {
case 1:
mes "[Patrol Leader]";
mes "This is what my flavor to do this!";
close;
case 2:
mes "[Patrol Leader]";
mes "I will expect various bad activities.";
erasequest 1153;
setquest 1154;
malang_bad_guys = 11;
close;
}
} else if (malang_bad_guys == 11) {
if (questprogress(1154,HUNTING) == 2) {
mes "[Patrol Leader]";
mes "Wow, you did to ^0000FFRed Eruma^000000 so badly!";
mes "I am impressed at your work.";
next;
mes "[Crime Prevention Staff]";
mes "Captain, we have work again, right?";
emotion e_sob;
emotion e_sob,0,"Crime Prevention Staff#ml";
next;
mes "[Patrol Leader]";
mes "Hide your tears and save your tears!";
mes "You should cry when having a clue for bad activity";
mes "at crime spot!";
emotion e_sob;
emotion e_sob,0,"Crime Prevention Staff#ml";
next;
mes "[Patrol Leader]";
mes "I will scold you once the investigation is over!";
mes "Visit Gobonge now.";
erasequest 1154;
setquest 1155;
malang_bad_guys = 12;
close;
}
mes "[Patrol Leader]";
mes "Inside of starry coral area,";
mes "report to me after tormenting 20 ^0000FFRed Eruma^000000";
mes "for a while.";
mes "I will scold you as Patrol Leader!";
close;
}
mes "[Patrol Leader]";
mes "I will scold you once the investigation";
mes "is over!";
mes "visit Gobonge now.";
close;
}
malangdo,129,146,3 script Crime Prevention Staff 4_CAT_SAILOR2,{
if (malang_bad_guys > 11) {
mes "[Crime Prevention Staff]";
mes "A work to do means happy things!";
mes "I ask you to do various bad activities!";
close;
}
mes "[Crime Prevention Staff]";
mes "A group of cats that";
mes "ate bad cans got";
mes "pain in stomache.";
mes "They are lying at the north";
mes "of place but still rolling with anger.";
next;
mes "[Crime Prevention Staff]";
mes "Haha... the village is becoming";
mes "peaceful and calm, but feels";
mes "somewhat empty. This is not";
mes "usual scene that we can have.";
mes "Let's see there?";
close;
}
malangdo,3,1,3 script Guidance for quest#ml 4_MASK_SMOKEY,{
if (callfunc("F_GM_NPC",1854,0) < 1) {
mes "[Helper]";
mes "What is this security code?";
mes "Go away!";
close;
}
mes "[Helper]";
mes "Choose now, hurry!";
next;
switch(select("NPC appear!", "NPC walkout!", "Reset setitem", "30 pcs of bad cans", "Just before collecting cans", "Start quest for Patrol Leader")) {
case 1:
donpcevent "Gobonge#ml::OnEnable";
mes "[Helper]";
mes "First appearance!";
close;
case 2:
donpcevent "Gobonge#ml::OnDisable";
mes "[Helper]";
mes "Walk out!";
close;
case 3:
mes "[Helper]";
mes "Yap!";
malang_bad_guys = 0;
erasequest 1152;
close;
case 4:
mes "[Helper]";
mes "Owing?";
getitem Bad_Can,30;
close;
case 5:
mes "[Helper]";
mes "Yap!";
erasequest 1150;
setquest 1151;
malang_bad_guys = 7;
close;
case 6:
mes "[Helper]";
mes "Yap!";
malang_bad_guys = 10;
close;
}
}
//== Clean the Ship :: mal_day_qook ========================
mal_in02,76,63,7 script Cleanyang 4_CAT_SAILOR1,{
if (checkweight(Knife,1) == 0) {
mes "- You have too many items so you can't continue the quest. -";
close;
}
if (BaseLevel < 60) {
mes "Sailor cat is crying sadly.";
next;
mes "[Cleanyang]";
mes "Meow neow meoow";
mes "What... Meow .. Something... going... Heuheung~";
mes "You don't have to know. Meow heuheuheuk... ";
next;
mes "He does not continue to talk.";
mes "He might say like that with shaking his head.";
mes "'You are still young. That is why you don't understand my anguish and sadness...'";
next;
mes "It is much better to do not know.";
close;
}
if (mal_qook == 0) {
mes "Sailor cat is crying sadly.";
emotion e_sob;
next;
mes "[Cleanyang]";
mes "Meow meow meoooow~";
mes "What is going on... Heu... heuk...";
mes "You don't have to know. Heu... heuk...";
emotion e_sob;
next;
mes "Could not continue talk.";
next;
switch(select("Cheer him up.", "Ignore.")) {
case 1:
mes "I comforted his wounded heart just standing by him.";
next;
emotion e_sob;
mes "[Cleanyang]";
mes "This is unjust... Heuheuk...";
mes "The chef... He always gives me scolding.";
next;
mes "[Cleanyang]";
mes "I always clean up diligently.";
mes "I have no idea where they are from... Heuheuk...";
mes "They penetrated into the ingredients...";
next;
select("They?");
mes "[Cleanyang]";
mes "Yes, they are fast, small, hard and shiny black.";
mes "Meow... Also, white and wriggled...";
mes "My chef is so clean.";
next;
mes "[Cleanyang]";
mes "It's ok. Clean, vermin and";
mes "whatever... the unfair thing is";
mes "that I really killed vermin as well, meow.";
mes "In addition, I clean up diligently.";
next;
mes "[Cleanyang]";
mes "By the way, they are coming over and over again.";
mes "I don't know where they are from.";
next;
switch(select("Don't ask anymore.", "Asking for the place of vermin came.")) {
case 1:
emotion e_sob;
mes "[Cleanyang]";
mes "...what's wrong with your face?";
mes "Are you afraid of sending on an errand?";
mes "What are you thinking about me... meow, meow...?";
mes "It's not fair... meow, meow...";
next;
mes "Poor sailor cat Cleanyang begins to cry.";
mes "Leave him alone.";
close;
case 2:
mes "[Cleanyang]";
mes "Does someone will go there and check it?";
mes "Please, search everywhere of the ship Navi?";
mes "I can't live like this! Meow, meow!";
next;
mes "[Cleanyang]";
mes "There is definitely something I do not know. Meow.";
mes "Meow... I'll clean this place up. Please find something instead of me.";
mal_qook = 1;
setquest 7260;
close;
}
case 2:
mes "You leave the crying cat and move back.";
close;
}
} else if (mal_qook == 1) {
if (questprogress(7261) && questprogress(7262) && questprogress(7263)) {
emotion e_omg;
mes "[Cleanyang]";
mes "Uh. What is that? Meow.";
mes "This is cat's ship biscuit... It might be left for a long time...";
mes "No way...!";
next;
select("Yeah, this is it.");
emotion e_hmm;
mes "[Cleanyang]";
mes "There were infested with insects because sailors hided and left the cat's ship biscuit..";
mes "I got a scolding cause of just teeth grinder?";
mes "Meow!";
next;
select("Teeth Grinder?");
mes "[Cleanyang]";
mes "That is right, meow.";
mes "This is stiff-baked bread for preserve easily during sailing, meow.";
mes "It is too hard, so if you just bite this, probably your canine will be broken, meow.";
next;
mes "[Cleanyang]";
mes "It is baked with just salt and flour for preserve long time that is why it does not have any taste.";
mes "More than all..... look at this.";
next;
mes "Cleanyang breaks cat's ship biscuit with hammer and chisel";
mes "and hit on the floor. Then...";
next;
mes "[Cleanyang]";
mes "........can you see something coming out from here?";
mes "This is Weevil Bug..........";
mes "It is such a castle of insects.";
next;
mes "[Cleanyang]";
mes "Maybe someone really does not want to eat this.";
mes "These insects are left before we are settled on island and change the menu.";
next;
mes "[Cleanyang]";
mes "After settled on this island, we did not make cat's ship biscuit due to fresh ingredients.";
mes "........";
next;
mes "[Cleanyang]";
mes "Please show this to chef and tell him that Cleanyang really cleaned up very well.";
mes "Well... I'm still afraid of chef...";
mes "...please! Meow!";
mal_qook = 2;
erasequest 7261;
erasequest 7262;
erasequest 7263;
erasequest 7260;
setquest 7264;
next;
mes "[Cleanyang]";
mes "Ah, that cat's ship biscuit is still fine, so just try to eat.";
mes "Do you wonder what is that? It was a great food even though it's not look good...";
close;
}
mes "[Cleanyang]";
mes "Please search the ship Navi and find the place of origin.";
mes "I just believe you.";
close;
} else if (mal_qook == 2) {
mes "[Cleanyang]";
mes "If you show cat's ship biscuit to chef and those insects were from there,";
mes "my misunderstanding will be resolved.";
next;
select("Why don't you go by yourself?");
mes "[Cleanyang]";
mes "Um... I still have to clean up...";
mes "I'm still scared of my chef, so please.";
close;
} else if (mal_qook == 3) {
mes "[Cleanyang]";
mes "Chef gets angry.";
mes "Just beg for mercy!";
close;
} else if (mal_qook == 4) {
mes "[Cleanyang]";
mes "Did you say that chef was more upset about cat's ship biscuit?";
mes "From now, I don't have to crying?";
next;
mes "[Cleanyang]";
mes "If chef needs something, Just bring it for him~";
mes "Is that good for each other?";
next;
mes "[Cleanyang]";
mes "When chef is satisfied and pleased, just come at that time.";
mes "I may not able to clean up until that time because I'm nervous. Meow....";
close;
} else if (mal_qook == 5) {
mes "[Cleanyang]";
mes "Did you finish work what chef wanted?";
mes "By the way, why do you make cat's ship biscuit suddenly?";
next;
select("New menu for you.");
mes "[Cleanyang]";
mes "Meoooow----!!";
mes "Keemeoooow!!";
mes "Nyahuhuh... Kmeoooow!";
next;
mes "[Cleanyang]";
mes "Nooo!!!!!!!!!!!";
mes "Without cat's ship biscuit was a heaven. I don't want to go hell again!!!!";
mes "Kmeoooow... Kmeoooow... Kmeoooow~";
next;
switch(select("Tickling under the chin.", "Hit the end of nose.", "Tap on butt.")) {
case 1:
mes "[Cleanyang]";
mes "Meoow... Koleung koleung...";
mes "Kyarreung...";
mes "Huahhuah... Golgolgol...";
next;
break;
case 2:
mes "[Cleanyang]";
mes "Eung Kya-!";
mes "Uh nyanyanyanaynyan!";
mes "What the heck are you doing!";
next;
break;
case 3:
mes "[Cleanyang]";
mes "Heu keeyangyang";
mes "Heunyang... Euhnyang-!";
mes "What are you doing!";
next;
break;
}
mes "[Cleanyang]";
mes "Please stop...";
mes "Now, be calm.";
mes "I understand that chef's saying and huge plan.";
next;
mes "[Cleanyang]";
mes "Hey, human who helped me, you, you!";
mes "Could you do me favor.";
mes "If the menu will be changed and provide cat's ship biscuit, definitely they appear...";
next;
select("What?");
mes "[Cleanyang]";
mes "Cat the Cat!";
mes "Cats who hide cat's ship biscuit secretly.";
mes "No one says that do not want to eat and throw away because they are scare chef.";
next;
mes "[Cleanyang]";
mes "Absolutely, they begin to hide cat's ship biscuit...";
mes "And it will be infested by insects!";
mes "Chef will give a scolding again!";
next;
mes "[Cleanyang]";
mes "So let me see you everyday from provided cat's ship biscuit tomorrow.";
mes "You did good job. This is a token of thanks.";
mal_qook = 6;
getitem Malang_Sp_Can,30;
getexp 80000,80000;
setquest 7267;
close;
}
switch(rand(3)) {
case 0:
mes "[Cleanyang]";
mes "Ohohohong...";
mes "Euhohohohong...";
mes "It's horrible... I got cat's ship biscuit but I don't know when It was made.";
mes "It's really hard. I almost lost my teeth.";
break;
case 1:
mes "[Cleanyang]";
mes "Chef might forget everything that he gave me a scolding cause of insects.";
mes "He got a shock by cat's ship biscuit. Is this bigger case than the clean up?";
break;
case 2:
mes "[Cleanyang]";
mes "I'm a cleaning cat Cleanyang~";
mes "Meow~";
mes "Make a scratch others' door of house Meow~";
mes "Meow~ Uh? Did you hear it?";
mes "This is my cleaning song.";
break;
}
next;
mes "[Cleanyang]";
mes "By the way, what is going on?";
next;
switch(select("It's time to promise~", "I'm here to see the result~", "Shake your butt~")) {
case 1:
if (!questprogress(7267,PLAYTIME)) {
mes "[Cleanyang]";
mes "Uh? Not yet.";
mes "Today's cat's ship biscuit is not provided yet, so I will know that after wait little bit more.";
mes "It might be after chef's distribution of cat's ship biscuit.";
close;
}
if (questprogress(7268)) {
mes "[Cleanyang]";
mes "My service to you today.";
mes "Recently, there are 9 spot that hided cat's ship biscuit as well.";
next;
mes "[Cleanyang]";
mes "Someone think that good angel took them all as I collected and threw away.";
mes "He still hide them that place.";
next;
mes "[Cleanyang]";
mes "It is so easy because I don't have to search everywhere, but...";
mes "Please search the 9 spot where hiding frequently.";
close;
}
if (questprogress(7267,PLAYTIME) == 2)
completequest 7267;
erasequest 7267;
mes "[Cleanyang]";
mes "Is there guy who hide cat's ship biscuit today?";
mes "Probably there he is?";
next;
switch(select("Try to search today.", "Maybe not today.")) {
case 1:
mes "[Cleanyang]";
mes "My service to you today.";
mes "The inside of ship Navi, home and cat tower too. Don't even miss a blade of grass.";
mes "Search everywhere.";
setquest 7268;
close;
case 2:
mes "[Cleanyang]";
mes "Do you think so?";
mes "If so, It's good thing.";
mes "Anyway, It is not infested of insects due to we find them and remove right away.";
mes "That's enough.";
close;
}
case 2:
if (!questprogress(7268)) {
mes "[Cleanyang]";
mes "Um? Nobody request for collecting cat's ship biscuit today.";
mes "By the way, what is the result report?";
mes "Are you sick?";
close;
}
if (questprogress(7261) && questprogress(7262) && questprogress(7263) && questprogress(7269) && questprogress(7270) &&
questprogress(7271) && questprogress(7272) && questprogress(7273) && questprogress(7274) && questprogress(7275)) {
mes "[Cleanyang]";
mes "Um, the rising cat's ship biscuit spot!";
mes "Did you collect all fully?";
mes "I guess this is pretty enough.";
next;
mes "[Cleanyang]";
mes "Just take all finding cat's ship biscuit.";
mes "Taste is not bad and have a resilient too...";
next;
mes "[Cleanyang]";
mes "Ok today's work is enough. Please come tomorrow!";
mes "There will be tomorrow's cat's ship biscuit!";
mes "Nya hahahong~";
setquest 7267;
erasequest 7268;
erasequest 7261;
erasequest 7262;
erasequest 7263;
erasequest 7269;
erasequest 7270;
erasequest 7271;
erasequest 7272;
erasequest 7273;
erasequest 7274;
erasequest 7275;
getexp 30000,40000;
getitem Malang_Sp_Can,10;
close;
}
mes "[Cleanyang]";
mes "Did you find all of them?";
next;
mes "[Cleanyang]";
mes "Someone think that good angel took them all as I collected and threw away.";
mes "He still hide them that place.";
next;
mes "[Cleanyang]";
mes "It is so easy because I don't have to search everywhere, but";
mes "please search the 9 spot where hiding frequently.";
close;
case 3:
mes "[Cleanyang]";
mes "Meooow-!";
mes "What are you doing? Meow!";
mes "Goreureureung...";
next;
mes "[Cleanyang]";
mes "Hmhm.";
mes "Hey, don't do that.";
mes "...isn't it a crime? Meow.";
close;
}
}
mal_in02,29,67,0 script #CaptainRoom3 CLEAR_NPC,{
if (checkweight(Knife,1) == 0) {
mes "- You have too many items so you can't continue the quest. -";
close;
}
if (mal_qook == 1) {
if (!questprogress(7261)) {
mes "Lots of junk are piled up in a corner of captain's room.";
mes "Cleanyang might not clean in a corner because it is not within his hand.";
next;
mes "[Admiral Thomas]";
mes "Uh? What are you doing over there?";
mes "Do not touch that!";
cutin "ma_tomas03",2;
next;
switch(select("Sorry.", "I'll clean up!")) {
case 1:
mes "[Admiral Thomas]";
mes "We have a common interest to talk.";
mes "There is no reason to search there like you.";
mes "Please leave me alone.";
cutin "ma_tomas01",2;
cutin "ma_tomas03",255;
break;
case 2:
cutin "ma_tomas03",255;
mes "Ignoring Thomas and search under the junk.";
mes "And at that time...";
next;
emotion e_omg;
mes "The place where the black shadow just passed, I don't how long been it is left.";
mes "Find a cat's ship biscuit.";
switch(rand(3)) {
case 0: monster "mal_in02",30,67,"Quick Dark Shadow",2209,1;
case 1: monster "mal_in02",30,65,"Quick Dark Shadow",2209,1;
case 2: monster "mal_in02",29,65,"Quick Dark Shadow",2209,1;
}
setquest 7261;
getitem Cat_Hard_Biscuit,1;
next;
if (questprogress(7261) && questprogress(7262) && questprogress(7263)) {
mes "I guess I searched pretty enough.";
mes "Let's tell Cleanyang that is infested of insects due to cat's ship biscuit is left long time.";
close;
}
mes "It was one of reason that the insects are appeared.";
close;
}
}
mes "It used to be habitat of insects because someone left cat's ship biscuit.";
mes "I think it's ok now due to we removed all of them.";
close;
}
if (questprogress(7268)) {
if (!questprogress(7261)) {
mes "Lots of junk are piled up in a corner of captain's room.";
mes "Cleanyng might not clean in a corner because it is not within his hand.";
mes "He reached out and search under the junk.";
next;
mes "And at that time...";
mes "The place where the dark shadow just passed, find a cat's ship biscuit that is hided recently.";
emotion e_omg;
switch(rand(3)) {
case 0: monster "mal_in02",30,67,"Quick Dark Shadow",2209,1;
case 1: monster "mal_in02",30,65,"Quick Dark Shadow",2209,1;
case 2: monster "mal_in02",29,65,"Quick Dark Shadow",2209,1;
}
setquest 7261;
getitem Cat_Hard_Biscuit,1;
close;
}
mes "It used to be habitat of insects because someone left cat's ship biscuit.";
mes "I think it's ok now due to we removed all of them.";
close;
}
mes "I don't have any business here.";
close;
}
mal_in02,183,49,0 script #MeetingFloor4 CLEAR_NPC,{
if (checkweight(Knife,1) == 0) {
mes "- You have too many items so you can't continue the quest. -";
close;
}
if (mal_qook == 1 || questprogress(7268)) {
if (!questprogress(7263)) {
mes "This is ventilation window on the floor. It is really close to Cooking table";
mes "I'm trying to ignore that but it is on my mind. What should I do?";
next;
switch(select("Just look roughly.", "Take a look at this.")) {
case 1:
mes "I looked at the ventilation window well, but did not find any problem.";
close;
case 2:
mes "It looks good from the top... I took it off because it's on my mind.";
mes "I can see something the bottom of way of ventilation.";
mes "And at that time...";
next;
mes "The place where the dark shadow just passed, I don't how long been it is left.";
mes "Find a cat's ship biscuit.";
emotion e_omg;
switch(rand(2)) {
case 0: monster "mal_in02",182,50,"Quick Dark Shadow",2209,1;
case 1: monster "mal_in02",184,50,"Quick Dark Shadow",2209,1;
}
setquest 7263;
getitem Cat_Hard_Biscuit,1;
if (mal_qook == 1) {
next;
if (questprogress(7261) && questprogress(7262) && questprogress(7263)) {
mes "I guess I searched pretty enough.";
mes "Let's tell Cleanyang that is infested of insects due to cat's ship biscuit is left long time.";
} else
mes "It was one of reason that the insects are appeared.";
}
close;
}
}
mes "It used to be habitat of insects because someone left cat's ship biscuit.";
mes "I think it's ok now due to we removed all of them.";
close;
}
mes "I don't have any business here.";
close;
}
mal_in02,103,22,0 script #MalBed5 CLEAR_NPC,{
if (checkweight(Knife,1) == 0) {
mes "- You have too many items so you can't continue the quest. -";
close;
}
if (mal_qook == 1 || questprogress(7268)) {
if (!questprogress(7262)) {
mes "This is bed for sailors. There is too much hair and so messy.";
mes "At the corner of under the bed is does not reached hand so I'm thinking too much about that.";
next;
switch(select("Raise the matress slightly.", "Search under the bed.")) {
case 1:
mes "I slightly push and raise the part that touched edge of wall.";
mes "And at that time...";
next;
mes "The place where the dark shadow just passed, I don't how long been it is left.";
mes "Find a cat's ship biscuit.";
emotion e_omg;
monster "mal_in02",102,23,"Quick Dark Shadow",2209,1;
setquest 7262;
getitem Cat_Hard_Biscuit,1;
if (mal_qook == 1) {
next;
if (questprogress(7261) && questprogress(7262) && questprogress(7263)) {
mes "I guess I searched pretty enough.";
mes "Let's tell Cleanyang that is infested of insects due to cat's ship biscuit is left long time.";
} else
mes "It was one of reason that the insects are appeared.";
}
close;
case 2:
mes "I searched under the bed, but I didn't find any problem.";
mes "Maybe Cleanyang cleaned up. It's pretty good condition.";
close;
}
}
mes "It used to be habitat of insects because someone left cat's ship biscuit.";
mes "I think it's ok now due to we removed all of them.";
close;
}
mes "The bed for sailors.";
mes "Lots of cat's hair are attached.";
close;
}
malangdo,141,178,0 script #Darkweed6 CLEAR_NPC,{
if (checkweight(Knife,1) == 0) {
mes "- You have too many items so you can't continue the quest. -";
close;
}
if (questprogress(7268)) {
if (!questprogress(7269)) {
mes "Many weeds are growing in rest area near cat tower.";
mes "It's easily ignored, so it's on my mind.";
next;
switch(select("Search through the weeds.", "Search under the chair.")) {
case 1:
mes "I decide to search the forest that out of people's eye.";
mes "And at that time...";
next;
mes "From the place where Dark shadow just passed and someone hided recently.";
mes "Find a cat's ship biscuit.";
emotion e_omg;
monster "malangdo",141,178,"Quick Dark Shadow",2209,1;
setquest 7269;
getitem Cat_Hard_Biscuit,1;
close;
case 2:
mes "I searched under the chair in rest area, but I didn't find any problem.";
mes "It's pretty good condition even though it's outside.";
close;
}
}
mes "Many weeds are growing in rest area near cat tower.";
mes "We already collected hiding cat's ship biscuit here.";
close;
}
mes "Many weeds are growing under the cat tower.";
mes "It seems to be hard to clean.";
close;
}
malangdo,133,134,0 script Strange Pile of Sand#7 4_SOIL,{
if (checkweight(Knife,1) == 0) {
mes "- You have too many items so you can't continue the quest. -";
close;
}
if (questprogress(7268)) {
.@quest = (strnpcinfo(0) == "Strange Pile of Sand#7")?7270:7275;
if (!questprogress(.@quest)) {
mes "The pile of sand is billowed like a grave. Should be something in there.";
mes "According to rumors, cats have a habit to bury with sand after stool...";
next;
switch(select("Avoid this dirty place.", "Darn it-!")) {
case 1:
mes "[" + strcharinfo(0) + "]";
mes "Right!";
mes "It may be cat's grave... Do not touch them!";
mes "Avoid, avoid~";
break;
case 2:
mes "Close eyes and start to dig that pile of sand!";
mes "Therefore, something came out quickly from there and disappeared.";
mes "And...";
next;
mes "From the place where Dark shadow just passed and someone hided recently.";
mes "Find a some chips of cat's ship biscuit.";
setquest .@quest;
if (!rand(3)) {
emotion e_omg;
getmapxy(.@map$, .@x, .@y, UNITTYPE_NPC);
monster .@map$,.@x,.@y,"Quick Dark Shadow",2209,1;
} else
getitem Cat_Hard_Biscuit,1;
close;
}
}
mes "We already collected buried cat's ship biscuit.";
close;
}
mes "- Looks so strange. -";
mes "- That's it... -";
close;
}
malangdo,197,237,0 duplicate(Strange Pile of Sand#7) Strange Pile of Sand#12 4_SOIL
malangdo,232,131,0 script #UnderStairs8 CLEAR_NPC,{
if (checkweight(Knife,1) == 0) {
mes "- You have too many items so you can't continue the quest. -";
close;
}
if (questprogress(7268)) {
if (!questprogress(7271)) {
mes "Some weeds are growing under the low stairs.";
mes "It's really hard to find something fell under the stairs..";
next;
mes "To lie flat and look under the stairs carefully.";
mes "And at that time...";
next;
mes "From the place where Dark shadow just passed and someone hided recently.";
mes "Find a some chips of cat's ship biscuit.";
setquest 7271;
if (!rand(3)) {
emotion e_omg;
monster "malangdo",231,130,"Quick Dark Shadow",2209,1;
} else
getitem Cat_Hard_Biscuit,1;
close;
}
mes "Sometimes, someone played with pulling people's ankle under the stairs";
mes "Now, I can't see mischievous boys or any strange thing.";
next;
mes "We already collected buried cat's ship biscuit.";
close;
}
mes "Out of people's hand under the stairs.";
mes "Sometimes, I look around there when I search for lost toys.";
close;
}
mal_in01,74,20,0 script #CornerTower9 CLEAR_NPC,{
if (checkweight(Knife,1) == 0) {
mes "- You have too many items so you can't continue the quest. -";
close;
}
if (questprogress(7268)) {
if (!questprogress(7272)) {
mes "This cat tower is for playing and resting.";
mes "Dust is piled up because there is gap between the foothold and ground.";
next;
mes "Push the thin and long rod in the gap and search something.";
mes "And at that time...";
next;
mes "From the place where Dark shadow just passed and someone hided recently.";
mes "Find a some chips of cat's ship biscuit.";
setquest 7272;
if (!rand(3)) {
emotion e_omg;
monster "mal_in01",73,19,"Quick Dark Shadow",2209,1;
} else
getitem Cat_Hard_Biscuit,1;
close;
}
mes "We already collected buried cat's ship biscuit.";
close;
}
mes "There are cat's bed near cat tower.";
mes "Specially, some cats love an out of the way place.";
close;
}
mal_in01,159,225,0 script #CornerLocker10 CLEAR_NPC,{
if (checkweight(Knife,1) == 0) {
mes "- You have too many items so you can't continue the quest. -";
close;
}
if (questprogress(7268)) {
if (!questprogress(7273)) {
mes "In the corner of the gap between the wall and locker that is used by cat's gamers,";
mes "I can see something there. It's really hard to find object if drop there.";
next;
mes "Push the thin and long rod in the gap and search something.";
mes "And at that time...";
next;
mes "From the place where Dark shadow just passed and someone hided recently.";
mes "Find a some chips of cat's ship biscuit.";
setquest 7273;
if (!rand(3)) {
emotion e_omg;
monster "mal_in01",159,225,"Quick Dark Shadow",2209,1;
} else
getitem Cat_Hard_Biscuit,1;
close;
}
mes "We already collected buried cat's ship biscuit.";
close;
}
mes "The corner of gap is between locker that is used by cat's gamers and wall.";
mes "If drop kind of small toys there, never find them at all.";
close;
}
mal_in01,24,72,0 script #FootholdTower11 CLEAR_NPC,{
if (checkweight(Knife,1) == 0) {
mes "- You have too many items so you can't continue the quest. -";
close;
}
if (questprogress(7268)) {
if (!questprogress(7274)) {
mes "This cat tower is for playing and resting in Malangdo.";
mes "Dust is piled up because there is gap between the foothold and ground.";
next;
mes "Push the thin and long rod in the gap and search something.";
mes "And at that time...";
next;
mes "From the place where Dark shadow just passed and someone hided recently.";
mes "Find a some chips of cat's ship biscuit.";
setquest 7274;
if (!rand(3)) {
emotion e_omg;
monster "mal_in01",24,71,"Quick Dark Shadow",2209,1;
} else
getitem Cat_Hard_Biscuit,1;
close;
}
mes "There is mark that shows something used to be jammed in gap of foothold in very bottom of cat tower.";
mes "We already collected buried cat's ship biscuit.";
close;
}
mes "This cat tower is for playing and resting in Malangdo.";
mes "When I look cats on the cat tower, It looks like a tree landen with cats...";
close;
}
//== Help Chef Nyas :: mal_day_qook ========================
mal_in02,187,58,3 script Chef Nyas 4_CAT_CHEF,{
if (checkweight(Knife,1) == 0) {
mes "- You have too many items so you can't continue the quest. -";
close;
}
if (BaseLevel < 60) {
mes "[Chef Nyas]";
mes "What is going on boy?";
mes "I don't want to talk to you. Get away from me!";
next;
mes "I'm ignored by uncomfortable cat.";
mes "May not ignored if I'm getting stronger...";
close;
}
if (mal_qook < 2) {
mes "[Chef Nyas]";
mes "I'm a unique chef in entire fleet.";
mes "Do you want something from me?";
next;
mes "[Chef Nyas]";
mes "Even though I have no time to spare, I usually serve a plate of soup gladly, but now!";
mes "The ingredient is infested with worms cause of one stupid's carelessness!";
next;
mes "[Chef Nyas]";
mes "Therefore, when my blaze of anger becomes quiet like a calm sea, come back again!";
mes "By the way, where is that stupid!";
close;
} else if (mal_qook == 2) {
mes "[Chef Nyas]";
mes "I'm a unique chef in entire fleet.";
mes "Do you want something from me?";
next;
switch(select("Show the cat's ship biscuit.", "Talk about story of Cleanyang.")) {
case 1:
mes "[Chef Nyas]";
mes "Hm? is this cat's ship biscuit?";
mes "Specially, I can feel the flow of time from this biscuit.";
mes "By the way, how can you have this?";
next;
mes "He is telling the story that place where he found cat's ship biscuit and";
mes "Explain the Cleanyang's story.";
next;
break;
case 2:
mes "[Chef Nyas]";
mes "Why that stupid?";
mes "Are you trying to make a thunder storm in the calm sea?!";
next;
mes "Pacify an angry chef";
mes "Explain a misunderstanding about Cleanyang and tell whole story of cat's ship biscuit.";
next;
break;
}
mes "[Chef Nyas]";
mes "So this is happening because of cat buscuit?";
mes "Yes, is this story about that?";
next;
select("You are quick understand.");
mes "[Chef Nyas]";
mes "..........He is such a jerk!";
mes "In addition, What? Find another one in captain's room?!";
next;
mes "[Chef Nyas]";
mes "Thomas......";
mes "He has position that should take the lead to sailors, but he got a wrong?";
mes "Ududuk.";
next;
mes "[Chef Nyas]";
mes "This cat's ship biscuit was! Always thankful food to help our starvation during a long sailing!";
mes "No matter what taste, It always saves us at crossroads of life and death!";
next;
mes "[Chef Nyas]";
mes "Although the situation is not able to use fire for a month, two month even 1000 days!";
mes "This is blessed food to guarantee on open sea!";
next;
mes "[Chef Nyas]";
mes "How many chef cats have difficult time to make a cat's ship biscuit!";
mes "The military discipline has been relaxed because we settled down on island! Already forget the dangerous situation?!";
next;
mes "Chef is outraged and very upset.";
mes "He mumbled and made a threatening sound with grind his teeth.";
mes "Come back later when he calms down.";
mal_qook = 3;
erasequest 7264;
setquest 7265;
close;
} else if (mal_qook == 3) {
if (!rand(3)) {
mes "[Chef Nyas]";
mes "There you are? I made a bad break.";
mes "I made a big decision when you are out for me.";
next;
mes "[Chef Nyas]";
mes "After settled down on Island, depraved mindset cause of plentiful foods.";
mes "Therefore, I'll change the menu that cat's ship biscuit is provided for one meal a day!.";
next;
mes "[Chef Nyas]";
mes "That ingredient is needed to make cat's ship biscuit.";
mes "There is no wheat on this island, so I need to get your help.";
next;
mes "[Chef Nyas]";
mes "Anything is possible to grind flour and knead dough.";
mes "Please bring that kind of ^4d4dff10 Grain^000000 and ^4d4dff 1 Plain Sauce^000000.";
mes "Replace salt with seawater..";
next;
mes "[Chef Nyas]";
mes "Could we get them easily on land?";
mes "I'll get the rest what I need.";
next;
mes "[Chef Nyas]";
mes "I'll fix their taste that is crazy for canned food.";
mes "He approached like a calm sea that has horrible thunder storm";
mes "I'll give a pain like a god of sea's anger! Kmeow~~!!";
next;
mes "A look of chef is quite serious.";
mes "Let me tell Cleanyang about the result first.";
mal_qook = 4;
erasequest 7265;
setquest 7266;
close;
}
mes "Chef is still trying to soothe his anger.";
mes "Maybe need more time.";
close;
} else if (mal_qook == 4) {
if (countitem(Grain) >= 10 && countitem(Plain_Sauce) > 0) {
mes "[Chef Nyas]";
mes "Finally here. Wow, this land is pretty different.";
mes "That is enough to process.";
next;
mes "[Chef Nyas]";
mes "If you are ok, I want to get these food everyday.";
mes "If you don't mind, just come back tomorrow.";
delitem Grain,10;
delitem Plain_Sauce,1;
mal_qook = 5;
erasequest 7266;
setquest 7276;
close;
}
mes "[Chef Nyas]";
mes "That ingredient is needed to make cat's ship biscuit.";
mes "There is no wheat on this island, so I need to get your help.";
next;
mes "[Chef Nyas]";
mes "Anything is possible to grind flour and knead dough.";
mes "Please bring that kind of ^4d4dff10 Grain^000000 and ^4d4dff 1 Plain Sauce^000000.";
mes "Replace salt with seawater...";
close;
}
mes "[Chef Nyas]";
mes "There you are.";
mes "It's not mealtime... Why are you here?";
next;
switch(select("What's today's work?", "Food Delivery", "Just bored...")) {
case 1:
if (questprogress(7276,PLAYTIME)) {
mes "[Chef Nyas]";
mes "Now, cat's ship biscuit is being baked in this oven.";
mes "It's all for your delivery food.";
next;
mes "[Chef Nyas]";
mes "Quiet wave with a little salty and savory smell.";
mes "The food of sea is coming to make sailor's heart flutter.";
next;
mes "[Chef Nyas]";
mes "I've got enough ingredients of cat's ship biscuit today.";
mes "Let me order next time.";
close;
}
if (mal_food > 0) {
mes "[Chef Nyas]";
mes "Um? You are dull.";
mes "You already took my order list?";
mes "Just take care of them.";
close;
}
if (questprogress(7276,PLAYTIME) == 2)
completequest 7276;
mes "[Chef Nyas]";
mes "Here you are.";
mes "I need ingredients for cat's ship biscuit now. Fortunately, you are here at the right moment.";
if (questprogress(7276))
erasequest 7276;
next;
mes "[Chef Nyas]";
mes "Could you bring some ingrediednts for cat's ship biscuit from land?";
mes "If you say so, I have one more thing to request...";
next;
switch(select("I'm busy today.", "Sure, what are you need?")) {
case 1:
mes "[Chef Nyas]";
mes "That is sad news.";
mes "However, it's ok. Cat's ship biscuit is originally prepared food.";
mes "Anyway, today's biscuit wll be provided when the second moon is full.";
next;
switch(select("So teeth grinder?", "Worm castle...", "Do not throw away?")) {
case 1:
mes "[Chef Nyas]";
mes "What do you want to hear from me?!";
mes "Kmeow!!";
mes "The hardness of cat's ship biscuit is like a noble endurance in the sea!";
mes "Do not ignore this!!";
close;
case 2:
mes "[Chef Nyas]";
mes "Only idiot who does not take care of preserving says like that.";
mes "Dry enough and seal it in cool dry place. Tut-tut.";
next;
mes "[Chef Nyas]";
mes "Anyway Is that all about protein?";
mes "Why don't you eat at night if it's on your mind!";
close;
case 3:
mes "[Chef Nyas]";
mes "Never throw food!";
mes "When you are hit by cat's ship biscuit, you will get bruise or bleeding but";
mes "It is not that reason!!!";
mes "Do not play with food!";
close;
}
case 2:
if (mal_food == 0) {
mes "[Chef Nyas]";
mes "The ingredients of cat's ship biscuit are 10 Grain and 1 Plain Sauce as usual.";
mes "And I'd like to study food of human, so bring one of them.";
next;
mes "[Chef Nyas]";
mes "My curious food is...";
.@i = rand(1,66);
// IDs grouped in 5s incrementally.
setarray .@StartID[0],12061,12091,12041,12071,12056,12086,12051,12081,12046,12076,12066,12096,12429,12434;
mes "^4d4dff "+getitemname(.@StartID[(.@i-1)/5]+((.@i-1)%5))+" ^000000 .";
mal_food = .@i;
setquest 7280+.@i;
mes "Just one dish is enough, so please do it together.";
next;
mes "[Chef Nyas]";
mes "You have to bring the dish that made from fresh ingredients.";
mes "^ff0000I will refuse the instant food.^000000";
close;
}
mes "[Chef Nyas]";
mes "Hey my friend, you have a bad memory.";
mes "Did you already take my order list?";
close;
}
case 2:
if (mal_food == 0) {
mes "[Chef Nyas]";
mes "Do you remember what I ask to bring?";
mes "I have no idea.";
close;
} else if (mal_food > 66) {
mes "[Chef Nyas]";
mes "What did I say to bring?";
mes "I don't remember?";
mes "Did you get something wrong to come here?";
close;
}
mes "[Chef Nyas]";
mes "Is that ingredients of cat's ship biscuit and the food of human?";
mes "Let me check what you brought...";
next;
.@i = mal_food;
// IDs grouped in 5s incrementally.
setarray .@StartID[0],12061,12091,12041,12071,12056,12086,12051,12081,12046,12076,12066,12096,12429,12434;
.@food = .@StartID[(.@i-1)/5]+((.@i-1)%5);
if (countitem(Grain) >= 10 && countitem(Plain_Sauce) > 0 && countitem(.@food) > 0) {
mes "[Chef Nyas]";
mes "Great.";
mes "This is that food!";
mes "It will be good reference. Well done.";
delitem Grain,10;
delitem Plain_Sauce,1;
delitem .@food,1;
setquest 7276;
mal_food = 0;
erasequest 7280+.@i;
// Quantities grouped in 10s repeating.
// [ 3, 3, 6, 6, 9, 9, 12, 12, 15, 18 ]
// Last group [ 61 - 66 ] receives 25 constant.
getitem Egrade_Coin, ((.@i < 61)?((.@i%10)?3*(((.@i%10)+1)/2):18):25);
getexp 50000,80000;
next;
mes "[Chef Nyas]";
mes "Alright, could you come tomorrow?";
mes "When the time to you coming, I'm very excited.";
mes "Nyahuh Nyahuh";
close;
}
mes "[Chef Nyas]";
mes "Yummm...";
mes "Did I overestimate your ability?";
mes "Double check what is short and bring them properly.";
next;
mes "[Chef Nyas]";
mes "There is not different from undiscerning young cat.";
close;
case 3:
mes "[Chef Nyas]";
mes "You are quite bold like a killer whale.";
mes "If you don't have any business, don't touch vegetable and go away.";
close;
}
}
//== Play with Baby Cats :: mal_nyadventurer ===============
malangdo,165,223,4 script Expert Cat#nya_01 4_CAT_SAILOR5,{
if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 4000) {
mes "- You have too many items to proceed in this quest. -";
close;
}
if (BaseLevel < 60) {
mes "[Rato]";
mes "Seems like a visitor.";
mes "How does this island look?";
mes "It is hard to believe, but this ground is very soft, so we named this island Malangdo.";
next;
mes "[Rato]";
mes "If you were a more professional adventurer, I'd ask you one thing...";
mes "Well, I won't do it.";
close;
}
if (nyadven == 0) {
mes "[Rato]";
mes "Hey there.";
mes "I am Rato, do you have a moment?";
next;
switch(select("Yeah, sure I do.", "I'm sorry, but I'm busy right now.")) {
case 1:
mes "[Rato]";
mes "Well, nothing special, but could you do me a favor?";
mes "Did you see the kids gathered on your way here?";
next;
select("Kids?");
mes "[Rato]";
mes "Yes yes, baby kids.";
mes "They are the youngest kids among the merchants and crews.";
mes "They feel anxious that they might not be able to go back home.";
next;
mes "[Rato]";
mes "And they are getting bored of living on this small island.";
mes "They already tasted sea and adventure...";
next;
mes "[Rato]";
mes "They used to play with making things, but seem tired of that also...";
mes "If it's okay, would you play with them for a while?";
next;
switch(select("Uh, sure...", "I don't have enough time for that.")) {
case 1:
mes "[Rato]";
mes "Oh, thank you!";
mes "Then, where are they?";
mes "Maybe near Beginning Compass...?";
next;
mes "[Rato]";
mes "They are so active that I am not sure where they are now.";
break;
case 2:
mes "[Rato]";
mes "Oh, really?";
mes "It's okay even though you cannot do this right now.";
break;
}
mes "If you meet them, please spend time with them.";
next;
mes "[Rato]";
mes "The youngest one is Charo, with gold fur.";
mes "Roku has black fur, and Rosy has white fur.";
mes "Please take care of them.";
nyadven = 1;
setquest 7242;
close;
case 2:
mes "[Rato]";
mes "Oh, really?";
mes "I am sorry for disturbing you.";
close;
}
} else if (nyadven == 1) {
mes "[Rato]";
mes "The youngest one is Charo, with gold fur.";
mes "Roku has black fur, and Rosy has white fur.";
next;
mes "[Rato]";
mes "We can look forward to the moment we can go back home if these children grow up nicely.";
mes "For that reason, please take care of them.";
close2;
} else if (nyadven < 13) {
mes "[Rato]";
mes "Do kids disturb you too much?";
mes "What... adventurer group? Did you play with toys from the adventurer group?";
next;
mes "[Rato]";
mes "I really worried about them the first time we were shipwrecked to this island...";
mes "They thought the first voyage was huge adventure...";
next;
mes "[Rato]";
mes "They look excited, like they got a fever.";
mes "It seems like yesterday that I made toys for them and soothed them...";
next;
mes "Rato seems to be in brown study.";
close;
} else if (nyadven == 13) {
if (countitem(Picture_Piece) < 6) {
mes "You didn't bring the pieces of the painting.";
mes "Please take it with you.";
close;
}
mes "[Rato]";
mes "What's going on?";
mes "It should be very hard to take care of the kids even though I asked you, isn't it?";
mes "I am sorry, I should take care of them...";
next;
mes "You hand Rato a piece of painting.";
next;
mes "[Rato]";
mes "Oh, this is a piece of painting?";
mes "Ah!!!";
mes "Has this painting been torn up already?";
next;
mes "[Rato]";
mes "Did they say this is a gift for me?";
mes "Huhhuh, a piece of painting?";
mes "HAHAHAHAHA!";
next;
mes "[Rato]";
mes "Okay, I will patch up this painting by myself.";
mes "They are still the same.";
mes "I think I should worry about myself first...";
next;
mes "[Rato]";
mes "It's very kind of you to play with the kids.";
mes "This is for you.";
delitem Picture_Piece,6;
nyadven = 14;
getitem Egrade_Coin,100;
completequest 7259;
next;
mes "[Rato]";
mes "I owe you a big favor!";
mes "Let's drink today!";
mes "Miaow~";
close;
} else {
mes "[Rato]";
mes "Hey, how's it going? If you have time please look at it.";
next;
switch(select("Look at a picture.", "Don't look at a picture.")) {
case 1:
mes "[Rato]";
mes "Yes, they drew this picture full of happiness.";
next;
cutin "mal_nyapic",4;
mes "Appreciate the picture in the frame.";
close2;
cutin "",255;
end;
case 2:
mes "[Rato]";
mes "Why don't you look at such a nice picture?";
mes "I'm disapointed.";
close;
}
}
}
malangdo,211,203,4 script [Meow Team] Charo#nya_11 4_CAT_ADV2,{
if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 4000) {
mes "- You have too many items to proceed in this quest. -";
close;
}
if (nyadven == 0) {
mes "There are cats who seem younger than the other crew.";
mes "They are having a serious conversation about the weird machine in front of them.";
close;
} else if (nyadven == 1) {
mes "There are cats who seem younger than the other crew.";
mes "They are having a serious conversation about the weird machine in front of them.";
mes "They look like the kids that Rato told me about.";
next;
switch(select("Just watch them without a word.", "Busy right now.")) {
case 1:
mes "You try to listen to the conversation without disturbing them.";
next;
mes "[Charo]";
mes "When will it be fixed? When it will be done?";
mes "Isn't this the last one?";
next;
mes "[Rosy]";
mes "Um... you don't even get tried of it?";
mes "Anyway, we are in trouble.";
mes "The glass bead is broken.";
next;
mes "[Roku]";
mes "Don't we have an extra glass bead?";
next;
mes "[Rosy]";
mes "No, we don't have any.";
mes "We can't fix this without it, right?";
next;
mes "The cats look your way at the same time.";
next;
switch(select("I have a spare Glass Bead!", "Why are you guys staring at me?")) {
case 1:
if (countitem(Glass_Bead) == 0) {
mes "[Roku]";
mes "There is no glass bead.";
mes "Don't lie to us.";
close;
}
mes "[Charo]";
mes "Really? Oh, really?";
mes "It's a bead! And a shining glass bead as well!";
next;
mes "[Rosy]";
mes "Hmm. This is enough to replace it.";
mes "Like this...";
next;
mes "[Roku]";
mes "And then here, this?";
mes "Done.";
next;
mes "[Charo]";
mes "Exciting!!!";
mes "Okay, adventurer! We'll give you the right to use this machine!";
mes "Try this whenever you want to!!";
next;
mes "[Charo]";
mes "Advanturer! This is a delicious can.";
mes "You can get whatever you want with cans in this island. It is tradable.";
mes "Rosy, Roku and I collected them.";
next;
mes "[Charo]";
mes "And adventurer!";
mes "If you were a real adventurer,";
mes "you would clear all Nyadventures";
mes "made by the Meow Bravery Team!";
mes "Challenge it whenever you want to!";
delitem Glass_Bead,1;
nyadven = 2;
getitem Malang_Sp_Can,30;
close;
case 2:
mes "[Rosy]";
mes "We are just looking at you as you stand there.";
close;
}
case 2:
mes "I'll come again later.";
close;
}
} else if (nyadven == 2) {
mes "[Charo]";
mes "We fixed the Duruduru compass, we only need a visitor now...";
mes "Hey, do you want to be a visitor?";
emotion e_gasp;
next;
select("A visitor?");
mes "[Charo]";
mes "This is an adventure course made by the Meow adventure team.";
mes "Especially we have added studying course this time.";
mes "It's simple to solve, you only need to find compass in this island according to order.";
next;
switch(select("I'll give it a try.", "Quit.")) {
case 1:
mes "[Charo]";
mes "Here is your Adventure Card.";
mes "This is the Duruduru Compass which we fixed with the glass bead you gave us.";
mes "And this is the Beginning Compass.";
next;
mes "[Charo]";
mes "The game will start if you put the Adventure Card in here!";
mes "This machine is for testing essential ingredients of adventure.";
next;
mes "[Charo]";
mes "Don't forget the destination for successful adventure.";
mes "And you should find a way to get to your destination as fast as possible.";
next;
mes "[Charo]";
mes "You will be good, as you are a good person for giving us the glass bead.";
next;
mes "Got Adventure Card from the yellow cat Charo.";
mes "It seems to work if I put this card in the slot in the Beginning Compass.";
nyadven = 3;
getitem Bravery_Card_A,1;
changequest 7242,7243;
next;
mes "[Charo]";
mes "The game will start if you scratch Adventure Card to the Beginning Compass!";
mes "The Beginning Compass will let you know where you should go.";
next;
mes "[Charo]";
mes "^4d4dffIf you go through all the compasses, you will see Meowbell from the ship Navi at last!";
mes "Ring the New bell!^000000";
close;
case 2:
mes "[Charo]";
mes "Ah... you are not going to do it...";
mes "Um...";
mes "Sob~";
mes "Meow~";
next;
mes "[Rosy]";
mes "Hey, adventurer. Don't make kids cry!";
close;
}
} else if (nyadven == 3) {
if (nyadven02 == 28) {
mes "[Charo]";
mes "Oh? Isn't this failed stamp from Bubi?";
mes "I'm really disappointed.";
mes "Try again~ you can make it!";
nyadven02 = 0;
if (questprogress(7257))
erasequest 7257;
close;
}
mes "[Charo]";
mes "The game will start if you scratch Adventure Card to the Beginning Compass!";
mes "The Beginning Compass will let you know where you should go.";
next;
mes "[Charo]";
mes "^4d4dffIf you go through all the compasses, you will see Meowbell from the ship Navi at last!";
mes "Ring the New bell!^000000";
close;
} else if (nyadven == 4) {
if (countitem(Bravery_Card_A) == 0) {
mes "[Charo]";
mes "Where is your Adventure Card?";
mes "You should bring it with you.";
mes "You can't be serious that you threw it away with your other trash!!";
close;
}
mes "[Charo]";
mes "I heard it!";
mes "I heard sound of Meowbell!";
mes "You are great!";
mes "The next will be a big case!";
next;
select("The next?");
mes "[Charo]";
mes "You are member of the Meow Bravery Team while you have the card with you.";
mes "We need an adventurer like you anyways, since this is a big case.";
next;
mes "[Charo]";
mes "It's for the cuff.";
mes "It seems a bomb is planted in this island.";
mes "The detective has went for this case already.";
next;
mes "[Charo]";
mes "You should go there too!";
next;
switch(select("Why do I have to go there?", "What an adventure! I'll take it!")) {
case 1:
mes "[Charo]";
mes "This is a big case!";
mes "And this island could explode!";
mes "Oh, you might shut your eyes to the fact.";
mes "Give the Adventure Card back!";
delitem Bravery_Card_A,1;
nyadven = 5;
erasequest 7243;
close;
case 2:
mes "[Charo]";
mes "You have great capabilities as an adventurer!";
mes "Please help detective and his friend who got in trouble and also save this island!";
next;
mes "[Charo]";
mes "But be sure this should be done undercover!";
mes "Therefore you need to take this certification.";
mes "It shouldn't happen that the detective misunderstands you as an enemy!";
next;
mes "- Changed Adventure Card A into Adventure Card B. -";
delitem Bravery_Card_A,1;
nyadven = 6;
getitem Bravery_Card_B,1;
setquest 7246;
erasequest 7243;
next;
mes "[Charo]";
mes "The great detective and his friend will be around the ship Navi.";
close;
}
} else if (nyadven == 5) {
mes "[Charo]";
mes "Do you feel a disposition to help the detective and his friend?";
mes "Don't you?";
next;
switch(select("Yes I do.", "No I don't.")) {
case 1:
mes "[Charo]";
mes "You have great capabilities as an adventurer!";
mes "Please help detective and his friend who got in trouble and also save this island!";
next;
mes "[Charo]";
mes "But be sure this should be done undercover!";
mes "Therefore you need to take this certification.";
mes "It shouldn't happen that the detective misunderstands you as an enemy!";
next;
mes "- Changed Adventure Card A into Adventure Card B. -";
nyadven = 6;
getitem Bravery_Card_B,1;
setquest 7246;
next;
mes "[Charo]";
mes "The great detective and his friend will be acound ship Navi.";
close;
case 2:
mes "[Charo]";
mes "Oh my god, the great detective and the ship Navi...";
close;
}
} else if (nyadven > 5 && nyadven < 12) {
mes "[Charo]";
mes "The great detective and his friend will be around the ship Navi.";
close;
} else if (nyadven == 12) {
mes "[Charo]";
mes "I have been waiting for you...~";
mes "Oh, I am short of breath from coming here in a hurry.";
mes "Hmph... Meow...";
next;
mes "[Charo]";
mes "Don't you have anything to show me?";
mes "Let me see it quickly!";
mes "Take it out!";
next;
if (countitem(Picture_Piece) < 6) {
mes "[Charo]";
mes "What? You don't have it?";
mes "It can't be true.";
mes "Surely you took this with you...";
next;
mes "[Rosy]";
mes "How come it happened?";
mes "This painting is very important for us.";
mes "Please give it back to us.";
close;
}
mes "[Charo]";
mes "Yes, this is it!";
mes "This is our...";
mes "But, how do we put the broken pieces together?";
next;
mes "[Rosy]";
mes "We need a board and glue as well to put it together.";
mes "That's too troublesome to just give it away!";
next;
mes "[Roku]";
mes "Rato, looks like he is happy.";
mes "He will understand.";
next;
mes "[Charo]";
mes "Really...?";
mes "There is no Meow team and us without Rato.";
mes "I feel a little bad to give only pieces of painting but...";
next;
mes "[Charo]";
mes "We have no other way!";
mes "Rato treated this by himself!";
mes "No, it's better to ask Rato to put this back together.";
next;
mes "[Rosy]";
mes "Good idea.";
mes "That's really a good idea.";
mes "I was getting tired of it.";
next;
mes "[Charo]";
mes "You are a member of the Meow Bravery Team.";
mes "Please give these pieces of painting to Rato.";
mes "And tell him to treat it preciously as our treasure...";
next;
mes "[Charo]";
mes "We couldn't make the Bravery Team without Rato.";
mes "Please.";
mes "Tell him we didn't forget our home island.";
nyadven = 13;
changequest 7258,7259;
close;
} else if (nyadven == 13) {
mes "[Charo]";
mes "Please give this pating to Rato.";
mes "We drawed this painting to show Rato.";
mes "Please.";
close;
} else {
switch(rand(3)) {
case 0:
mes "[Charo]";
mes "Here you are! Our emeritus member of the new Bravery Team!";
mes "Where did you go for adventure today?";
mes "Are these adventure stories?!";
mes "If not, then...";
next;
mes "[Charo]";
mes "You might have come here for the compass race like huge tuna from our Meow Bravery Team!!";
mes "Meow!";
close;
case 1:
mes "[Charo]";
mes "Well, Homnya and Nyangson are too difficult for me.";
mes "...?";
mes "I meant the book is difficult for me.";
close;
case 2:
mes "[Charo]";
mes "Do you know how much Rato loves the painting which you have found?";
mes "He put framed the painting on the wall!";
mes "Meow~";
next;
mes "[Charo]";
mes "I miss my hometown.";
mes "But Malangdo is also my hometown as well.";
mes "I am okay with us all together in here~";
close;
}
}
}
malangdo,214,204,3 script [Meow Team] Rosy#nya_09 4_CAT_ADV1,{
if (nyadven < 2) {
mes "A young cat with white fur tries so hard with the weird machine.";
mes "The machine might be broken.";
close;
} else if (nyadven == 2) {
mes "[Rosy]";
mes "Um? The adventurer who brought us the glass bead?";
mes "I really thank you for that.";
mes "We could fix the compass with that glass bead.";
close;
} else if (nyadven == 3) {
mes "[Rosy]";
mes "Adventure Card? Will you do the Duruduru race?";
mes "It's hard to say it's fun even though we made it.";
next;
mes "[Charo]";
mes "Oh, it's fun! Perfectly fun!";
mes "I have remodeled it this time!!";
mes "It will be really fun!!";
next;
mes "[Roku]";
mes "Yes. It's fun, as Charo said.";
mes "Maybe.";
mes "...";
mes "It is.";
close;
} else {
mes "[Rosy]";
mes "Meow...";
mes "I feel sleepy today.";
mes "I've had sore throat these day because I talked too much...";
next;
mes "[Rosy]";
mes "Don't you agree with me, friend?";
mes "...?";
mes "Oh, I didn't even realize...";
next;
mes "[Rosy]";
mes "Forget about it!";
mes "Doesn't this machine ever break?";
close;
}
}
malangdo,215,201,3 script [Meow Team] Roku#nya_10 4_CAT_DOWN,{
if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 4000) {
mes "- You have too many items to proceed in this quest. -";
close;
}
if (nyadven < 2) {
mes "A young black cat helps the busy white cat.";
mes "Maybe the machine is broken.";
close;
} else if (nyadven == 2) {
mes "[Roku]";
mes "Oh? You are the one who gave us the glass bead.";
mes "Thanks a lot.";
mes "I am happy, too, because Charo looks happy.";
close;
} else if (nyadven == 3) {
mes "[Roku]";
mes "Charo likes it.";
mes "It will be fun.";
close;
} else if (nyadven == 4) {
mes "[Roku]";
mes "Charo has been waiting for so long.";
mes "To Charo...";
close;
}
mes "[Roku]";
mes "Do you have something to tell me?";
next;
switch(select("Report results of the race.", "Challenge the race.", "Nothing.")) {
case 1:
if (countitem(Bravery_Card_A) == 0) {
mes "[Roku]";
mes "Bubi, no confirmation stamps and card.";
mes "You will be in trouble if you are like this.";
close;
}
if (nyadven02 == 27) {
mes "[Roku]";
mes "Good job.";
mes "You are very smart.";
mes "This is a gift for you.";
mes "Please come tomorrow again.";
next;
mes "[Roku]";
mes "Charo likes you so much.";
mes "He will be happy if you come.";
delitem Bravery_Card_A,1;
nyadven02 = 29;
getitem Egrade_Coin,3;
getexp 20000,20000;
erasequest 7244;
erasequest 7245;
close;
} else if (nyadven02 == 28) {
mes "[Roku]";
mes "Failed...";
mes "...is it too difficult for you?";
mes "But the race is available only once a day.";
delitem Bravery_Card_A,1;
erasequest 7244;
erasequest 7245;
next;
switch(select("Give me one more chance!", "Okay.I will try tomorrow.")) {
case 1:
if (countitem(Malang_Sp_Can) == 0) {
mes "[Roku]";
mes "Um... Um... Well...";
mes "If you bring a Malangdo Can,";
mes "I will give you one more chance.";
close;
}
mes "[Roku]";
mes "Okay. Do you want to exchange 1 Malangdo Can for a Adventure Card?";
next;
switch(select("Exchange for Adventure Card A.", "Stop it.")) {
case 1:
if (countitem(Bravery_Card_A)) {
mes "[Roku]";
mes "You have it already?";
close;
}
mes "[Roku]";
mes "Here is your Adventure Card.";
mes "Beginning Compass, start!";
delitem Malang_Sp_Can,1;
getitem Bravery_Card_A,1;
nyadven02 = 0;
if (questprogress(7257))
erasequest 7257;
close;
case 2:
mes "[Roku]";
mes "Okay, come again tomorrow.";
close;
}
case 2:
mes "[Roku]";
mes "Okay, come again tomorrow.";
close;
}
} else if (nyadven02 == 29) {
mes "[Roku]";
mes "You have reported the result for today already.";
mes "Right?";
close;
} else if (nyadven02 < 27) {
mes "[Roku]";
mes "You are too hasty.";
mes "You didn't even finish the race.";
mes "It's still going.";
close;
} else {
mes "[Roku]";
mes "The result is little weird, but...";
mes "This is neither a complete race nor incomplete race.";
next;
mes "[Roku]";
mes "Is this because of the machine?";
mes "Let's make void for this race.";
delitem Bravery_Card_A,1;
nyadven02 = 0;
erasequest 7244;
erasequest 7245;
close;
}
case 2:
if (nyadven02 == 28) {
mes "[Roku]";
mes "You have failed?";
mes "Do you want to try again?";
mes "I will delete the report of the failed result.";
} else {
if (questprogress(7257,PLAYTIME) == 1) {
mes "[Roku]";
mes "No, not yet.";
mes "Duruduru race is only once for a day.";
mes "If we do it more often, the machine will break.";
close;
}
mes "[Roku]";
mes "I know that you will try the Duruduru race.";
mes "I deleted your last report.";
}
if (questprogress(7257))
erasequest 7257;
next;
mes "[Roku]";
mes "You need a Adventure Card to challenge again.";
mes "Do you want to exchange 1 Malangdo Can for a Adventure Card?";
next;
switch(select("Buy Adventure Card.", "Just stop it.")) {
case 1:
if (countitem(Bravery_Card_A)) {
mes "[Roku]";
mes "You have it already?";
close;
}
if (countitem(Malang_Sp_Can) == 0) {
mes "[Roku]";
mes "There is nothing for free.";
mes "You need a Malangdo Can.";
close;
}
mes "[Roku]";
mes "Here is your Adventure Card.";
mes "Beginning Compass, start!";
delitem Malang_Sp_Can,1;
getitem Bravery_Card_A,1;
nyadven02 = 0;
close;
case 2:
mes "[Roku]";
mes "Okay.";
close;
}
case 3:
mes "[Roku]";
mes "You are the weird one.";
close;
}
}
malangdo,212,204,0 script Beginning Compass#nya_02 CLEAR_NPC,{
if (countitem(Bravery_Card_A) == 0) {
mes "There is a strange machine.";
mes "The kids said this was the ride called Duruduru compass of the Meow Bravery Team.";
close;
}
if (nyadven02 < 11) {
mes "An iron pot contains a map of Malangdo with a card inserter.";
mes "After inserting your card, a red button and the map inside the pot light up.";
mes "It seems to start after pressing the button.";
next;
switch(select("Start it right now.", "Start it later.")) {
case 1:
mes "The card has come out with lights on the map after pressing the button.";
if (rand(20) < 10) {
callsub L_Viewpoint,1,1;
mes "The game has started already!";
nyadven02 = 11;
setquest 7244;
close;
} else {
callsub L_Viewpoint,2,1;
mes "The game has started already!";
nyadven02 = 21;
setquest 7245;
close;
}
case 2:
mes "Challenge it a little later.";
close;
}
} else if (nyadven02 >= 11 && nyadven02 <= 15) {
callsub L_Viewpoint,1,(nyadven02-10);
close;
} else if (nyadven02 >= 21 && nyadven02 <= 25) {
callsub L_Viewpoint,2,(nyadven02-20);
close;
} else if (nyadven02 == 16 || nyadven02 == 26) {
mes "The destination displays with pressing the button after inserting the card.";
mes "It's above the deck in the middle of the island!";
close;
}
mes "Beginning Compass among the Duruduru compass.";
mes "The Duruduru race starts from this compass.";
close;
// callsub L_Viewpoint,<order number>,<start index>;
L_Viewpoint:
switch(getarg(0)) {
case 1: // Order 1: Red, Blue, Yellow, Green, White
setarray .@colors$[1],"^FF0000","^0000FF","^FFFF00","^00FF00","^cccccc";
setarray .@Text$[1],"Red","Blue","Yellow","Green","White";
if (getarg(1) <= 1)
viewpoint 1,213,89,0,0xFF0000;
if (getarg(1) <= 2)
viewpoint 1,128,103,1,0x0000FF;
if (getarg(1) <= 3)
viewpoint 1,73,253,2,0xFFFF00;
if (getarg(1) <= 4)
viewpoint 1,153,146,3,0x00FF00;
viewpoint 1,111,178,4,0xcccccc;
break;
case 2: // Order 2: Yellow, Blue, White, Green, Red
setarray .@colors$[1],"^FFFF00","^0000FF","^cccccc","^00FF00","^FF0000";
setarray .@Text$[1],"Yellow","Blue","White","Green","Red";
if (getarg(1) <= 1)
viewpoint 1,73,253,0,0xFFFF00;
if (getarg(1) <= 2)
viewpoint 1,128,103,1,0x0000FF;
if (getarg(1) <= 3)
viewpoint 1,111,178,2,0xcccccc;
if (getarg(1) <= 4)
viewpoint 1,153,146,3,0x00FF00;
viewpoint 1,213,89,4,0xFF0000;
break;
}
for(.@i = 1; .@i<=5; ++.@i)
.@str$ += ((.@i >= getarg(1))?.@colors$[.@i]:"")+.@Text$[.@i]+" ";
if (getarg(1) > 1)
mes "After inserting the card and pressing the red button, the path to the destination lit up.";
mes "The order will be "+.@str$+"^000000.";
return;
}
- script #malangdo_compass FAKE_NPC,{
if (countitem(Bravery_Card_A) == 0) {
mes "There is a strange machine.";
mes "This is the Duruduru compass from the Meow Bravery Team.";
close;
}
.@index = atoi(strnpcinfo(2));
switch(.@index) {
case 1:
setarray .@var[0],11,25;
.@color$ = "red";
break;
case 2:
setarray .@var[0],12,22;
.@color$ = "blue";
break;
case 3:
setarray .@var[0],13,21;
.@color$ = "gold";
break;
case 4:
setarray .@var[0],14,24;
.@color$ = "green";
break;
case 5:
setarray .@var[0],15,23;
.@color$ = "white";
break;
}
mes "Delicate "+.@color$+" lights surround the "+strnpcinfo(1)+".";
if (nyadven02 < 11) {
mes "After inserting the card and pressing the button, characters appear on the screen.";
next;
mes "^00FF00This is a card that didn't start the game yet. Please go back to the Beginning Compass.^000000";
close;
} else if (nyadven02 == .@var[0] || nyadven02 == .@var[1]) {
mes "After inserting the card and pressing the button, characters appear on the screen.";
next;
mes "Welcome to the exciting number world!";
mes "Enter the exact answer after reading the question!";
next;
while(1) {
switch(.@index) {
case 1:
.@nori_a = rand(1,999);
.@nori_b = rand(1,999);
.@nori_c = .@nori_a+.@nori_b;
mes .@nori_a+" + "+.@nori_b+" = ??";
break;
case 2:
.@nori_a = rand(1,9);
.@nori_b = rand(1,9);
.@nori_c = .@nori_a*.@nori_b;
mes .@nori_a+" x "+.@nori_b+" = ??";
break;
case 3:
.@nori_a = rand(600,999);
.@nori_b = rand(1,599);
.@nori_c = .@nori_a-.@nori_b;
mes .@nori_a+" - "+.@nori_b+" = ??";
break;
case 4:
.@nori_a = rand(1,99);
.@nori_b = rand(1,9);
.@nori_d = rand(1,9);
.@nori_c = .@nori_a+(.@nori_b*.@nori_d);
mes .@nori_a+" + "+.@nori_b+" x "+.@nori_d+" = ??";
break;
case 5:
.@nori_a = rand(1,9);
.@nori_c = .@nori_a+(.@nori_a*.@nori_a);
mes .@nori_a+" + "+.@nori_a+" x "+.@nori_a+" = ??";
break;
}
next;
input .@input;
if (.@input == .@nori_c) {
mes "The card slides out with a sound after entering the number.";
mes "^4d4dffYou have passed the "+strnpcinfo(1)+"! Run to the next destination!^000000";
mes "You should run for the next destination.";
++nyadven02;
close;
}
mes "You've got wrong answer!";
mes "You can not pass here without exact answer!";
mes "Enter exact answer after read question!";
next;
}
} else if (nyadven02 == 16 || nyadven02 == 26) {
mes "After inserting the card and pressing the button, characters appear on the screen.";
next;
mes "The compass needle turns around in the middle of map.";
mes "You should run for the next destination.";
viewpoint 2,1,1,0,0xFFFFFF;
viewpoint 2,1,1,1,0xFFFFFF;
viewpoint 2,1,1,2,0xFFFFFF;
viewpoint 2,1,1,3,0xFFFFFF;
viewpoint 2,1,1,4,0xFFFFFF;
viewpoint 1,162,177,5,0xcccccc;
close;
} else if ((nyadven02 >= 11 && nyadven02 <= 15) || (nyadven02 >= 21 && nyadven02 <= 25)) {
mes "After inserting the card and pressing the button, characters appear on the screen.";
next;
mes "^FF0000You are going the wrong way! The paths in the card and compass don't line up!^000000";
close;
}
close;
}
malangdo,213,89,0 duplicate(#malangdo_compass) Red Flame Compass#1 CLEAR_NPC
malangdo,128,103,0 duplicate(#malangdo_compass) Blue Flame Compass#2 CLEAR_NPC
malangdo,73,253,0 duplicate(#malangdo_compass) Gold Flame Compass#3 CLEAR_NPC
malangdo,153,146,0 duplicate(#malangdo_compass) Forest Compass#4 CLEAR_NPC
malangdo,111,178,0 duplicate(#malangdo_compass) Cloud Compass#5 CLEAR_NPC
malangdo,175,163,0 script Meowbell#nya_12 CLEAR_NPC,{
if (countitem(Bravery_Card_A) == 0) {
mes "There is a fancy bell which doesn't fit in with the ship.";
mes "This bell is used in a game by the Meow Bravery Team.";
viewpoint 2,1,1,0,0xFFFFFF;
viewpoint 2,1,1,1,0xFFFFFF;
viewpoint 2,1,1,2,0xFFFFFF;
viewpoint 2,1,1,3,0xFFFFFF;
viewpoint 2,1,1,4,0xFFFFFF;
viewpoint 2,1,1,5,0xFFFFFF;
close;
}
if (nyadven02 == 16)
.@quest = 7244;
else if (nyadven02 == 26)
.@quest = 7245;
else {
mes "There is a one more little bell beside the huge notice bell in the deck.";
mes "This is the Meowbell from the Meow Bravery Team.";
next;
mes "This is last bell to ring if you have the card for the game.";
mes "Nothing to say for now.";
close;
}
mes "This is the Meowbell.";
mes "You insert your card into the middle slot.";
viewpoint 2,1,1,0,0xFFFFFF;
viewpoint 2,1,1,1,0xFFFFFF;
viewpoint 2,1,1,2,0xFFFFFF;
viewpoint 2,1,1,3,0xFFFFFF;
viewpoint 2,1,1,4,0xFFFFFF;
viewpoint 2,1,1,5,0xFFFFFF;
if (questprogress(.@quest,PLAYTIME) == 1) {
mes "Knock Meowbell!!";
nyadven02 = 27;
changequest .@quest,7257;
next;
if (nyadven == 3) {
mes "[Deckhand Bubi]";
mes "Oh, I'm suprised.";
mes "You rang the Meowbell in a short time.";
mes "I think you have the talent to be an adventurer.";
next;
mes "[Deckhand Bubi]";
mes "People say...";
mes "The purpose of this Duruduru game";
mes "is to find and go to a destination quickly and accurately.";
next;
mes "[Deckhand Bubi]";
mes "Go to Charo with that Adventure Card.";
mes "I will give you a confirmation stamp for success.";
nyadven = 4;
close;
} else {
mes "[Deckhand Bubi]";
mes "Oh, you've really gotten used to it.";
mes "You succeeded again.";
mes "I've put my paw stamp here.";
mes "Run to Rato now.";
close;
}
} else {
mes "-- Beep --";
mes "The card has out with a warning sound.";
nyadven02 = 28;
changequest .@quest,7257;
next;
mes "[Deckhand Bubi]";
mes "You didn't ring the Meowbell within time.";
mes "Well, it's out of my hands now.";
mes "I will give you the fail stamp!!";
close;
}
}
malangdo,176,165,3 script Deckhand Bubi#nya_16 4_CAT_SAILOR1,{
mes "[Bubi]";
mes "Hey, human adventurer, what are you here for?";
mes "Yeah~ this is a beautiful view.";
next;
mes "[Bubi]";
mes "Are you one of the people who came here to ring the Meowbell?";
mes "I am not a member of the Meow Team, but I can give you the confirmation stamp.";
next;
mes "[Bubi]";
mes "Um, my work?";
mes "Oh, that is only for when I am not on a voyage.";
mes "I am free these days.";
close;
}
malangdo,172,178,7 script Cat Detective#nya_14 4_CAT_ADV2,{
cutin "mal_homnya_n",2;
if (nyadven < 6) {
mes "[Cat Detective]";
mes "Um? What is the matter?";
mes "Hey, here is a suspicious guy.";
next;
mes "[Cat Detective]";
mes "I can surely tell he is drunk by the smell of liquid.";
mes "I am so sad that I can not.";
next;
mes "[Friend of Detective]";
mes "Oh, I am so sorry to hear that you have such genius analytical skills!";
mes "He is not drunk...";
next;
mes "[Cat Detective]";
mes "Drunks always smell of liquid.";
mes "But he is not, therefore he is not drunk, friend.";
next;
select("Then what is your identity?");
cutin "mal_homnya_s",2;
mes "[Cat Detective]";
mes "Well... You are everything except drunk!!!";
next;
mes "The voice of the cats sounded shaky.";
close2;
} else if (nyadven == 6) {
mes "[Cat Detective]";
mes "What did I say?";
mes "Didn't I tell you that someone will come here soon?";
next;
mes "[Friend of Detective]";
mes "Great.";
mes "I can only admire your deduction.";
next;
mes "[Detective Homnya]";
mes "Haha, Nyangson, this is nothing for me.";
mes "Before that, let's listen to the stories from the visitor first.";
next;
switch(select("Charo? Rosy?", "Are you guys detectives?")) {
case 1:
cutin "mal_homnya_s",2;
mes "[Homnya]";
mes "No... Who are they?";
mes "Nyangson, do you know them?";
next;
mes "[Nyangson]";
mes "I... I don't know either?";
mes "I don't know Charo and Rosy!";
next;
mes "[Homnya]";
mes "Yes. Yes.";
mes "We are the detective and friend!";
next;
break;
case 2:
mes "[Homnya]";
mes "Yes, I am the detective, Homnya.";
mes "And this is my friend, Nyangson. He reports my cases.";
next;
break;
}
mes "[Homnya]";
mes "Anyways, that's not important for now!";
mes "We should focus on current situation.";
next;
mes "[Nyangson]";
mes "Yes, that's right, friend.";
mes "We think........";
next;
mes "[Homnya]";
mes "Yes! This is a bomb for sure!";
mes "I am so sorry, I have only analytical and detective skills but don't have the skill to dispose of a bomb!";
next;
cutin "mal_homnya_s",2;
mes "[Nyangson]";
mes "What do you mean by that?";
mes "It doesn't make any sense!";
next;
mes "[Homnya]";
mes "Yes, we shout when it changed from the peak of hope into the peak of sorrow.";
mes "Peak!";
mes "Meow!";
next;
mes "I don't get the meaning of this, but they seem to be in hurry.";
next;
switch(select("Continue to humor them.", "Stop playing around.")) {
case 1:
cutin "mal_homnya_n",2;
mes "[Homnya]";
mes "Oh, if you give us a hand, I will take it. How do you think about it, friend?";
next;
mes "[Nyangson]";
mes "I don't really care about it. What I want to do is only to report this case.";
mes "One of the cases will be open to the public among the most strange and weird cases ever.";
next;
mes "[Homnya]";
mes "I knew this visitor had the skill to dispose of a bomb.";
mes "He is totally prepared to escape from danger.";
next;
mes "[Nyangson]";
mes "Oh, I heard of it. I heard they use fly wings and butterfly wings as well.";
mes "I've never thought I could meet a person who used these thing for real.";
next;
mes "[Homnya]";
mes "Yes, I believe this visitor will solve our mystery.";
mes "Then please stop this damn machine!";
next;
mes "[Nyangson]";
mes "Yes, the damn machine!";
mes "It is loud and useless!";
mes "And it will be blown up.";
next;
mes "[Homnya]";
mes "Well, stop this machine!!!";
nyadven = 7;
changequest 7246,7247;
close2;
break;
case 2:
cutin "mal_homnya_s",2;
mes "[Homnya]";
mes "Please don't...";
mes "Please act according to the script.";
next;
mes "[Nyangson]";
mes "Charo. Where is the script?";
mes "No, Homnya. My friend...";
next;
mes "Two young cats are sweating a lot.";
close2;
break;
}
} else if (nyadven == 7) {
mes "[Homnya]";
mes "Stop this noisy machine!";
mes "This is the moment that your memory can be coming through!";
next;
mes "[Nyangson]";
mes "Yes. Yes.";
mes "This is the sort of training where you dispose of and breach all the traps.";
mes "Yes, this is.";
close2;
} else if (nyadven == 8) {
mes "[Homnya]";
mes "It was a scary moment.";
mes "This machine is still fine anyways!";
mes "Stop it again.";
next;
mes "[Homnya]";
mes "Yes, you need Adventure Card B to operate this machine.";
mes "Do you want to buy a new one?";
next;
mes "[Nyangson]";
mes "It costs one Malangdo Can.";
next;
switch(select("Buy Adventure Card.", "Do not buy.")) {
case 1:
if (countitem(Malang_Sp_Can) == 0) {
mes "[Homnya]";
mes "I said I can exchange Adventure Card with one Malango Can~";
close2;
break;
}
mes "[Homnya]";
mes "See, this is a scary machine.";
mes "Here is your Adventure Card.";
mes "Stop this machine this time.";
delitem Malang_Sp_Can,1;
nyadven = 7;
getitem Bravery_Card_B,1;
close2;
break;
case 2:
mes "[Homnya]";
mes "What?";
mes "But you came here to buy a Adventure Card.";
mes "......";
next;
mes "[Nyangson]";
mes "If you buy a Adventure Card there won't be any bloodshed...";
close2;
break;
}
} else if (nyadven == 9) {
mes "[Homnya]";
mes "Hey, there is good news for you.";
mes "I received pretty good news while you struggled with that machine.";
next;
mes "[Nyangson]";
mes "Hello, capable friend, what did you find?";
mes "Is this something like hidden treasure?";
next;
mes "[Homnya]";
mes "Hidden treasure?";
mes "Very similar!";
mes "It will be hidden in serveral places inside the cabin.";
mes "You should find them!";
next;
switch(select("I feel tired of it now.", "Oh, yes!")) {
case 1:
mes "[Homnya]";
mes "Oh, really?";
mes "If you feel tired then it's okay.";
mes "Please come again, if you want.";
next;
mes "[Nyangson]";
mes "Please come again~.";
close2;
break;
case 2:
mes "[Homnya]";
mes "I knew you would do this!";
mes "I have the right eye for people.";
mes "The place is inside of the ship Navi.";
next;
mes "[Nyangson]";
mes "It will be fine because it isn't really a large place.";
mes "I look forward to your active work!";
nyadven = 10;
setquest 7250;
close2;
break;
}
} else if (nyadven == 10) {
mes "[Homnya]";
mes "Please find the pieces of the treasure.";
mes "The tresure is hidden inside of the ship Navi according to our information.";
next;
mes "[Nyangson]";
mes "Come here right after you find treasure!";
close2;
} else if (nyadven == 11) {
if (countitem(Picture_Piece) > 5) {
mes "[Homnya]";
mes "You've found all the treasure.";
mes "Yes, exactly.";
mes "You might thought this painting was just a normal painting.";
next;
mes "[Homnya]";
mes "But...!";
mes "If we do this...!";
next;
mes "[Nyangson]";
mes "Oh, this is....... the one from that moment...";
mes "This is the one when we left our hometown.";
next;
mes "[Homnya]";
mes "It's time to give it back to the brave new team!";
mes "Let's give it back!";
mes "Meow~";
next;
mes "Charo and Rosy who make up as Homnya and Nyangson";
mes "checked the pieces of painting and give it back again.";
mes "They look excited.";
next;
mes "[Homnya]";
mes "Please give it back to the Meow Bravery Team~";
mes "For everyone~ Meow~";
mes "These are real treasures!";
nyadven = 12;
erasequest 7250;
erasequest 7251;
erasequest 7252;
erasequest 7253;
erasequest 7254;
erasequest 7255;
erasequest 7256;
setquest 7258;
close2;
} else {
mes "[Homnya]";
mes "Well? It's strange. There should be 6 pieces of treasure.";
mes "It's missing pieces...";
mes "Is this fake? I will throw it out!";
next;
mes "[Nyangson]";
mes "Go get the treasure again!";
delitem Picture_Piece,countitem(Picture_Piece);
erasequest 7251;
erasequest 7252;
erasequest 7253;
erasequest 7254;
erasequest 7255;
erasequest 7256;
nyadven = 10;
setquest 7250;
close2;
}
} else if (nyadven == 12 || nyadven == 13) {
mes "[Homnya]";
mes "Please give these treasures you've found to the Meow Bravery Team.";
mes "You will know how precious these treasures are when you give these to them~";
next;
mes "[Nyangson]";
mes "Yes, you will realize.";
mes "It's good to take a break for little bit but now we don't have any spare time.";
close2;
} else {
if (countitem(Bravery_Card_B) > 0) {
mes "[Homnya]";
mes "Stop this noisy machine!";
mes "Insert your Adventure Card, and take a look at the reaction of the machine carefully. Then do the proper action!";
next;
mes "[Nyangson]";
mes "That's right~";
close2;
}
mes "[Homnya]";
mes "Hey Nyangson.";
mes "Here comes the hero.";
mes "He seems to be here for fixing this naughty machine.";
next;
mes "[Nyangson]";
mes "I always admire your keen insight.";
mes "He looks like that for sure.";
mes "Then he will buy Adventure Card with Malangdo Can?";
next;
mes "[Homnya]";
mes "You are getting better";
mes "I always keep eyes on your keen insight.";
mes "You are my true friend.";
next;
switch(select("How's the condition of Bang?", "Ignore it.")) {
case 1:
if (questprogress(7249,PLAYTIME) == 1) {
mes "[Homnya]";
mes "it's so motivated but it's not the time yet.";
mes "Not yet even though naughty machine is noisy.";
mes "Please come again.";
next;
mes "[Nyangson]";
mes "We also have break time.....";
close2;
} else {
if (questprogress(7249,PLAYTIME) == 2)
erasequest 7249;
mes "[Homnya]";
mes "Can you hear how noisy this one is?";
mes "It sounds like a runaway foal!";
next;
mes "[Nyangson]";
mes "He needs an Adventure Card to stop it.";
mes "Well, do you want to try?";
next;
switch(select("Buy Adventure Card B.", "Don't buy it.")) {
case 1:
if (countitem(Malang_Sp_Can) == 0) {
mes "[Homnya]";
mes "How many Malangdo Cans for an Adventure Card?";
next;
mes "[Nyangson]";
mes "Only one can, dear.";
mes "Meow~";
close2;
break;
}
mes "[Homnya]";
mes "Yes, please try it without blowing it up.";
mes "Solve it fast!";
next;
mes "[Nyangson]";
mes "Please do it.";
delitem Malang_Sp_Can,1;
getitem Bravery_Card_B,1;
close2;
break;
case 2:
cutin "mal_homnya_s",2;
mes "[Homnya]";
mes "Ah... Hey... You can't do that!";
mes "Hey, don't go!";
mes "Please stop this, Nyangson!";
next;
mes "[Nyangson]";
mes "This and that one are all noisy!";
mes "Please!";
next;
mes "The two young cats are sweating a lot.";
close2;
break;
}
}
break;
case 2:
cutin "mal_homnya_s",2;
mes "[Homnya]";
mes "Ah... Hey... You can't do that!";
mes "Hey, don't go!";
mes "Please stop this, Nyangson!";
next;
mes "[Nyangson]";
mes "This and that one are all noisy!";
mes "Please!";
next;
mes "The two young cats are sweating a lot.";
close2;
break;
}
}
cutin "",255;
end;
}
malangdo,173,177,7 script Friend of Detective#mal 4_CAT_ADV1,{
cutin "mal_homnya_n",2;
mes "[Nyangson]";
mes "I am a friend of Detective Homnya, Nyangson.";
mes "Please ask Homnya if you have questions.";
next;
mes "[Homnya]";
mes "Yes, he only goes 'yes, my friend' beside me!";
mes "Ask me!";
close2;
cutin "",255;
end;
}
malangdo,174,175,0 script Noisy Machine#nya_13 CLEAR_NPC,{
if (nyadven < 7) {
mes "There is a strange machine.";
mes "It has a Red, Blue, Yellow, and Green luminous body with buttons to react,";
mes "while spinning with noisy sounds.";
next;
mes "It looks more unstable as it spins faster.";
close;
}
if (questprogress(7249,PLAYTIME) == 1) {
mes "[Homnya]";
mes "It's so motivated, but it's not time yet.";
mes "Not yet, even though the machine is so noisy.";
mes "Please come again.";
next;
mes "[Nyangson]";
mes "We also have break time...";
close;
}
if (countitem(Bravery_Card_B) == 0) {
mes "[Homnya]";
mes "You can't try this without Adventure Card B.";
mes "Please bring it with you.";
close;
}
mes "There is a strange machine.";
mes "It has a Red, Blue, Yellow, and Green luminous body with buttons to react,";
mes "while spinning with noisy sounds.";
next;
mes "It looks more unstable as it spins faster.";
next;
cutin "mal_homnya_n",2;
mes "[Homnya]";
mes "Stop this machine by inserting the card into it!";
next;
mes "[Nyangson]";
mes "Go ahead!";
next;
cutin "",255;
if(select("Insert card.", "Stop it.") == 2) {
mes "[Homnya]";
mes "Um? You aren't going to do this?";
mes "Really?";
mes "Even though this machine can blow up the whole island?!";
next;
mes "[Nyangson]";
mes "Does he know it's never going to blow up?";
next;
mes "The two young cats are sweating a lot.";
close;
}
mes "After inserting the card, discs on top of the machine spin faster...";
mes "The lights begin to flicker faster too.";
next;
callsub L_ShowLights,2;
callsub L_ShowLights,4;
callsub L_ShowLights,6;
callsub L_ShowLights,8;
cutin "mal_homnya_n",2;
mes "[Homnya]";
mes "Oh, great!";
mes "The banging has stopped!";
mes "You have a good memory!";
mes "Please take this small gift.";
next;
mes "[Nyangson]";
mes "You can get it after you have been through all the difficulties from the Meow Advanture Team.";
mes "And we are not sure if this machine will try to blow up agian, so please come again tomorrow.";
if (nyadven == 7) {
nyadven = 9;
erasequest 7247;
}
delitem Bravery_Card_B,1;
setquest 7249;
getitem Egrade_Coin,3;
getexp 20000,20000;
next;
if (nyadven == 9) {
mes "[Homnya]";
mes "Hey, there is good news for you.";
mes "I received pretty good news while you struggled with that machine.";
next;
mes "[Nyangson]";
mes "Hello, capable friend, what did you find?";
mes "Is this something like hidden treasure?";
next;
mes "[Homnya]";
mes "Hidden treasure?";
mes "Very similar!";
mes "It will be hidden in serveral places inside the cabin.";
mes "You should find them!";
next;
switch(select("I feel tired of it now.", "Oh, yes!")) {
case 1:
mes "[Homnya]";
mes "Oh, really?";
mes "If you feel tired then it's okay.";
mes "Please come again, if you want.";
next;
mes "[Nyangson]";
mes "Please come again~.";
close2;
break;
case 2:
mes "[Homnya]";
mes "I knew you would do this!";
mes "I have the right eye for people.";
mes "The place is inside of the ship Navi.";
next;
mes "[Nyangson]";
mes "It will be fine because it isn't really a large place.";
mes "I look forward to your active work!";
nyadven = 10;
setquest 7250;
close2;
break;
}
} else {
mes "[Homnya]";
mes "Then I am looking forward to tomorrow!";
close2;
}
cutin "",255;
end;
// callsub L_ShowLights,<number of lights>;
L_ShowLights:
mes "Luminous";
mes "The order of buttons are:";
mes "[Red] [Green] [Blue] [Yellow]";
mes "And below this, more buttons:";
mes "[Green] [Red] [Yellow] [Blue]";
mes "In that order.";
next;
mes "Luminous";
setarray .@color$[0],"Red","Blue","Yellow","Green";
setarray .@Cutin$[0],"nya_red","nya_blue","nya_yellow","nya_green";
for(.@i = 0; .@i<getarg(0); ++.@i) {
.@rand = rand(4);
.@Lamp[.@i] = .@rand;
mes .@color$[.@rand];
if (.@i+1 == getarg(0))
mes "Shines according to this order.";
cutin .@Cutin$[.@rand],4;
progressbar "0xFFFF00",1;
}
cutin "nya_off",4;
mes "The buttons below are shining now.";
mes "Stop the machine by pressing the right button within time.";
next;
.@pass = 0;
setarray .@count$[0],"first","second","third","fourth","fifth","sixth","seventh","eighth";
for(.@i = 0; .@i<getarg(0); ++.@i) {
mes "Which color button do you want to press "+.@count$[.@i]+"?";
next;
// Red <-> Green, Blue <-> Yellow
.@j = select("Red", "Blue", "Yellow", "Green");
if (.@Lamp[.@i] == 4-.@j)
.@pass += 1;
}
if (.@pass < getarg(0)) {
mes "The speed of spinning is getting faster after pressing the buttons.";
mes "After all...";
specialeffect EF_BEGINSPELL6;
emotion e_gasp,0,"Cat Detective#nya_14";
emotion e_gasp,0,"Friend of Detective#mal";
next;
cutin "mal_homnya_s",2;
mes "[Homnya]";
mes "Watch out!!!";
mes " ";
mes "[Nyangson]";
mes "It's blowing up!";
specialeffect EF_FIREHIT;
specialeffect EF_FIRESPLASHHIT;
next;
cutin "",255;
mes "Adventure Card B burned off";
mes "with a huge explosion.";
delitem Bravery_Card_B,1;
if (nyadven == 7)
nyadven = 8;
close;
}
mes "The speed of the spinning discs gets slower after pressing the buttons.";
mes "The luminous shines once and stops also.";
cutin "nya_off",4;
next;
if (getarg(0) < 8) {
mes "[Homnya]";
mes "Don't reduce your tension!";
mes "It's not over yet!";
next;
mes "The machine starts again.";
mes "And the luminous shines also, as if it keeps asking you for the right answer.";
next;
}
return;
}
// callfunc "F_Mal_Picture",<quest ID>,<chance to kick?>,<description 1>,<description 2>,<description 3>;
// Returns:
// 1 - Player kicked.
// 2 - nyadven is not 10.
// 3 - Player has already found the picture piece.
// null - Success.
function script F_Mal_Picture {
if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 4000) {
mes "- You have too many items to proceed in this quest. -";
close;
}
if (getarg(1) && rand(2))
return 1;
else if (nyadven != 10)
return 2;
else if (questprogress(getarg(0)))
return 3;
else {
mes getarg(2);
mes getarg(3);
next;
mes getarg(4);
mes "You found a piece of the painting.";
setquest getarg(0);
getitem Picture_Piece,1;
next;
if (questprogress(7251) && questprogress(7252) && questprogress(7253) && questprogress(7254) && questprogress(7255) && questprogress(7256)) {
mes "It looks like you can put these pieces of paintings together.";
mes "If I found all the pieces, I should go back to Homnya.";
nyadven = 11;
close;
}
mes "I think this is the treasure Homnya and Nyangson mentioned.";
mes "Let's find more pieces.";
close;
}
}
mal_in02,187,45,0 script Box#nya01 CLEAR_NPC,{
switch(callfunc(
"F_Mal_Picture",
7251,1,
"There is an uncommon box in the corner of the cabin.",
"It seems to tell me that it has a teasure inside.",
"I can see a piece of paper sticking out."
)) {
case 1:
mes "[Neat Crew]";
mes "What are you doing here?!";
mes "Don't touch that box any more!";
mes "There will be more bugs if you keep hiding snacks in there!";
mes "Get out!";
close2;
warp "mal_in02",138,60;
end;
case 2:
mes "A box in the corner of the cabin.";
close;
case 3:
mes "This is a box which used to contain a piece of the painting.";
close;
}
}
mal_in02,170,75,0 script Book#nya02 CLEAR_NPC,{
switch(callfunc(
"F_Mal_Picture",
7252,1,
"The books are organized according to order on the bookshelf.",
"I try to take 1 book off carefully.",
"I can see something sticking out among the books."
)) {
case 1:
mes "[Neat Crew]";
mes "Ah, do not touch it!";
mes "Why do you keep messing it up after I clean up the room?!";
mes "Get out!";
close2;
warp "mal_in02",138,60;
end;
case 2:
mes "The books are organized according to order on the bookshelf.";
close;
case 3:
mes "This is a book which used to contain a piece of the painting.";
close;
}
}
mal_in02,133,98,0 script Dirty Bed#nya03 CLEAR_NPC,{
switch(callfunc(
"F_Mal_Picture",
7253,1,
"This is a normal cabin for the crew.",
"My eyes kept straying over to old bed in corner of the room.",
"Something is hanging with furs below the bed."
)) {
case 1:
mes "[Scary Crew]";
mes "What are you doing here?";
mes "Do not disturb me, and go away.";
mes "Get out!";
close2;
warp "mal_in02",100,60;
end;
case 2:
mes "It's dirty and smells like fish.";
mes "There are a lot of furs from cats.";
close;
case 3:
mes "This is dirty bed where a piece of the painting was hidden.";
mes "There are a lot of furs from cats.";
close;
}
}
mal_in02,31,57,0 script Seashell#nya04 CLEAR_NPC,{
switch(callfunc(
"F_Mal_Picture",
7254,0,
"This cabin is large and clean, and it seems to for the captain.",
"My eyes kept straying over to the seashell and conch for decoration in the corner of the room.",
"There is a rolled up paper in the conch."
)) {
case 2:
mes "There is a seashell decoration on a clean display cupboard.";
close;
case 3:
mes "This is the seashell where a piece of the painting was hidden.";
close;
}
}
mal_in02,114,56,0 script Ship Pillar#nya05 CLEAR_NPC,{
switch(callfunc(
"F_Mal_Picture",
7255,1,
"This is one of pillars to bear out the ship.",
"It has many nail marks as it has been through many cats.",
"There is a folded piece of paper in the crack of the wooden wall."
)) {
case 1:
mes "[Picky Crew]";
mes "Is that you who scratched all the pillars in here?!";
mes "Meow~~~~!!";
mes "Get off from that pillar!";
close2;
warp "malangdo",170,160;
end;
case 2:
mes "I can see the trace of a scratch.";
mes "Pillars made from trees are originally good to hang, but scratched by nails.";
close;
case 3:
mes "I can see the crack where a piece of the painting was hidden.";
close;
}
}
mal_in02,139,30,0 script Ventilation Window#nya06 CLEAR_NPC,{
switch(callfunc(
"F_Mal_Picture",
7256,0,
"This cabin is for the normal crew.",
"There are many ventilation windows on the floor in this room.",
"One of the windows opens with a clink, revealing a piece of paper."
)) {
case 2:
mes "There are windows for ventilation on the floor.";
mes "A cold wind comes from these windows.";
mes "Why are ventilation windows set up on the floor?";
close;
case 3:
mes "There are windows for ventilation on the floor.";
mes "A piece of the painting was hung in there.";
mes "Why are ventilation windows set up on the floor?";
close;
}
}
mal_in02,166,74,4 script Neat Crew#nyaong01 4_CAT_3COLOR,{
mes "[Neat Crew]";
mes "Please clean up your stuff by yourself.";
mes "Especially you guys getting dirty after we came to this island!";
mes "Please throw the trash into the trash can.";
next;
mes "[Neat Crew]";
mes "And you plucked every crop.";
mes "Hmph. Please, let's leave it in its natural state.";
next;
mes "[Neat Crew]";
mes "What are you looking at?";
mes "Will you mess up here too?";
mes "Meow?!";
close;
}
mal_in02,132,95,5 script Scary Crew#nyaong02 4_CAT_SAILOR5,{
mes "[Scary Crew]";
mes "I try to be nice these days, and kids just take liberties with me.";
mes "Will you too?";
next;
mes "[Scary Crew]";
mes "They just come in and out, even the other person's room...";
mes "It causes harm for sure.";
close;
}
mal_in02,109,62,4 script Picky Crew#nyaong03 4_CAT_SAILOR2,{
mes "[Picky Crew]";
mes "Do not run in the hall!";
mes "My fur falls out because of someone who";
mes "scratches everywhere!";
close;
}
//== Cat Gamers :: mal_gamer ===============================
mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{
if (MaxWeight - Weight < 1000) {
mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
close;
}
if (checkweight(Knife,1) == 0) {
mes "Your inventory is too full to proceed. Come back after reducing your load.";
close;
}
if (BaseLevel < 60) {
mes "A gentle looking cat is whispering to himself.";
next;
mes "["+strcharinfo(0)+"]";
mes "Hello... Mr. Cat...";
next;
mes "The cat takes a glance at you and goes back to his whispering as if he didn't even see you.";
next;
mes "It seems you are not being considered worth talking to.";
close;
}
if (malang_gamer == 0) {
mes "A gentle looking cat is whispering to himself.";
next;
mes "[Cat Gamers Director]";
mes "Man! 10 losses in a row...";
emotion e_sigh;
next;
mes "[Cat Gamers Director]";
mes "We are the 'Cat Gamers' Association.";
mes "But, we still keep on losing and we have no idea why!";
next;
mes "[Cat Gamers Director]";
mes "We've got to find out the reason for this losing streak.";
malang_gamer = 1;
next;
mes "You are getting interested in the cat's story. Let's hear more.";
close;
} else if (malang_gamer == 1) {
mes "[Cat Gamers Director]";
mes "The reason, yes!";
mes "This can be one of them.";
next;
mes "[Cat Gamers Director]";
mes "^DD2234Giving up so many points!^000000";
mes "That's right. No matter how much you score,";
mes "we will still lose if we give up so many points.";
next;
mes "[Cat Gamers Director]";
mes "For the other reason. Hmm!";
mes "This could be related with the previous reason.";
mes "No ^DD2234aggresive point betting^000000 at all.";
next;
mes "[Cat Gamers Director]";
mes "Other teams bet on games that they think will win, and bet low when they are not confident.";
mes "I guess we didn't know that.";
next;
mes "[Cat Gamers Director]";
mes "Hmm, can this be a reason?";
mes "For some reason there were ^DD2234players disappearing right before the match up^000000 and I guess this could have effected our game spirit.";
next;
mes "[Cat Gamers Director]";
mes "Hmm... So the reason of our losing streak will be,";
mes "giving up too many points;";
mes "aggressive point betting;";
mes "and players disappearing?";
malang_gamer = 2;
next;
mes "It seems like the gentle looking cat has finished thinking. Let's interrupt the conversion.";
close;
} else if (malang_gamer == 2) {
mes "[Cat Gamers Director]";
mes "Now that I know the reason,";
mes "there should be a solution to that.";
emotion e_hmm;
next;
select("Umm... Mr. Cat...");
mes "[Cat Gamers Director]";
mes "Who's there? Human? You are a human?";
next;
mes "[Cat Gamers Director]";
mes "... ... ... ...";
next;
mes "[Cat Gamers Director]";
mes "Oh! Yes! Right!";
mes "I remember hearing that";
mes "humans have started passing through here recently.";
next;
mes "[Cat Gamers Director]";
mes "So good to see you!!";
mes "What is your name by the way?";
emotion e_gasp;
next;
mes "["+strcharinfo(0)+"]";
mes "My name is "+strcharinfo(0)+", Mr. Cat.";
next;
mes "[Cat Gamers Director]";
mes "Oh, ^0000FF"+strcharinfo(0)+"^000000.";
mes "How may I help you?";
next;
mes "["+strcharinfo(0)+"]";
mes "Actually I wanted to help you out since I heard that you've lost 10 games in a row...";
next;
mes "[Cat Gamers Director]";
mes "Well, you didn't really have to point it out like that...";
next;
mes "["+strcharinfo(0)+"]";
mes "A weakness is no longer a weakness when you say it out loud.";
emotion e_no1,1;
next;
mes "[Cat Gamers Director]";
mes "Hahahaha I like that phrase.";
mes "I should remember it and";
mes "tell it to my kids. Heh~";
next;
if (Sex == 0)
setarray .@sex$[0],"Mr.","boy";
else
setarray .@sex$[0],"Miss","girl";
mes "[Cat Gamers Director]";
mes "I like you, "+.@sex$[0]+" "+strcharinfo(0)+". Will you help us get out of this 10 game losing streak? Ehehe~";
next;
switch(select("Sorry, I'm a stupid "+.@sex$[1]+".", "Sure, I'm a cool "+.@sex$[1]+".")) {
case 1:
mes "[Cat Gamers Director]";
mes "Guess I was wrong about you~";
mes "How can a person call themself stupid.";
mes "Now I can see how stupid you are.";
mes "Good bye~";
emotion e_hmm;
close;
case 2:
mes "[Cat Gamers Director]";
mes "Wow. I respect you, "+strcharinfo(0)+".";
mes "Let me ask you a favor.";
mes "Please meet the hard working Manager Cat and ask about our team's attitude these days.";
malang_gamer = 3;
setquest 5058;
next;
mes "[Cat Gamers Director]";
mes "The Manager Cat must be around here somewhere~";
close;
}
} else if (malang_gamer == 3) {
mes "[Cat Gamers Director]";
mes "Please meet the hard working";
mes "Manager Cat, and ask about our team's attitude these days.";
mes "The Manager Cat must be around here somewhere~";
close;
} else if (malang_gamer == 4) {
mes "[Cat Gamers Director]";
mes "Ok Ok. So what did the manager cat say about the atmosphere these days?~";
emotion e_what;
next;
mes "You tell him exactly what the Manager Cat said.";
next;
mes "["+strcharinfo(0)+"]";
mes "The manager cat said...";
next;
mes "[Cat Gamers Director]";
mes "Do not hesitate... Just tell me everything~";
emotion e_what;
next;
mes "["+strcharinfo(0)+"]";
mes "Umm... the player cats are afraid of you...";
next;
mes "[Cat Gamers Director]";
mes "What... What did you say?";
emotion e_omg;
next;
mes "Cat Gamers Director seems to be in shock. Let's give him some time to calm down.";
malang_gamer = 5;
erasequest 5059;
setquest 5060;
close;
} else if (malang_gamer == 5) {
if (questprogress(5060,PLAYTIME) == 1) {
mes "Cat Gamers Director seems to be in shock. Let's give him some time to calm down.";
close;
}
mes "[Cat Gamers Director]";
mes "That is impossible!";
mes "There is no other cat that's nicer than I am!";
emotion e_sob;
next;
mes "[Cat Gamers Director]";
mes "Am I really that scary?";
mes "Are those players who bailed on the practice afraid of me too?";
emotion e_swt2;
next;
mes "[Cat Gamers Director]";
mes "It can't be, right? ehehehehe~";
next;
mes "- He laughs nervously. -";
next;
mes "[Cat Gamers Director]";
mes "Is that the truth?";
next;
mes "[Cat Gamers Director]";
mes strcharinfo(0)+", will you help me out?";
mes "There are 4 players who ran away from practice saying they were too tired.";
mes "Could you check if they ran away because of me? ehehehe~";
emotion e_what;
next;
mes "[Cat Gamers Director]";
mes "Their names are Eryu, Stew, Ketchup, and Eff.";
mes "They've got to be somewhere around here.";
next;
mes "[Cat Gamers Director]";
mes "Please find them all~";
mes "But, don't ask too directly! Ok?";
mes "Just ask them gentle questions~";
mes "Ok? Be! Gentle!";
next;
mes "[Cat Gamers Director]";
mes "I appreciate your help, "+strcharinfo(0)+". heh~";
malang_gamer = 6;
erasequest 5060;
setquest 5061;
close;
} else if (malang_gamer == 6) {
if (questprogress(5062) == 2 && questprogress(5063) == 2 && questprogress(5064) == 2 && questprogress(5065) == 2) {
mes "[Cat Gamers Director]";
mes "Heh~ It seems some humans are scamming cats around this town.";
next;
mes "[Cat Gamers Director]";
mes "What good is it to scam innocent cats?~";
emotion e_gg;
next;
mes "["+strcharinfo(0)+"]";
mes "Yes, I think that you're right.";
emotion e_hmm,1;
next;
mes "[Cat Gamers Director]";
mes "Oh, so you met Eryu, Stew, Ketchup, and Eff.";
mes "It is so good to see you again. Heh~";
mes "Thank you very much for your effort~. Heh~";
next;
mes "[Cat Gamers Director]";
mes "So what did they say?";
mes "They really think I am scary?";
next;
mes "You tell the Cat Gamers Director what Eryu, Stew, Ketchup, and Eff said.";
next;
mes "["+strcharinfo(0)+"]";
mes "They think you push them too much through the practices. So they are scared.";
next;
mes "[Cat Gamers Director]";
mes "What? Really?";
next;
mes "The Cat Gamers Director seems to be shocked once again. Better give him more time to calm down.";
malang_gamer = 7;
erasequest 5061;
setquest 5060;
close;
}
mes "[Cat Gamers Director]";
mes "Their names are Eryu, Stew, Ketchup, and Eff.";
mes "They've got to be somewhere around here.";
next;
mes "[Cat Gamers Director]";
mes "Please find them all~";
mes "But, don't ask too directly! Ok?";
mes "Just ask them gentle questions~";
mes "Ok? Be! Gentle!";
next;
mes "[Cat Gamers Director]";
mes "I appreciate your help, "+strcharinfo(0)+". heh~";
close;
} else if (malang_gamer == 7) {
if (questprogress(5060,PLAYTIME) == 1) {
mes "Cat Gamers Director seems to be in shock once again. Better give more time to calm down.";
close;
}
mes "[Cat Gamers Director]";
mes "Ok, I understand.";
mes "I was a scary cat after all.";
mes "This can't be right!! Heh~";
next;
mes "[Cat Gamers Director]";
mes "I need to change my scary cat image. Heh~";
next;
mes "[Cat Gamers Director]";
mes "This is my mission now,";
mes "so our team can improve";
mes "game performance. Heh~";
next;
mes "[Cat Gamers Director]";
mes "Please go meet our manager cat,";
mes "and find out how can I change";
mes "this scary cat image of mine. Heh~";
next;
mes "[Cat Gamers Director]";
mes "Heh~ I would much appreciate your help, "+strcharinfo(0)+"~.";
malang_gamer = 8;
erasequest 5060;
setquest 5066;
close;
} else if (malang_gamer == 8) {
mes "[Cat Gamers Director]";
mes "Please ask our manager cat how can I change this scary cat image.";
mes "Heh~";
next;
mes "[Cat Gamers Director]";
mes "Heh~ Please help me out,";
mes strcharinfo(0)+"! Heh~";
close;
} else if (malang_gamer == 9) {
mes "[Cat Gamers Director]";
mes "You came back!! Heh~";
mes "So, what did our manager cat say?";
next;
mes "["+strcharinfo(0)+"]";
mes "Manager cat asked to prepare a box.";
next;
mes "[Cat Gamers Director]";
mes "A box? Heh~ Sure, why not?";
next;
mes "["+strcharinfo(0)+"]";
mes "Are you going to ask me what is it for?";
next;
mes "[Cat Gamers Director]";
mes "Well, I kind of was eavesdropping when "+strcharinfo(0)+" and Manager Cat were talking together. Heh~";
emotion e_heh;
next;
mes "["+strcharinfo(0)+"]";
mes "............";
next;
mes "[Cat Gamers Director]";
mes "Now I need to check with our players, see how they really feel.";
mes "Heh~ Why don't you come back tomorrow?";
mes "Heh~ Let me decide what to do after checking their honest petition letters. Heh~";
malang_gamer = 10;
erasequest 5067;
setquest 5068;
close;
} else if (malang_gamer == 10) {
if (questprogress(5068,PLAYTIME) == 1) {
mes "[Cat Gamers Director]";
mes "Still receiving petition letters. Heh~";
next;
mes "[Cat Gamers Director]";
mes "I wonder what they really want to say~ Heh~";
close;
}
mes "[Cat Gamers Director]";
mes "Heh~ All done with collecting petition letters~";
mes "Heh~ Let's see what they wrote here?";
next;
mes "Reading...~";
next;
mes "[Cat Gamers Director]";
mes "Heh~ Let me see... 'Stupid Cat lea...de...'";
emotion e_an;
next;
mes "- Crumpling the paper -";
mes "Cat Gamers Director has crumpled the paper and thrown it away.";
next;
mes "[Cat Gamers Director]";
mes "Heh~ Wrong paper.";
mes "Let's read another one... Heh~";
next;
mes "~Reading~";
next;
mes "[Cat Gamers Director]";
mes "Heh~ Here we go.";
mes "'I don't like playing with the same team members over and over.";
mes "Please pick new team members,";
mes "or get me a practicing partner.'";
next;
mes "[Cat Gamers Director]";
mes "Heh~ I see.";
mes "I can take this positively.";
mes "Heh~ Let's move on to another one.";
emotion e_ok;
next;
mes "~Reading~";
next;
mes "[Cat Gamers Director]";
mes "Heh~";
mes "'We need more snacks~ Get us some more snacks~'";
next;
mes "[Cat Gamers Director]";
mes "Heh~ This one also sounds productive.";
mes "Heh~ Petition letters are good, I guess... Heh~";
emotion e_ok;
next;
mes "Reading...~";
next;
mes "[Cat Gamers Director]";
mes "Heh~";
mes "'Elders are bullying me. Help me...'";
next;
mes "[Cat Gamers Director]";
mes "Heh~ Our team is absolutely";
mes "like a family here~ Someone is";
mes "playing here, you know. Heh~";
emotion e_gasp;
next;
mes "Reading...~";
next;
mes "[Cat Gamers Director]";
mes "Heh~ There are only 4 letters!";
mes "Including a prank one...";
mes "Heh~";
next;
mes "[Cat Gamers Director]";
mes "Everyone seems to have a satisfied team life~ Heh~";
next;
mes "["+strcharinfo(0)+"]";
mes "Not... Really...";
next;
mes "There are tons of letters piled in the back of the box, but Cat Gamers Director doesn't want to admit the problem.";
next;
mes "[Cat Gamers Director]";
mes "Heh~";
mes "Hey, "+strcharinfo(0)+". What did you say? Heh~";
next;
mes "["+strcharinfo(0)+"]";
mes "Nothing! Please carry on.";
next;
mes "[Cat Gamers Director]";
mes "Heh~ Because of what these players want,";
mes "I have a favor to ask you, "+strcharinfo(0)+"...";
mes "Heh~";
next;
mes "["+strcharinfo(0)+"]";
mes "What is it?";
next;
mes "[Cat Gamers Director]";
mes "Will you be our players' practicing partner?";
mes "Heh~ I feel strongly that you, "+strcharinfo(0)+", can be trusted for this. Heh~";
next;
switch(select("No thanks, buddy!", "Ok, I'll do it!")) {
case 1:
mes "[Cat Gamers Director]";
mes "Heh~ Are you rejecting me? Heh~";
next;
mes "[Cat Gamers Director]";
mes "I'm sad. Sad~ Heh~";
mes "I didn't expect a refusal from a person like you, "+strcharinfo(0)+".";
mes "But still, here's some coins for you~";
mes "Heh~";
emotion e_sob;
next;
mes "[Cat Gamers Director]";
mes "We will always welcome you, "+strcharinfo(0)+", as a guest member of the Cat Gamers.";
mes "Heh~";
malang_gamer = 11;
erasequest 5068;
getitem Egrade_Coin,100;
next;
mes "[Cat Gamers Director]";
mes "Heh~ Please come back if you change your mind.";
close;
case 2:
mes "[Cat Gamers Director]";
mes "Heh~ Good choice.";
mes "I knew you would help us Cat Gamers... Heh~";
emotion e_no1;
next;
mes "[Cat Gamers Director]";
mes "Heh~ Thank you for your help.";
mes "Heh~ Here are some coins as a small gift... Heh~";
mes "Get yourself some goodies. Heh~";
next;
mes "[Cat Gamers Director]";
mes "Since you will be our team's practicing partner, please come back in an hour.";
mes "Then I will give you our '^0000FFCat Gamers Certificate^000000'.";
mes "Heh~";
malang_gamer = 12;
erasequest 5068;
setquest 5069;
getitem Egrade_Coin,100;
next;
mes "[Cat Gamers Director]";
mes "Heh~ Ok, "+strcharinfo(0)+". I will see you in an hour. Heh~";
close;
}
} else if (malang_gamer == 11) {
mes "[Cat Gamers Director]";
mes "Heh~";
mes "Aren't you "+strcharinfo(0)+"?";
mes "Have you changed your mind yet?";
mes "Are you willing to be our team's practicing partner?";
next;
switch(select("No, I'm just passing through.", "I accept your offer.")) {
case 1:
mes "[Cat Gamers Director]";
mes "Heh~ I see.";
mes "But, let me tell you once again, "+strcharinfo(0)+".";
mes "You are always welcome to be one of our 'Cat Gamers Honorable Members'.";
mes "Heh~";
close;
case 2:
mes "[Cat Gamers Director]";
mes "Heh~ At last!!";
mes strcharinfo(0)+" will become our honorable member!!";
mes "I shall make a '^0000FFCat Gamers Certificate^000000' right away. Heh~";
emotion e_ho;
next;
mes "[Cat Gamers Director]";
mes "Come back in an hour and I will get you a '^0000FFCat Gamers Certificate^000000'.";
mes "Heh~";
malang_gamer = 12;
setquest 5069;
close;
}
} else if (malang_gamer == 12) {
if (questprogress(5069,PLAYTIME) == 1) {
mes "[Cat Gamers Director]";
mes "Heh~ You want to get the '^0000FFCat Gamers Certificate^000000' faster. Heh~ It's not really easy to get such a certificate easily.";
next;
mes "[Cat Gamers Director]";
mes "So, it's a bit tricky... Heh~ Please come later. Heh~";
emotion e_ho;
close;
}
mes "[Cat Gamers Director]";
mes "Heh~ I got a message from the workshop that their work on the certificate is done. Heh~";
next;
mes "[Cat Gamers Director]";
mes "This is not some ordinary certificate. Heh~";
next;
mes "["+strcharinfo(0)+"]";
mes "What do you mean?";
next;
mes "[Cat Gamers Director]";
mes "Heh~ This is...";
next;
mes "The Cat Gamers Director's eyes are shining with pride.";
next;
mes "[Cat Gamers Director]";
mes "Heh~ The pure essence of the 'Cat Gamers' tech team's effort!!";
next;
mes "[Cat Gamers Director]";
mes "Heh~ Equip this item, then all of your game playing records will be saved. Heh~";
next;
mes "[Cat Gamers Director]";
mes "Heh~ Take this and show us what you've got.";
erasequest 5069;
malang_gamer = 20;
getitem G_Honor_Certificate,1;
next;
mes "[Cat Gamers Director]";
mes "Heh~ I may be worrying too much... But, please wear this '^0000FFCat Gamers Certificate^000000', and play the game. Heh~";
close;
} else if (malang_gamer == 20) {
// fall through
} else {
mes "[Cat Gamers Director]";
mes "This is not possible. Please contact an administrator.";
close;
}
mes "[Cat Gamers Director]";
mes "Heh~ Hello, "+strcharinfo(0)+". How is it going practicing with the players?";
emotion e_what;
next;
switch(select("How are the players doing?", "Just stopped by to say hi~", "Here's the current status...")) {
case 1:
mes "[Cat Gamers Director]";
mes "Heh~ Wow, "+strcharinfo(0)+"! I'm so touched by your care for the players.";
next;
mes "[Cat Gamers Director]";
mes "Heh~ For 13 years of my life, I've never seen anyone like you, "+strcharinfo(0)+". Heh~";
next;
mes "[Cat Gamers Director]";
mes "Heh~ "+strcharinfo(0)+", which player's condition are you interested in?";
next;
switch(select("Rock Paper Scissors players", "ChamChamCham players", "KongNyangKong players", "Flag Game players")) {
case 1:
mes "[Cat Gamers Director]";
mes "Heh~ Rock Paper Scissors players are missing practices occasionally, but they are still getting better. Heh~";
break;
case 2:
mes "[Cat Gamers Director]";
mes "ChamChamCham players are actually complaining about the practice because you are doing so well with them, very hard to remember the winner. Heh~";
break;
case 3:
mes "[Cat Gamers Director]";
mes "Heh~ KongNyangKong players are so happy with the practice. Heh~";
break;
case 4:
mes "[Cat Gamers Director]";
mes "Heh~ Flag Game players are always nervous since you make them work so much. Heh~ But, they are really getting better. Heh~";
break;
}
next;
mes "[Cat Gamers Director]";
mes "Heh~ Please keep up the good work, "+strcharinfo(0)+". Heh~";
close;
case 2:
mes "[Cat Gamers Director]";
mes "Heh~ Hello there~ "+strcharinfo(0)+". You have such good manners~ Heh~";
next;
mes "[Cat Gamers Director]";
mes "Heh~ These days, there are so many cats and humans without proper manners. Heh~";
next;
mes "[Cat Gamers Director]";
mes "We also have some of thme in our 'Cat Gamers'. They are so arrogant every time we win the game... Heh~";
next;
mes "[Cat Gamers Director]";
mes "Heh~ There should be more people like you, "+strcharinfo(0)+". Heh~";
next;
mes "[Cat Gamers Director]";
mes "Heh~ Please practice with our players more often~ Heh~ So they can learn some manners from you, "+strcharinfo(0)+". Heh~";
next;
mes "[Cat Gamers Director]";
mes "Keep up the good work~ Heh~";
close;
case 3:
mes "[Cat Gamers Director]";
mes "Heh~ What happened to your face, "+strcharinfo(0)+"? Guess you lost from the practice, right? Heh~";
emotion e_gg;
next;
mes "[Cat Gamers Director]";
mes "Heh~ I saw players puting notes in the 'Petition box'. Heh~ Guess that was your work. Let me see...";
next;
break;
}
// Detect quest (ID range 5074~5090)
mes "[Cat Gamers Director]";
if (questprogress(5074,HUNTING)) {
mes "Heh~ It's not like I didn't feed them right... Heh~ I hope it was not too much for you, "+strcharinfo(0)+".";
next;
if (questprogress(5074,HUNTING) == 2 && countitem(Fish_Tail) >= 10) {
delitem Fish_Tail,10;
callsub L_CompleteQuest,5074,
"Heh~ So, you brought 30 Phens and 10 Fish Tails, just as ordered.";
} else {
mes "[Cat Gamers Director]";
mes "Heh~ It says in the note to bring 30 Phens and 10 Fish Tails. Heh~ Maybe you didn't catch enough Phens, or forgot some Fish Tails? Heh~";
close;
}
} else if (questprogress(5075,HUNTING)) {
mes "Heh~ Hmm, 50 Marses, and 30 Milk Bottles... Heh~";
next;
if (questprogress(5075,HUNTING) == 2 && countitem(Milk) >= 30) {
delitem Milk,30;
callsub L_CompleteQuest,5075,
"Heh~ Guess they wanted some healthy food. Heh~ They should have just told me... Let me show you my skills. Heh~";
} else {
mes "[Cat Gamers Director]";
mes "Heh~ But, where are 50 Marses and 30 Milk Bottles? Heh~ Please see if you haven't missed them...";
close;
}
} else if (questprogress(5076,HUNTING)) {
mes "Heh~ Our team must have some grudge over Team 'Dog n Waltz', enough to ask you for this kind of favor...";
next;
if (questprogress(5076,HUNTING) == 2) {
callsub L_CompleteQuest,5076,
"Heh~ So you have finished harassing 30 Kobold Archers as noted. Heh~ Outstanding.";
} else {
mes "[Cat Gamers Director]";
mes "Heh~ It says on the note, harass 30 Kobold Archers. Heh~ Please check if you have harassed 30 of them already.";
close;
}
} else if (questprogress(5077,HUNTING)) {
mes "Heh~ Ah, quickness training. It's good to see our players trying their best on training.";
mes "Heh~ Yes, nothing is better than mouse catching for improving quickness.";
next;
if (questprogress(5077,HUNTING) == 2) {
callsub L_CompleteQuest,5077,
"Heh~ Oh, you got some fresh and chubby Cramps. Heh~ Great.";
} else {
mes "[Cat Gamers Director]";
mes "Heh? Where are those 10 Cramps you promised? Heh~ You didn't eat them... did you?";
close;
}
} else if (questprogress(5078,HUNTING)) {
mes "Heh~ '50 Peco Peco please!! Let's party.' Hmm... Heh~ 50 Pecos can feed all of our neighbors.";
next;
if (questprogress(5078,HUNTING) == 2) {
callsub L_CompleteQuest,5078,
"Heh~ Wow, you did bring 50 Peco Pecos. Heh~ I guess we'll really have a party this evening.";
} else {
mes "[Cat Gamers Director]";
mes "Heh~ Where are those Peco Pecos? Still not ready? Heh~";
close;
}
} else if (questprogress(5079)) {
mes "Heh~ Hmm... let me see... Heh~ That's right, I was worrying about our team getting so nervous before the actual game... But, they won't even talk to me about it.";
next;
if (countitem(Yarn) >= 20) {
delitem Yarn,20;
callsub L_CompleteQuest,5079,
"Heh~ How could I miss that? I shall give some to my team for sure.";
} else {
mes "[Cat Gamers Director]";
mes "Heh~ Where are those 20 yarns? It says 20 on the note, right...? Please check if you have lost them somewhere.";
close;
}
} else if (questprogress(5080)) {
mes "Heh~ The note says, get me 30 Rat Tails for a snack.";
next;
if (countitem(Rat_Tail) >= 30) {
delitem Rat_Tail,30;
callsub L_CompleteQuest,5080,
"Heh~ I think I've fed them good snacks... Didn't I? Lately I was little busy, they should have some patience... Heh~ Poor manager...";
} else {
mes "[Cat Gamers Director]";
mes "Heh~ Where are those 30 Rat Tails? Please check and come back later.";
close;
}
} else if (questprogress(5081)) {
mes "Heh~ It says 5 on the note... 5 of what? What?! Lemons?";
next;
if (countitem(Lemon) >= 5) {
delitem Lemon,5;
callsub L_CompleteQuest,5081,
"Heh~ Lemon is forbidden before the actual game... heh? They won't eat it at game time, right? Heh~";
} else {
mes "[Cat Gamers Director]";
mes "Heh~ Let's just get 5 Lemons for them, will you? Heh~ I am still not sure where they want to use them...";
close;
}
} else if (questprogress(5082)) {
mes "Heh~ Give us 10 Ice Pieces or 10 Ice Creams!! Heh~ I personally prefer Ice Cream, just so you know.";
next;
if (countitem(Ice_Piece) >= 10) {
delitem Ice_Piece,10;
callsub L_CompleteQuest,5082,
"Heh~ Oh, you brought Ice Pieces. Heh~ The players will love it.";
} else if (countitem(Ice_Cream) >= 10) {
delitem Ice_Cream,10;
callsub L_CompleteQuest,5082,
"Heh~ Oh, you brought Ice Creams. Heh~ The players will love it.";
} else {
mes "[Cat Gamers Director]";
mes "Heh~ Where are the Ice Pieces or Ice Creams? You should get them before they melt...";
close;
}
} else if (questprogress(5083) || questprogress(5084)) {
mes "Heh~ Here, I found the note from our team. Heh~";
next;
if (questprogress(5083)) {
mes "[Cat Gamers Director]";
mes "Heh~ It says 'We will meet Eryu together.'. Heh~ Have you met Eryu already? I don't think so... Heh~";
close;
} else {
callsub L_CompleteQuest,5084,
"Heh~ Oh, you did meet Eryu. Heh~ I will lecture them later for making you work too much... Heh~";
}
} else if (questprogress(5085) || questprogress(5086)) {
mes "Heh~ Here, I found the note from our team. Heh~";
next;
if (questprogress(5085)) {
mes "[Cat Gamers Director]";
mes "Heh~ It says 'We will meet Stew together.'. Heh~ Have you met Stew already? I don't think so... Heh~";
close;
} else {
callsub L_CompleteQuest,5086,
"Heh~ Oh, you did meet Stew. Heh~ I will lecture them later for making you work too much... Heh~";
}
} else if (questprogress(5087) || questprogress(5088)) {
mes "Heh~ Here, I found the note from our team. Heh~";
next;
if (questprogress(5087)) {
mes "[Cat Gamers Director]";
mes "Heh~ It says 'We will meet Ketchup together.'. Heh~ Have you met Ketchup already? I don't think so... Heh~";
close;
} else {
callsub L_CompleteQuest,5088,
"Heh~ Oh, you did meet Ketchup. Heh~ I will lecture them later for making you work too much... Heh~";
}
} else if (questprogress(5089) || questprogress(5090)) {
mes "Heh~ Here, I found the note from our team. Heh~";
next;
if (questprogress(5089)) {
mes "[Cat Gamers Director]";
mes "Heh~ It says 'We will meet Eff together.'. Heh~ Have you met Eff already? I don't think so... Heh~";
close;
} else {
callsub L_CompleteQuest,5090,
"Heh~ Oh, you did meet Eff. Heh~ I will lecture them later for making you work too much... Heh~";
}
}
mes "[Cat Gamers Director]";
mes "Heh?! There's no favor note for you, "+strcharinfo(0)+". Heh~ What do you want to report? Heh~";
close;
// callsub L_CompleteQuest,<quest ID>,"<message>";
L_CompleteQuest:
erasequest getarg(0);
getitem Malang_Sp_Can,3;
mes "[Cat Gamers Director]";
mes getarg(1);
next;
mes "[Cat Gamers Director]";
mes "Heh~ Thanks for coming by, "+strcharinfo(0)+". Heh~ Keep up the good work. Heh~";
emotion e_thx;
close;
}
malangdo,127,111,4 script Strange Cat#gamer 4_CAT_SAILOR4,{
if (MaxWeight - Weight < 1000) {
mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
close;
}
if (checkweight(Knife,1) == 0) {
mes "Your inventory is too full to proceed. Come back after reducing your load.";
close;
}
if (malang_gamer < 3) {
mes "[Strange Cat]";
mes "Meow~ Meo~ Ow Ow~ Meow Meo~ Eow Eow~";
next;
mes "Some strange cat is here.";
close;
} else if (malang_gamer == 3) {
mes "[Manager Cat]";
mes "Meow~ Meo~ Ow Ow~ Meow Meo~ Eow Eow~";
next;
mes "[Manager Cat]";
mes "What do you want?";
emotion e_what;
next;
.@cat_gam = rand(1,10);
select("Ask about the team's attitude...");
if (.@cat_gam == 5) {
mes "[Manager Cat]";
mes "Do not lie to me! How can I trust you and reveal our team secret? Aren't you a spy from the doggy team?";
emotion e_ag;
next;
select("Aww, come on...");
mes "You play with a foxtail nearby and then ask again.";
next;
select("Cat Gamers Director says...");
mes "The Manager Cat seems to be interested in the foxtail and starts answering.";
emotion e_awsm;
next;
mes "[Manager Cat]";
mes "Players are afraid of the Cat Gamers Director. When they see Cat Gamers Director at the game, they get nervous.";
emotion e_lv;
next;
mes "[Manager Cat]";
mes "Can you give me that?";
malang_gamer = 4;
erasequest 5058;
setquest 5059;
next;
mes "You hand the foxtail to the Manager Cat. Go back to the Cat Gamers Director.";
close;
} else {
mes "[Manager Cat]";
mes "Don't lie to me!";
mes "Why should I trust you,";
mes "and give our team information?";
mes "Aren't you a spy from doggy team...?";
mes "Go away.";
emotion e_ag;
next;
mes "This cat might hit you.";
close;
}
} else if (malang_gamer < 8) {
mes "The Manager Cat is playing with the foxtail you gave him.";
mes "He seems to be liking it...";
emotion e_lv;
close;
} else if (malang_gamer == 8) {
mes "The Manager Cat is playing with the foxtail you gave him.";
mes "He seems to be liking it...";
emotion e_lv;
next;
switch(select("Help~ Fire~", "Hey~!", "Do you want to hear something?")) {
case 1:
mes "[Manager Cat]";
mes "Don't lie~ We don't use fire that much~";
emotion e_an;
next;
break;
case 2:
mes "The Manager Cat ignores you, and keeps on playing with the foxtail.";
emotion e_lv;
close;
case 3:
mes "[Manager Cat]";
mes "Meow~ I want to tell you a story~ Follow me meow~ Let talk over there, meow~";
emotion e_gg;
next;
break;
}
mes "["+strcharinfo(0)+"]";
mes "Haha, I was just kidding. I actually need to tell you that the Cat Gamers Director has an issue...";
emotion e_swt2,1;
next;
mes "You explain the story to the Manager Cat.";
emotion e_swt2,1;
next;
mes "[Manager Cat]";
mes "Scary image... Meow, I understand... Cat Gamers Director should feel peace by giving up things.";
emotion e_hmm;
next;
mes "["+strcharinfo(0)+"]";
mes "... ... ...";
emotion e_dots,1;
next;
mes "[Manager Cat]";
mes "Meow! Go tell him this, meow~ Prepare a box, meow~";
next;
mes "["+strcharinfo(0)+"]";
mes "A box?";
emotion e_what,1;
next;
mes "[Manager Cat]";
mes "Petition it is, meow!! There is some place where humans do such things, I think it will help us~";
next;
mes "["+strcharinfo(0)+"]";
mes "Ok, I will go tell it to the Games Director~";
emotion e_ok,1;
malang_gamer = 9;
erasequest 5066;
setquest 5067;
close;
} else if (malang_gamer == 9) {
mes "[Manager Cat]";
mes "You tell the Cat Gamers Director to prepare a Box for sure!~ I will tell this to my team, meow.";
close;
} else if (malang_gamer == 10) {
mes "[Manager Cat]";
mes "The players are excited and writing a bunch of things for the petition box... I wonder what they are writing.";
close;
} else if (malang_gamer == 11) {
mes "[Manager Cat]";
mes "You won't help practice? If you help, the Cat Gamers Director will give you food cans... Please reconsider!";
close;
} else if (malang_gamer == 12) {
mes "[Manager Cat]";
mes "Meow~ Aren't you "+strcharinfo(0)+"? I heard Cat Gamers Director ordered a special certificate, meow~";
next;
mes "[Manager Cat]";
mes "When practicing, you must equip the '^0000FFCat Gamers Certificate^000000' item~ Don't forget, meow~";
close;
} else if (malang_gamer == 20) {
// fall through
} else {
mes "[Manager Cat]";
mes "This is not possible. Please contact an administrator.";
close;
}
mes "[Manager Cat]";
mes "What do you want meow?";
next;
switch(select("Hi.", "Any news?", "Help me with playing.")) {
case 1:
mes "[Manager Cat]";
mes "Oh, hi meow~";
emotion e_heh;
close;
case 2:
switch(rand(1,7)) {
case 1:
mes "[Manager Cat]";
mes "I tell you this meow~ You don't know Cat Gamers Director's feeling meow~.";
next;
mes "[Manager Cat]";
mes "lol? >> Curious, Admire";
mes "Heh~ >> Normal";
mes "lol Heh~ >> Happy";
mes "lol lol Heh~ >> Crazy meow";
emotion e_ok;
close;
case 2:
mes "[Manager Cat]";
mes "But, why are you asking me meow? Strange meow...";
close;
case 3:
mes "[Manager Cat]";
mes "Some cats use 'meow meow' like me when talking, but some don't.";
close;
case 4:
mes "[Manager Cat]";
mes "Cats don't have an honorific phrase, so don't get us wrong as looking down on you meow.~";
close;
case 5:
mes "[Manager Cat]";
mes "You should walk around many places and ask for information meow... But, don't bother me please meow~";
close;
case 6:
case 7:
mes "[Manager Cat]";
mes "No easy way for that... I just breathe meow...";
close;
}
case 3:
mes "[Manager Cat]";
mes "What game do you want to play?";
mes "'Cat Gamers' has players for 4 types of games meow~";
mes "The Cat Gamers Director said he will challenge other games later~";
next;
switch(select("Rock Paper Scissors", "KongNyangKong", "ChamChamCham", "Flag Game")) {
case 1:
mes "[Manager Cat]";
mes "Rock Paper Scissors meow? Nothing special...";
next;
mes "[Manager Cat]";
mes "Scissor beats Paper, meow.";
mes "Rock beats Scissors, meow.";
mes "Paper beats Rock, meow.";
mes "These are basic rules.";
next;
mes "[Manager Cat]";
mes "You play 5 Rock Paper Scissors games with player cats meow.";
mes "You play again when you are even meow.";
next;
mes "[Manager Cat]";
mes "You can get a present after 3 times of winning meow.";
mes "And you get a big present when you win all 5 matches, meow!!";
next;
mes "[Manager Cat]";
mes "Find Paa or Ser if you want to play the Rock Paper Scissors game.";
close;
case 2:
mes "[Manager Cat]";
mes "KongNyangKong is not an easy game meow.";
next;
mes "[Manager Cat]";
mes "When attacking, face your hand the same direction as the opponent meow.";
next;
mes "[Manager Cat]";
mes "When defending, you should face your hand the opposite direction from the opponent meow.";
next;
mes "[Manager Cat]";
mes "If the attack is a success, you can keep on attacking.";
mes "But, if you fail, you have to defend meow.";
next;
mes "[Manager Cat]";
mes "If you be careful, you can win without getting hit at all meow.";
next;
mes "[Manager Cat]";
mes "Once you make your opponent's HP 0, you win meow.";
mes "Of course there will be a present meow.";
mes "Good luck meow.";
next;
mes "[Manager Cat]";
mes "Oh~ right meow~!! Find KungKung if you want to play KongNyangKong.";
close;
case 3:
mes "[Manager Cat]";
mes "ChamChamCham is a high level mind game meow.";
next;
mes "[Manager Cat]";
mes "The rules are simple, but you need to think a lot meow.";
next;
mes "[Manager Cat]";
mes "You should direct your hand to where the cat turns its face meow.";
next;
mes "[Manager Cat]";
mes "A present is given for 3 wins in a row meow.";
mes "The more wins, the more presents meow.";
next;
mes "[Manager Cat]";
mes "Kuka is smart, and remembers players with many wins meow.";
mes "There will be more presents when you take 1st place meow.";
close;
case 4:
mes "[Manager Cat]";
mes "Flag Game is way harder than ChamChamCham game meow.";
mes "Really~ Really~ Really~";
mes "hard mind game meow.";
mes "It's 1,000 times harder meow.";
next;
mes "[Manager Cat]";
mes "You get 5 Flag Point when starting meow.";
mes "1 point goes away when you wave the flag once meow.";
next;
mes "[Manager Cat]";
mes "You win the game when no other cats are waving flags meow.";
next;
mes "[Manager Cat]";
mes "You can predict if other cats will wave their flags or not meow.";
mes "By looking at their actions meow.";
next;
mes "[Manager Cat]";
mes "You must win to get presents meow.";
mes "You will get more presents since this is hard game meow~";
next;
mes "[Manager Cat]";
mes "If you want to play Flag Game meow~";
mes "Go find the other manager cat who is trying to get the Referee Certificate meow.";
close;
}
}
}
malangdo,161,197,4 script Eryu#gamer 4_CAT,{
if (MaxWeight - Weight < 1000) {
mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
close;
}
if (checkweight(Knife,1) == 0) {
mes "Your inventory is too full to proceed. Come back after reducing your load.";
close;
}
if (questprogress(5061) == 1) {
if (!questprogress(5062)) {
mes "You found Eryu the cat, and start talking.";
next;
mes "[Eryu]";
mes "Umm... Who are you?";
next;
switch(select("The Games Director sent me.", "I am a writer for the 'Human' magazine.", "Who are you?")) {
case 1:
mes "[Eryu]";
mes "Arrgg. Go away...";
mes "I don't know who you're talking about.";
emotion e_an;
break;
case 2:
mes "[Eryu]";
mes "Umm? 'Human' magazine?";
mes "Is there such a thing?";
emotion e_what;
next;
mes "["+strcharinfo(0)+"]";
mes "We've been publishing for 10 years.";
mes "But, I guess it is possible for cats to not know who we are.";
next;
mes "["+strcharinfo(0)+"]";
mes "We are a really famous magazine throughout the World!";
mes "Don't you believe me?";
next;
mes "[Eryu]";
mes "Hmm... ok. But, what can I do for you?";
emotion e_what;
next;
mes "["+strcharinfo(0)+"]";
mes "I am in the middle of writing an article named 'Game Playing Cats'...'";
mes "It is a special piece for me.";
mes "And some team named umm... do... umm... wal... not sure...";
next;
mes "[Eryu]";
mes "'Dog n Waltz'?";
emotion e_what;
next;
mes "["+strcharinfo(0)+"]";
mes "Oh! Yes!";
mes "One of players there 'Dog n Waltz' has recommended Eryu for an interview.";
next;
mes "["+strcharinfo(0)+"]";
mes "He says you are a really good player who can help me with the article.";
next;
mes "[Eryu]";
mes "I don't remember anyone from 'Dog n Waltz' that much.";
emotion e_dots;
next;
mes "["+strcharinfo(0)+"]";
mes "The person isn't important.";
next;
mes "["+strcharinfo(0)+"]";
mes "Just answer a few questions for me, ok?";
mes "Be yourself and you'll do just fine.";
mes "Ok, first question: How much do you practice a day?";
emotion e_what,1;
next;
mes "[Eryu]";
mes "Usually for about 8 hours, but I have to tell you that I'm not on the team anymore...";
next;
mes "["+strcharinfo(0)+"]";
mes "Wait, what?";
mes "You are not with the team now? How come...?";
emotion e_omg,1;
next;
mes "[Eryu]";
mes "Well...";
mes "The Director Cat was too scary...";
mes "I was very sick and had to take a day off...";
mes "Just one freaking day...";
next;
mes "["+strcharinfo(0)+"]";
mes "And...?";
next;
mes "[Eryu]";
mes "And then the Director Cat was raging at me!";
next;
mes "["+strcharinfo(0)+"]";
mes "Hmm, sounds pretty rough.";
next;
mes "["+strcharinfo(0)+"]";
mes "'Cat Gamers' has lost another great player.";
mes "I'm sorry to hear that you're not on the team anymore.";
mes "I guess this is the end of the interview.";
next;
mes "["+strcharinfo(0)+"]";
mes "Because this is for current players only.";
next;
mes "[Eryu]";
mes "Oh...";
mes "Sorry to make you waste your time.";
emotion e_sry;
next;
mes "["+strcharinfo(0)+"]";
mes "Oh, don't worry.";
mes "I should say sorry for taking up your precious time.";
mes "Have a nice day.";
next;
mes "You found out the reason why Eryu left the team.";
mes "Time to go find the other cats.";
setquest 5062;
completequest 5062;
break;
case 3:
mes "[Eryu]";
mes "Yes, I am Eryu! What do you want, huh, meow~";
break;
}
close2;
} else if (questprogress(5062) == 2) {
mes "[Eryu]";
mes "Aren't you the magazine writer?";
mes "What brings you here again...?";
next;
mes "["+strcharinfo(0)+"]";
mes "Ah!";
mes "Sorry, I was trying to interview another cat...";
mes "And came back to you by mistake.";
mes "I'm sorry.";
emotion e_sry,1;
next;
mes "[Eryu]";
mes "Ah... I see. Take care of yourself.";
close2;
} else {
mes "[Eryu]";
mes "This is not possible. Please contact an administrator.";
close2;
}
} else if (questprogress(5083) == 1) {
mes "[Eryu]";
mes "Who are you?";
next;
mes "What do you want to say?";
next;
input .@inputstr$;
if (.@inputstr$ == "Come back") {
erasequest 5083;
setquest 5084;
.@str$ = "You've delivered the message, so let's get away.";
} else
.@str$ = "You didn't deliver the right message, but let's still get away.";
mes "[Eryu]";
mes "What is this? What do you mean by '"+.@inputstr$+"'...?";
mes "Ah... aren't you the writer?";
emotion e_an;
next;
mes "["+strcharinfo(0)+"]";
mes "Huh... Who is that..?";
next;
mes "Eryu seems to recognize you.";
mes .@str$;
close2;
} else if (questprogress(5084) == 1) {
mes "[Eryu]";
mes "I think you are the writer...";
mes "Hey~ Stop there~";
next;
mes "You've been found. Let's get away.";
close2;
} else {
if (malang_gamer < 6) {
mes "[Eryu]";
mes "Dirty 'Cat Gamers'!";
mes "I won't go back ever... Who are you?";
next;
mes "This cat might hit you. Let's get away.";
close2;
} else {
mes "[Eryu]";
mes "Aren't you the writer?";
emotion e_what;
next;
mes "["+strcharinfo(0)+"]";
mes "Huh... Who is that..?";
next;
mes "Eryu seems to recognize you. Let's get away.";
close2;
}
}
donpcevent "Eryu#gamer::OnDisable";
end;
OnEnable:
enablenpc "Eryu#gamer";
disablenpc "Stew#gamer";
disablenpc "Ketchup#gamer";
disablenpc "Eff#gamer";
end;
OnDisable:
switch(rand(3)) {
case 0:
donpcevent "Stew#gamer::OnEnable";
break;
case 1:
donpcevent "Ketchup#gamer::OnEnable";
break;
case 2:
donpcevent "Eff#gamer::OnEnable";
break;
}
end;
}
malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{
if (MaxWeight - Weight < 1000) {
mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
close;
}
if (checkweight(Knife,1) == 0) {
mes "Your inventory is too full to proceed. Come back after reducing your load.";
close;
}
if (questprogress(5061) == 1) {
if (!questprogress(5063)) {
mes "You found Stew the cat, and start talking.";
next;
mes "[Stew]";
mes "Meow...? Who are you, meow?";
emotion e_what;
next;
switch(select("The 'Cat Gamers' Manager sent me.", "Meow~ Grrr~", "I'm with the 'Boom Can' Company.")) {
case 1:
mes "[Stew]";
mes "Stew is not interested meow.";
mes "Don't come back again meow~";
break;
case 2:
mes "[Stew]";
mes "Stew doesn't have time for crazy people.";
break;
case 3:
mes "[Stew]";
mes "'Boom Can' Company, meow?";
emotion e_what;
next;
mes "["+strcharinfo(0)+"]";
mes "You don't know 'Boom Can' food?";
mes "You don't eat canned food at all?";
mes "Then, I came to the wrong cat.";
next;
mes "[Stew]";
mes "Yes meow~ Stew likes canned food very much meow~";
emotion e_lv;
next;
mes "["+strcharinfo(0)+"]";
mes "Ah! Ok then.";
next;
mes "["+strcharinfo(0)+"]";
mes "We, the 'Boom Can' Company, have been servicing for over 10 years, so we are doing a survey for better food production.";
next;
mes "["+strcharinfo(0)+"]";
mes "Let me ask a few questions.";
mes "It is very easy.";
next;
mes "[Stew]";
mes "Ok meow~ Go ahead meow~";
next;
mes "["+strcharinfo(0)+"]";
mes "Thank you! We were right about out cat customers with big hearts.";
next;
mes "["+strcharinfo(0)+"]";
mes "I met dog customers last week and they didn't answer me at all...";
mes "And they were so rude~ You know.";
next;
mes "[Stew]";
mes "Dogs are natually like that~";
mes "You humans know animals~";
emotion e_ok;
next;
mes "["+strcharinfo(0)+"]";
mes "Thank you! I'm flattered.~";
mes "Ok, let me ask you a few things.";
mes "What is your job?";
next;
mes "[Stew]";
mes "Job meow? Stew was a pro gamer meow~";
mes "But, Stew quit now meow~";
next;
mes "["+strcharinfo(0)+"]";
mes "Well, how did that happen?";
mes "You seem to have good skills.";
mes "Fast and big hearted, its a pity that you quit already.";
next;
mes "[Stew]";
mes "Meow~ Meow~ Meow~ Yes, Stew was something meow.";
mes "If it was not for that Cat Gamers Director scaring me, Stew would still be playing meow~";
next;
mes "["+strcharinfo(0)+"]";
mes "What a bad Director.";
next;
mes "[Stew]";
mes "Not that bad actually meow~";
mes "Sometimes.. Stew gets very tired meow.";
mes "So, Stew takes it easy while practicing meow.";
next;
mes "[Stew]";
mes "Then the Cat Gamers Director started to get angry and scary meow.";
mes "So I quit meow.";
next;
mes "["+strcharinfo(0)+"]";
mes "Ah! I see.";
mes "Ok, the survey is over now.";
mes "Thank you for your opinion on our survey for the 'Boom Can' company.";
emotion e_thx,1;
next;
mes "[Stew]";
mes "Meow? Did you aks anything meow?";
next;
mes "["+strcharinfo(0)+"]";
mes "I already asked you everything...";
mes "Don't you remember?";
mes "There were 10 questions!";
emotion e_what,1;
next;
mes "[Stew]";
mes "Really meow? Strange meow.";
mes "Sorry meow? Don't remember meow.";
mes "It didn't felt like an interview meow.";
emotion e_sry;
next;
mes "["+strcharinfo(0)+"]";
mes "Well you did way better than those dogs.";
mes "I don't even want to think about them~ Phew~..";
mes "I should get going now.";
mes "Have a great day.";
next;
mes "[Stew]";
mes "Really meow? Dogs are always like that meow.";
mes "Cats are winners meow~";
mes "Ok meow~ Good bye meow~";
next;
mes "You found out the reason why Stew left the team.";
mes "Let's find the other cats.";
setquest 5063;
completequest 5063;
break;
}
close2;
} else if (questprogress(5063) == 2) {
mes "[Stew]";
mes "Aren't you from the 'Boom Can' Company?";
mes "Another survey meow?";
emotion e_what;
next;
mes "["+strcharinfo(0)+"]";
mes "Oops! I should be meeting other cats.";
mes "I am very sorry...";
emotion e_sry,1;
next;
mes "[Stew]";
mes "It's ok meow~ Good bye meow~";
close2;
} else {
mes "[Stew]";
mes "This is not possible. Please contact an administrator.";
close2;
}
} else if (questprogress(5085) == 1) {
mes "[Stew]";
mes "Who are you meow?";
emotion e_what;
next;
mes "What do you want to say?";
next;
input .@inputstr$;
if (.@inputstr$ == "Come back") {
erasequest 5085;
setquest 5086;
.@str$ = "You've delivered the message, so let's get away.";
} else
.@str$ = "You didn't deliver the right message, but let's still get away.";
mes "[Stew]";
mes "What is this? What do you mean by '"+.@inputstr$+"'? Meow...";
mes "And... Aren't you from the 'Boom Can' Company, meow?";
emotion e_what;
next;
mes "["+strcharinfo(0)+"]";
mes "Huh? What's that?";
next;
mes "Stew seems to recognize you.";
mes .@str$;
close2;
} else if (questprogress(5086) == 1) {
mes "[Stew]";
mes "I think you are from the 'Boom Can' Company, meow... Who are you, meow~";
next;
mes "Stew seems to recognize you. Let's get away.";
close2;
} else {
if (malang_gamer < 6) {
mes "[Stew]";
mes "Meow Meow~ Good bye to 'Cat Gamer's meow~ Who are you meow?";
next;
mes "This cat might hit you. Let's get away.";
close2;
} else {
mes "[Stew]";
mes "The 'Boom Can' Company!!";
next;
mes "["+strcharinfo(0)+"]";
mes "Huh? What's that?";
next;
mes "Stew seems to recognize you. Let's get away.";
close2;
}
}
donpcevent "Stew#gamer::OnDisable";
end;
OnInit:
disablenpc "Stew#gamer";
end;
OnEnable:
disablenpc "Eryu#gamer";
enablenpc "Stew#gamer";
disablenpc "Ketchup#gamer";
disablenpc "Eff#gamer";
end;
OnDisable:
switch(rand(3)) {
case 0:
donpcevent "Eryu#gamer::OnEnable";
break;
case 1:
donpcevent "Ketchup#gamer::OnEnable";
break;
case 2:
donpcevent "Eff#gamer::OnEnable";
break;
}
end;
}
malangdo,244,144,4 script Ketchup#gamer 4_CAT_SAILOR3,{
if (MaxWeight - Weight < 1000) {
mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
close;
}
if (checkweight(Knife,1) == 0) {
mes "Your inventory is too full to proceed. Come back after reducing your load.";
close;
}
if (questprogress(5061) == 1) {
if (!questprogress(5064)) {
mes "You found Ketchup the cat, and start talking.";
next;
mes "[Ketchup]";
mes "Meow...? Who are you?";
emotion e_what;
next;
switch(select("Grrr~ Bow wow~", "The Game Director cat sent me.", "I'm from 'Cans for Kittens'.")) {
case 1:
mes "[Ketchup]";
mes "What the dog? Hiss~";
break;
case 2:
mes "[Ketchup]";
mes "Get away from me, human, before I get really angry~";
break;
case 3:
mes "[Ketchup]";
mes "Oh yeah? 'Cans for Kittens'?";
emotion e_what;
next;
mes "["+strcharinfo(0)+"]";
mes "I want to share some of our philosophy with you.";
mes "Do you believe in giving to others?";
emotion e_what,1;
next;
mes "[Ketchup]";
mes "Umm I guess so...";
emotion e_slur;
next;
mes "["+strcharinfo(0)+"]";
mes "'Cans for Kittens' is a religion that embraces all felines.";
mes "Bow before the Lord of Cans!";
next;
mes "[Ketchup]";
mes "...";
next;
mes "[Ketchup]";
mes "...";
mes "......";
next;
mes "[Ketchup]";
mes "...";
mes "......";
mes ".........";
mes "What's the Lord of Cans?";
next;
mes "["+strcharinfo(0)+"]";
mes "Your name is Ketchup, right? Don't you know about the Lord of Cans?";
mes "He knows everything.";
mes "Do not try to fool him and bow!";
next;
mes "[Ketchup]";
mes "Meow?! How can you know my name? Wow...";
next;
mes "[Ketchup]";
mes "I am sorry. Really sorry.";
mes "Please forgive me Lord of Cans.";
emotion e_sob;
next;
mes "[Ketchup]";
mes "That Director Cat was so scary~!";
mes "I said so many bad things when I left the Cat Gamers...";
mes "Please forgive.";
emotion e_sob;
next;
emotion e_dots;
emotion e_dots,1;
next;
mes "["+strcharinfo(0)+"]";
mes "The Lord of Cans forgives Ketchup's sins.";
mes "Our Lord also wants you to stop swearing and live an honest life!";
next;
mes "[Ketchup]";
mes "Thank you Lord of Cans.";
mes "I will live a kind cat life from this point on.";
next;
mes "You found out why did Ketchup left the Cat gamers.";
mes "Let's look for the other cats.";
setquest 5064;
completequest 5064;
break;
}
close2;
} else if (questprogress(5064) == 2) {
mes "[Ketchup]";
mes "You are...";
emotion e_omg;
next;
mes "Ketchup gives you an apologetic look and runs away.";
mes "He probably did something bad already.";
close2;
} else {
mes "[Ketchup]";
mes "This is not possible. Please contact an administrator.";
close2;
}
} else if (questprogress(5087) == 1) {
mes "[Ketchup]";
mes "Who are you?";
emotion e_what;
next;
mes "What do you want to say?";
next;
input .@inputstr$;
if (.@inputstr$ == "Come back") {
erasequest 5087;
setquest 5088;
mes "[Ketchup]";
mes "What is this? What do you mean by 'Come back'...?";
mes "Can... 'Cans for Kittens'?";
emotion e_omg;
emotion e_what;
next;
mes "Ketchup recognized you and ran away.";
mes "You've delivered the message.";
close2;
} else {
mes "[Ketchup]";
mes "What is this? What do you mean by '"+.@inputstr$+"'...?";
mes "Can... 'Cans for Kittens'?";
emotion e_omg;
next;
mes "["+strcharinfo(0)+"]";
mes "Huh? What's that?";
next;
mes "Ketchup recognized you and ran away.";
mes "It seems you need to find Ketchup one more time.";
close2;
}
} else if (questprogress(5088) == 1) {
mes "[Ketchup]";
mes "Can... 'Cans for Kittens'?";
emotion e_omg;
next;
mes "Ketchup ran away once again.";
close2;
} else {
if (malang_gamer < 6) {
mes "[Ketchup]";
mes "Dirty 'Cat Gamers'!";
mes "I will never come back, for sure... Who are you?";
next;
mes "This cat might hit you. Let's get away.";
close2;
} else {
mes "[Ketchup]";
mes "Can... 'Cans for Kittens'?";
next;
mes "Ketchup ran away.";
close2;
}
}
donpcevent "Ketchup#gamer::OnDisable";
end;
OnInit:
disablenpc "Ketchup#gamer";
end;
OnEnable:
disablenpc "Eryu#gamer";
disablenpc "Stew#gamer";
enablenpc "Ketchup#gamer";
disablenpc "Eff#gamer";
end;
OnDisable:
switch(rand(3)) {
case 0:
donpcevent "Stew#gamer::OnEnable";
break;
case 1:
donpcevent "Eryu#gamer::OnEnable";
break;
case 2:
donpcevent "Eff#gamer::OnEnable";
break;
}
end;
}
malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{
if (MaxWeight - Weight < 1000) {
mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
close;
}
if (checkweight(Knife,1) == 0) {
mes "Your inventory is too full to proceed. Come back after reducing your load.";
close;
}
if (questprogress(5061) == 1) {
if (!questprogress(5065)) {
mes "You found Eff the cat, and start talking.";
next;
mes "[Eff]";
mes "Who are you meow?";
emotion e_what;
next;
switch(select("I have some good investment news...", "A... Cat?", "The 'Cat Gamers' Director sent me...")) {
case 1:
mes "[Eff]";
mes "Investment info? Meow~?";
mes "What is that? Meow~?";
emotion e_what;
next;
mes "["+strcharinfo(0)+"]";
mes "Interested, huh?";
mes "This is classified information.";
mes "You won't get it from any other human.";
next;
mes "["+strcharinfo(0)+"]";
mes "Haha! You are lucky today.";
mes "You heard that land can be a good investment, right?";
emotion e_what,1;
next;
mes "[Eff]";
mes "Oh oh~ I think so. Meow~";
next;
mes "["+strcharinfo(0)+"]";
mes "You do know about our capital Prontera, don't you?";
next;
mes "[Eff]";
mes "Prontera meow? Yes, I know about it. Meow~";
emotion e_heh;
next;
mes "["+strcharinfo(0)+"]";
mes "There are some locations where";
mes "Prontera kingdom is secretly selling...";
next;
mes "[Eff]";
mes "And... And...?? Meow~";
next;
mes "["+strcharinfo(0)+"]";
mes "Hmm, this is top secret.";
mes "Something that must not be revealed at all...";
mes "Can you really keep this secret...?";
emotion e_what,1;
next;
mes "[Eff]";
mes "Well... I've always been known for being a good keeper of secrets meow.";
mes "Meow~ Don't worry at all. Meow~";
next;
mes "["+strcharinfo(0)+"]";
mes "Ok, I believe you, Eff...";
mes "Please keep this a secret.";
next;
mes "[Eff]";
mes "I got it. Meow~";
emotion e_ok;
next;
mes "["+strcharinfo(0)+"]";
mes "Well, I heard that there is a location in Juno where underground big shots will be investing about 10,000,000,000 zeny.";
mes "And it is now available for pre-investment.";
next;
mes "["+strcharinfo(0)+"]";
mes "If you invest in 1 Can food here, the outcome will be enormous.";
next;
mes "[Eff]";
mes "Enor... mous... meow...?";
next;
mes "["+strcharinfo(0)+"]";
mes "100 Cans!!";
mes "You will get 100 cans for investing just 1 can food!";
mes "The profit will be X100! X100!!";
next;
mes "[Eff]";
mes "Woot!! 100 Cans~ Meow~";
emotion e_omg;
next;
mes "["+strcharinfo(0)+"]";
mes "So, how many cans do you want to invest?";
mes "You'll be a part owner so make sure to invest the max that you can afford.";
emotion e_what,1;
next;
mes "[Eff]";
mes "I want to invest.";
mes "But, I don't have cans with me. Meow~";
emotion e_sob;
next;
mes "["+strcharinfo(0)+"]";
mes "You can always get a loan!!";
mes "This a like 100 times result for sure!!";
mes "How can you loose a chance like this?";
mes "You should do whatever it takes!";
next;
mes "["+strcharinfo(0)+"]";
mes "You know what..? They say some careers like pro gamers can get solid loans.";
mes "Like about 1,000 can loan at once.";
mes "Without a high interest rate!";
next;
mes "[Eff]";
mes "Meow!! 1... 1,000...";
mes "Moew~ I am a Pro Gamer.";
mes "Meow~ But, I quit~ Meow~";
next;
mes "["+strcharinfo(0)+"]";
mes "What!! Why would you quit such good a gig!! Are you crazy?";
emotion e_omg,1;
next;
mes "["+strcharinfo(0)+"]";
mes "Let's say we invest 1,000 cans after getting that loan.";
mes "One, Ten, Hundred, Tousand. Woot!";
mes "I can't believe this.";
mes "The result will be 100,000 cans, 100,000!!";
next;
mes "[Eff]";
mes "1... 100,000 cans... Meow~";
next;
mes "["+strcharinfo(0)+"]";
mes "So tell me... Why did you quit such a great job?";
mes "Why?";
next;
mes "[Eff]";
mes "I was afraid of the Director Cat there...";
mes "Meow~ This one time, I had to take a sick day.";
mes "Meow~ And I haven't seen such scary cat my entire life...";
next;
mes "["+strcharinfo(0)+"]";
mes "So you quit because Cat Gamers Director was so scary. Hmm, sorry but I can't let you in on this investment...";
mes "I guess... What a waste of time!";
mes "Good bye!";
next;
mes "["+strcharinfo(0)+"]";
mes "Oh and don't tell anyone what I just told you!";
mes "Bye~";
next;
mes "You found out why Eff has left the team.";
mes "Now, let's find the other cats.";
setquest 5065;
completequest 5065;
break;
case 2:
mes "[Eff]";
mes "Yes. I am a cat.";
mes "Meow~ Do you think I am a dog?";
mes "Meow~ You are a strange human. Meow~";
break;
case 3:
mes "[Eff]";
mes "Seeing as this is like the first time I met you.";
mes "I'll forgive you today. Meow.";
mes "Meow~ Don't even think about bringing up that name to me again...";
break;
}
close2;
} else if (questprogress(5065) == 2) {
mes "[Eff]";
mes "You are--!!";
mes "Meow~ I want to invest. Meow~";
next;
mes "["+strcharinfo(0)+"]";
mes "Not without the cans you can't!!";
mes "You didn't tell anyone about this deal, right?";
next;
mes "[Eff]";
mes "I didn't. Meow~";
next;
mes "["+strcharinfo(0)+"]";
mes "Ok, good cat! Never!!";
mes "Tell this to other cats!~";
mes "Bye Bye~";
close2;
} else {
mes "[Eff]";
mes "This is not possible. Please contact an administrator.";
close2;
}
} else if (questprogress(5089) == 1) {
mes "[Eff]";
mes "Who are you, meow?";
next;
mes "What do you want to say?";
next;
input .@inputstr$;
if (.@inputstr$ == "Come back") {
erasequest 5089;
setquest 5090;
.@str$ = "You've delivered the message, so let's get away.";
} else
.@str$ = "You didn't deliver the right message, but let's still get away.";
mes "[Eff]";
mes "What is this? What do you mean by '"+.@inputstr$+"'? Meow...";
mes "Meow...? Meow! You! Investor meow?";
next;
mes "["+strcharinfo(0)+"]";
mes "Huh? Who...?";
next;
mes "Eff seems to recognize you.";
mes .@str$;
close2;
} else if (questprogress(5090) == 1) {
mes "[Eff]";
mes "You are--!!";
mes "Meow~ I want to invest. Meow~";
next;
mes "Eff seems to recognize you, so let's get away.";
close2;
} else {
if (malang_gamer < 6) {
mes "[Eff]";
mes "Meow Meow~ 'Cat Gamers' can say good bye to me, meow.";
mes "Meow... Who are you meow?";
next;
mes "This cat might hit you. Let's get away.";
close2;
} else {
mes "[Eff]";
mes "Meow~ I want to invest. Meow~";
next;
mes "["+strcharinfo(0)+"]";
mes "Huh? Who...?";
next;
mes "Eff seems to recognize you, so let's get away.";
close2;
}
}
donpcevent "Eff#gamer::OnDisable";
end;
OnInit:
disablenpc "Eff#gamer";
end;
OnEnable:
disablenpc "Eryu#gamer";
disablenpc "Stew#gamer";
disablenpc "Ketchup#gamer";
enablenpc "Eff#gamer";
end;
OnDisable:
switch(rand(3)) {
case 0:
donpcevent "Stew#gamer::OnEnable";
break;
case 1:
donpcevent "Ketchup#gamer::OnEnable";
break;
case 2:
donpcevent "Eryu#gamer::OnEnable";
break;
}
end;
}
mal_in01,91,216,4 script Ser#gamer 4_CAT_SAILOR1,{
if (MaxWeight - Weight < 1000) {
mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
close;
}
if (checkweight(Knife,1) == 0) {
mes "Your inventory is too full to proceed. Come back after reducing your load.";
close;
}
for(.@i = 5074; .@i<=5090; ++.@i) {
if (questprogress(.@i)) {
mes "[Ser]";
mes "Hey, ^0000FF"+strcharinfo(0)+"^000000. You haven't done what we asked you for. A promise is a promise, you know.";
next;
mes "[Ser]";
mes "Ah!! When you are done, please get checked by the Cat Gamers Director over there.";
close;
}
}
if (malang_gamer < 20) {
if (countitem(G_Honor_Certificate)) {
mes "[Ser]";
mes "You seem like a first timer! Where did you get the certificate? Someone lost it, I guess.";
close;
}
mes "[Ser]";
mes "Rock Paper Scissors is a serious game. When will our practicing partner come?";
close;
}
if (!isequipped(2872)) {
mes "[Ser]";
mes "Oh, ^0000FF"+strcharinfo(0)+"^000000? Want to play the Rock Paper Scissors game?";
next;
mes "[Ser]";
mes "... ... ...";
next;
mes "[Ser]";
mes "Where is your Cat Gamers Certificate? It seems like nothing, but you can't play this game without it!";
next;
mes "[Ser]";
mes "Please go get the certificate.";
close;
}
if (questprogress(5070,PLAYTIME) == 1) {
mes "[Ser]";
mes "Is it tomorrow already? I don't think so! Can't you read the time?";
close;
} else if (questprogress(5070,PLAYTIME) == 2)
erasequest 5070;
mes "[Ser]";
mes "Oh, ^0000FF"+strcharinfo(0)+"^000000? Want to play the Rock Paper Scissors game?";
next;
switch(select("Play the game.", "Say hi.", "Ask about the game rules.")) {
case 1:
mes "[Ser]";
mes "Good idea.";
next;
break;
case 2:
mes "[Ser]";
mes "Oh! Ok, hi? But, why now?";
next;
mes "[Ser]";
mes "Ah... You are bored? Why don't you play a game with me?";
next;
mes "[Ser]";
mes "Hey, you! Don't neglect the Rock Paper Scissors game!!";
mes "I've seen many people getting their butts kicked in this game!!";
next;
mes "[Ser]";
mes "You better mark my words, if you don't want to end up like them!~";
close;
case 3:
mes "[Ser]";
mes "You don't even know how to play this game?";
mes "Let me kindly teach you.";
next;
mes "[Ser]";
mes "Scissors beats Paper,";
emotion e_scissors;
emotion e_paper,1;
next;
mes "[Ser]";
mes "Paper beats Rock,";
emotion e_paper;
emotion e_rock,1;
next;
mes "[Ser]";
mes "And Rock beats Scissors.";
emotion e_rock;
emotion e_scissors,1;
next;
mes "[Ser]";
mes "Ok? Got it now?";
next;
mes "[Ser]";
mes "You must play 5 matches with me.";
mes "We go again if the game is even!!";
next;
mes "[Ser]";
mes "I will give you a present if you beat me 3 times. Ok?";
next;
mes "[Ser]";
mes "Ok, then. Go away.";
close;
}
setarray .@rps$[0], "Rock", "Paper", "Scissors";
setarray .@emote[0], e_rock, e_paper, e_scissors;
setarray .@count$[0],"First","Second","Third","Fourth","Last";
while(1) {
mes "[Ser]";
mes .@count$[.@match]+" match ~~";
if (.@tie) {
mes "Result is even, so we play again.";
.@tie = 0;
}
mes "Try your best!";
next;
mes "[Ser & "+strcharinfo(0)+"]";
mes "Rock! Paper! Scissors!";
next;
.@pc = select("Rock", "Paper", "Scissors")-1;
.@npc = rand(3);
emotion .@emote[.@pc],1;
emotion .@emote[.@npc];
mes "["+strcharinfo(0)+"] "+.@rps$[.@pc];
mes "--------------------------------";
mes "[Ser] "+.@rps$[.@npc];
if (.@pc == .@npc) {
.@tie = 1;
.@result$ = "Hmm, we are even. Let's play again.";
} else if ((.@pc == 0 && .@npc == 2) || (.@pc == 1 && .@npc == 0) || (.@pc == 2 && .@npc == 1)) {
++.@match;
++.@win;
.@result$ = "I lost!";
} else {
++.@match;
++.@loss;
.@result$ = "So I win!!";
}
next;
mes "[Ser]";
mes "You were "+.@rps$[.@pc]+", I was "+.@rps$[.@npc]+"~";
mes .@result$;
next;
if (.@match == 5) break;
}
mes "[Ser]";
mes "All 5 matches are over!!";
next;
mes "[Ser]";
mes "Hmm... Let me see...";
mes "I won "+.@loss+" times, and you, "+strcharinfo(0)+", won "+.@win+" times, right?";
next;
if (.@win > .@loss) {
mes "[Ser]";
mes strcharinfo(0)+" has won the game.";
next;
mes "Ser became polite all of a sudden.";
next;
mes "[Ser]";
mes "Great game it was. I admire your enthusiasm for the game. So, I want to give you my precious Can as a present.";
next;
switch(select("I don't need it!", "Thank you.")) {
case 1:
mes "[Ser]";
mes "Just take it!! Do as I say~";
break;
case 2:
mes "[Ser]";
mes "You are polite. But, sadly this is all I can give you.";
break;
}
next;
mes "[Ser]";
mes "Good bye~ Come back tomorrow for more practice~";
if (.@win == 5) {
mes "Oh! You won all 5 matches. Here are some more extra Cans.";
getitem Malang_Sp_Can,10;
} else
getitem Malang_Sp_Can,5;
setquest 5070;
close;
}
mes "[Ser]";
mes strcharinfo(0)+" has lost. Ha... Ha...";
next;
mes "Ser became very arrogant.";
next;
mes "[Ser]";
mes "You want to play with me? Ser? With that skill of yours? Meow?";
next;
mes "[Ser]";
mes "What? Present? How can you ask for such a thing when you lose? Go practice more!! Work!! Yes, I should make you do this!!";
next;
setquest 5070;
switch(rand(1,13)) {
case 1:
setquest 5074;
mes "[Ser]";
mes "Hmm. Do you know a fish named Phen? Do you? Isn't it a delicious looking fish?";
next;
mes "- Chrub -";
mes "Ser wipes the drool from his mouth.";
next;
mes "[Ser]";
mes "Go catch 30 Phens. And also get me 10 Fish Tails. Get them to our Director cat, and he will make a delicious dish with them.";
close;
case 2:
setquest 5075;
mes "[Ser]";
mes "Lately, I've felt powerless and that there's too much weight on me. I should take care of my health.";
next;
mes "[Ser]";
mes "Now it's time for some healthy food.";
next;
mes "[Ser]";
mes "Get 50 Marse and 25 Milk to our Cat Gamers Director. He has excellent knowledge on healthy foods.";
close;
case 3:
setquest 5076;
mes "[Ser]";
mes "Well... we do have a rival, you know. They are 'Dog n Waltz', and everything goes wrong when they come around.";
next;
mes "[Ser]";
mes "I would ask you to bully them, but I suppose that's illegal... So, please at least harass similar looking monsters. What would be a good target?";
next;
mes "[Ser]";
mes "Oh, that archer among Kobolds!! I hate those the most. Go harass 30 Kobold Archers, and report to our Cat Gamers Director.";
close;
case 4:
setquest 5077;
mes "[Ser]";
mes "What is most important for winning the game? It is quickness. What should we do to get faster?";
next;
mes "[Ser]";
mes "I've been thinking... The best way for us cats is obviously catching rats.";
next;
mes "[Ser]";
mes "You know Cramp, right? That blue chubby creature... Please go catch 10 of them, and report to our Cat Gamers Director.";
close;
case 5:
setquest 5078;
mes "[Ser]";
mes "Ah... I want some bird cuisine. Which one would be most delicious?";
next;
mes "[Ser]";
mes "Picky? Ah! It's too small. How about Condor? I am not sure... Peco Peco?";
next;
mes "[Ser]";
mes "Alright! Please catch 50 Peco Pecos and get them to our Cat Gamers Director. We shall have a party with bird cuisine tonight.";
close;
case 6:
setquest 5079;
mes "[Ser]";
mes "I get too nervous before the game. And I don't play well when I'm nervous. I need something to calm down before the game starts.";
next;
mes "[Ser]";
mes "Oh! That's right! Yarn! I used to play with Yarn when I was young. Wasn't able to have that kind of relaxation after joining the 'Cat Gamers'.";
next;
mes "[Ser]";
mes "Please get 20 Yarns for me. Why 20? There are many other cats with the same issue. Our Director should take care of this for you.";
close;
case 7:
setquest 5080;
mes "[Ser]";
mes "Recently, our Director seems to have been trying to cut some expenses. Or is the manager taking advantage?";
next;
mes "[Ser]";
mes "Regular snacks for our players have been reduced. You should go get 30 Rat Tails, and give them to our Cat Gamers Director.";
next;
mes "[Ser]";
mes "Then, we shall find out if our manager is being greedy or not.";
close;
case 8:
setquest 5081;
mes "[Ser]";
mes "I am having a slump these days. I can't give my 100% to the game.";
next;
mes "[Ser]";
mes "It is the lemon we need in times like this.";
next;
mes "[Ser]";
mes "Please get 5 lemons for me. Don't forget, I need 5 Lemons... Our Cat Gamers Director should know what to do with them.";
close;
case 9:
setquest 5082;
mes "[Ser]";
mes "Malangdo is a good place for a cat to live. But, it gets very hot when we play games.";
next;
mes "[Ser]";
mes "When we are playing a lot, it gets really crazy hot, hard for us to bear. You know how hysterical we cats can be, right?";
next;
mes "[Ser]";
mes "Please get us either 10 Ice Pieces or 10 Ice Creams. Our Cat Gamers Director should know what to do with them.";
close;
case 10:
setquest 5083;
mes "[Ser]";
mes "I can see that you also need some rest. Feel free to relax for a while. How about taking a walk around the village? I insist~!";
next;
mes "[Ser]";
mes "But, it is no fun to just walk around the village. Hmm... Right!! Why don't you go ahead and meet a cat named Eryu?";
next;
mes "[Ser]";
mes "Oh! And when you meet the cat, make sure to say 'Come back'. That is the password. And don't forget to tell our Director I was with you all the time!!";
close;
case 11:
setquest 5085;
mes "[Ser]";
mes "I can see that you also need some rest. Feel free to relax for a while. How about taking a walk around the village? I insist~!";
next;
mes "[Ser]";
mes "But, it is no fun to just walk around the village. Hmm... Right!! Why don't you go ahead and meet a cat named Stew?";
next;
mes "[Ser]";
mes "Oh! And when you meet the cat, make sure to say 'Come back'. That is the password. And don't forget to tell our Director I was with you all the time!!";
close;
case 12:
setquest 5087;
mes "[Ser]";
mes "I can see that you also need some rest. Feel free to relax for a while. How about taking a walk around the village? I insist~!";
next;
mes "[Ser]";
mes "But, it is no fun to just walk around the village. Hmm... Right!! Why don't you go ahead and meet a cat named Ketchup?";
next;
mes "[Ser]";
mes "Oh! And when you meet the cat, make sure to say 'Come back'. That is the password. And don't forget to tell our Director I was with you all the time!!";
close;
case 13:
setquest 5089;
mes "[Ser]";
mes "I can see that you also need some rest. Feel free to relax for a while. How about taking a walk around the village? I insist~!";
next;
mes "[Ser]";
mes "But, it is no fun to just walk around the village. Hmm... Right!! Why don't you go ahead and meet a cat named Eff?";
next;
mes "[Ser]";
mes "Oh! And when you meet the cat, make sure to say 'Come back'. That is the password. And don't forget to tell our Director I was with you all the time!!";
close;
}
}
mal_in01,86,222,4 script Paa#gamer 4_CAT_SAILOR1,{
if (MaxWeight - Weight < 1000) {
mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
close;
}
if (checkweight(Knife,1) == 0) {
mes "Your inventory is too full to proceed. Come back after reducing your load.";
close;
}
for(.@i = 5074; .@i<=5090; ++.@i) {
if (questprogress(.@i)) {
mes "[Paa]";
mes "You haven't done what we asked you for meow. A promise is a promise, you know meow.";
next;
mes "[Paa]";
mes "When you are done meow, please get checked by the Cat Gamers Director over there meow.";
close;
}
}
if (malang_gamer < 20) {
if (countitem(G_Honor_Certificate)) {
mes "[Paa]";
mes "You seem like a first timer meow! Where did you get the certificate meow? Someone lost it, I guess meow.";
close;
}
mes "[Paa]";
mes "When is our practicing partner coming meow? I am bored meow.";
close;
}
if (!isequipped(2872)) {
mes "[Paa]";
mes "Oh, ^0000FF"+strcharinfo(0)+"^000000 meow? Want to play the Rock Paper Scissors game meow?";
next;
mes "[Paa]";
mes "... ... ...";
next;
mes "[Paa]";
mes "Where is your Cat Gamers Certificate meow? It seems like nothing, but you can't play this game without it meow!";
next;
mes "[Paa]";
mes "Go get the certificate meow.";
close;
}
if (questprogress(5070,PLAYTIME) == 1) {
mes "[Paa]";
mes "We can only play the game once a day meow. Come tomorrow meow.";
close;
} else if (questprogress(5070,PLAYTIME) == 2)
erasequest 5070;
mes "[Paa]";
mes "Oh, ^0000FF"+strcharinfo(0)+"^000000 meow? Want to play the Rock Paper Scissors game meow?";
next;
switch(select("Play the game.", "Say hi.", "Ask about the game rules.")) {
case 1:
mes "[Paa]";
mes "Good idea meow.";
next;
break;
case 2:
mes "[Paa]";
mes "Hello meow~ Nice to see you meow~";
next;
mes "[Paa]";
mes "Other games have one cat player. But, we have two for Rock Paper Scissors. You want to know why meow?";
next;
mes "[Paa]";
mes "Paa is kind meow. So, I'll tell you story meow.";
next;
mes "[Paa]";
mes "Ser cat is my twin brother. I was born first, but he always says he is the elder meow. But, I don't fight with Ser meow. I am a good brother meow.";
next;
mes "[Paa]";
mes "Anyways, me and Ser are well known as the pro gamer cat brothers meow. Everyone knows us meow.";
next;
mes "[Paa]";
mes "You are free to admire me, meow. I give you permission meow.";
close;
case 3:
mes "[Paa]";
mes "You want to know how to play this game meow? I'll teach you because I am a kind cat meow~";
next;
mes "[Paa]";
mes "You don't seem that stupid meow. So, let's skip the part about what beats what meow.";
next;
mes "[Paa]";
mes "You must play 5 matches with me meow. We go again if the game is even meow.";
next;
mes "[Paa]";
mes "If you win 3 times, I'll give you a present meow~ Cat Gamers Director said so meow.";
next;
mes "[Paa]";
mes "That is all meow~ But it is not an easy game meow. Respect the game meow~";
close;
}
setarray .@rps$[0], "Rock", "Paper", "Scissors";
setarray .@emote[0], e_rock, e_paper, e_scissors;
setarray .@count$[0],"First","Second","Third","Fourth","Last";
while(1) {
mes "[Paa]";
mes .@count$[.@match]+" match ~~ meow.";
if (.@tie) {
mes "Result is even, so we play again meow.";
.@tie = 0;
}
mes "Try your best meow!";
next;
mes "[Ser & "+strcharinfo(0)+"]";
mes "Rock! Paper! Scissors!";
next;
.@pc = select("Rock", "Paper", "Scissors")-1;
.@npc = rand(3);
emotion .@emote[.@pc],1;
emotion .@emote[.@npc];
mes "["+strcharinfo(0)+"] "+.@rps$[.@pc];
mes "--------------------------------";
mes "[Ser] "+.@rps$[.@npc];
if (.@pc == .@npc) {
.@tie = 1;
.@result$ = "Hmm, we are even. Let's play again meow.";
} else if ((.@pc == 0 && .@npc == 2) || (.@pc == 1 && .@npc == 0) || (.@pc == 2 && .@npc == 1)) {
++.@match;
++.@win;
.@result$ = "I lost meow!";
} else {
++.@match;
++.@loss;
.@result$ = "So I win meow!!";
}
next;
mes "[Paa]";
mes "You were "+.@rps$[.@pc]+", I was "+.@rps$[.@npc]+"~";
mes .@result$;
next;
if (.@match == 5) break;
}
mes "[Paa]";
mes "Meow!! All 5 matches are over meow!!";
next;
mes "[Paa]";
mes "Let me see meow...";
mes "I won "+.@loss+" times meow, and you, "+strcharinfo(0)+", won "+.@win+" times, right meow?";
next;
if (.@win > .@loss) {
mes "[Paa]";
mes "You won meow.";
next;
mes "Paa became polite all of a sudden.";
next;
mes "[Paa]";
mes "Great game it was meow. I admire your enthusiasm for the game meow. So, I want to give you my precious Can as a present meow.";
next;
switch(select("I don't need it!", "Thank you.")) {
case 1:
mes "[Paa]";
mes "Just take it meow!! Do as I say meow~";
break;
case 2:
mes "[Paa]";
mes "You are polite meow. But, sadly this is all I can give you meow.";
break;
}
next;
mes "[Paa]";
mes "Good bye meow~ Come back tomorrow for more practice meow~";
if (.@win == 5) {
mes "Oh! You won all 5 matches meow. Here are some more extra Cans meow!";
getitem Malang_Sp_Can,10;
} else
getitem Malang_Sp_Can,5;
setquest 5070;
close;
}
mes "[Paa]";
mes "You lost. Meow... Meow...";
next;
mes "Paa became very arrogant.";
next;
mes "[Paa]";
mes "You want to play with me? Paa? With that skill of yours? Meow?";
next;
mes "[Paa]";
mes "What? Present meow? How can you ask for such a thing meow? You lost meow! Go practice more!! Work!! Yes, I should make you do this meow!!";
next;
setquest 5070;
switch(rand(1,13)) {
case 1:
setquest 5074;
mes "[Paa]";
mes "Hmm. Do you know a fish named Phen meow? Do you? Isn't it a delicious looking fish meow?";
next;
mes "- Chrub -";
mes "Paa wipes the drool from his mouth.";
next;
mes "[Paa]";
mes "Go catch 30 Phens meow. And also get me 10 Fish Tails meow. Get them to our Director cat, and he will make a delicious dish with them meow.";
close;
case 2:
setquest 5075;
mes "[Paa]";
mes "Lately, I've felt powerless and that there's too much weight on me meow. I should take care of my health meow.";
next;
mes "[Paa]";
mes "Now it's time for some healthy food meow.";
next;
mes "[Paa]";
mes "Get 50 Marse and 25 Milk to our Cat Gamers Director meow. He has excellent knowledge on healthy foods meow.";
close;
case 3:
setquest 5076;
mes "[Paa]";
mes "We do have a rival, you know meow. They are 'Dog n Waltz', and everything goes wrong when they come around meow.";
next;
mes "[Paa]";
mes "I would ask you to bully them, but I suppose that's illegal meow... So, I will ask you to harass similar looking monsters meow.";
next;
mes "[Paa]";
mes "Oh, that archer among Kobolds meow!! I hate those the most. Go harass 30 Kobold Archers, and report to our Cat Gamers Director meow.";
close;
case 4:
setquest 5077;
mes "[Paa]";
mes "What is most important for winning the game meow? It is quickness. What should we do to get faster meow?";
next;
mes "[Paa]";
mes "I've been thinking meow... The best way for us cats is obviously catching rats meow.";
next;
mes "[Paa]";
mes "You know Cramp, right meow? That blue chubby creature meow... Please go catch 10 of them, and report to our Cat Gamers Director meow.";
close;
case 5:
setquest 5078;
mes "[Paa]";
mes "Chrub... I want some bird cuisine meow. Which one would be most delicious meow?";
next;
mes "[Paa]";
mes "Picky? Ah! It's too small meow. How about Condor? I am not sure... Peco Peco meow?";
next;
mes "[Paa]";
mes "Alright meow! Please catch 50 Peco Pecos and get them to our Cat Gamers Director meow. We shall have a party with bird cuisine tonight meow.";
close;
case 6:
setquest 5079;
mes "[Paa]";
mes "I get too nervous before the game meow. And I don't play well when I'm nervous meow. I need something to calm down before the game starts meow.";
next;
mes "[Paa]";
mes "Oh! That's right meow! Yarn meow! I used to play with Yarn when I was young meow. Wasn't able to have that kind of relaxation after joining the 'Cat Gamers' meow.";
next;
mes "[Paa]";
mes "Please get 20 Yarns for me meow. Why 20? There are many other cats with the same issue meow. Our Director should take care of this for you meow.";
close;
case 7:
setquest 5080;
mes "[Paa]";
mes "Recently, our Director seems to have been trying to cut some expenses meow. Or is the manager taking advantage meow?";
next;
mes "[Paa]";
mes "Regular snacks for our players have been reduced meow. You should go get 30 Rat Tails, and give them to our Cat Gamers Director meow.";
next;
mes "[Paa]";
mes "Then, we shall find out if our manager is being greedy or not meow.";
close;
case 8:
setquest 5081;
mes "[Paa]";
mes "I am having a slump these days meow. I can't give my 100% to the game meow.";
next;
mes "[Paa]";
mes "It is the lemon we need in times like this meow.";
next;
mes "[Paa]";
mes "Get 5 lemons for me meow. Don't forget, I need 5 Lemons meow... Our Cat Gamers Director should know what to do with them meow.";
close;
case 9:
setquest 5082;
mes "[Paa]";
mes "Malangdo is a good place for a cat to live meow. But, it gets very hot when we play games meow.";
next;
mes "[Paa]";
mes "When we are playing a lot, it gets really crazy hot, hard for us to bear meow. You know how hysterical we cats can be, right meow?";
next;
mes "[Paa]";
mes "Get me either 10 Ice Pieces or 10 Ice Creams. Our Cat Gamers Director should know what to do with them meow.";
close;
case 10:
setquest 5083;
mes "[Paa]";
mes "I can see that you also need some rest meow. Feel free to relax for a while meow. How about taking a walk around the village meow? I insist meow~!";
next;
mes "[Paa]";
mes "But, it is no fun to just walk around the village meow. Hmm... Right meow!! Why don't you go ahead and meet a cat named Eryu meow?";
next;
mes "[Paa]";
mes "Oh! And when you meet the cat, make sure to say 'Come back' meow. That is the password meow. And don't forget to tell our Director I was with you all the time meow!!";
close;
case 11:
setquest 5085;
mes "[Paa]";
mes "I can see that you also need some rest meow. Feel free to relax for a while meow. How about taking a walk around the village meow? I insist meow~!";
next;
mes "[Paa]";
mes "But, it is no fun to just walk around the village meow. Hmm... Right meow!! Why don't you go ahead and meet a cat named Stew meow?";
next;
mes "[Paa]";
mes "Oh! And when you meet the cat, make sure to say 'Come back' meow. That is the password meow. And don't forget to tell our Director I was with you all the time meow!!";
close;
case 12:
mes "[Paa]";
mes "I can see that you also need some rest meow. Feel free to relax for a while meow. How about taking a walk around the village meow? I insist meow~!";
next;
mes "[Paa]";
mes "But, it is no fun to just walk around the village meow. Hmm... Right meow!! Why don't you go ahead and meet a cat named Ketchup meow?";
next;
mes "[Paa]";
mes "Oh! And when you meet the cat, make sure to say 'Come back' meow. That is the password meow. And don't forget to tell our Director I was with you all the time meow!!";
close;
case 13:
mes "[Paa]";
mes "I can see that you also need some rest meow. Feel free to relax for a while meow. How about taking a walk around the village meow? I insist meow~!";
next;
mes "[Paa]";
mes "But, it is no fun to just walk around the village meow. Hmm... Right meow!! Why don't you go ahead and meet a cat named Eff meow?";
next;
mes "[Paa]";
mes "Oh! And when you meet the cat, make sure to say 'Come back' meow. That is the password meow. And don't forget to tell our Director I was with you all the time meow!!";
close;
}
}
mal_in01,91,222,4 script Kuka#gamer 4_M_BABYCAT,{
if (MaxWeight - Weight < 1000) {
mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
close;
}
if (checkweight(Knife,1) == 0) {
mes "Your inventory is too full to proceed. Come back after reducing your load.";
close;
}
for(.@i = 5074; .@i<=5090; ++.@i) {
if (questprogress(.@i)) {
mes "[Kuka]";
mes "You haven't done what we asked you for yo~. A promise is a promise, you know yo~.";
next;
mes "[Kuka]";
mes "When you are done, please get checked by the Cat Gamers Director over there yo.~";
close;
}
}
if (malang_gamer < 20) {
if (countitem(G_Honor_Certificate)) {
mes "[Kuka]";
mes "You seem like a first timer yo~ Where did you get the certificate yo~ You better give that back yo~";
close;
}
mes "[Kuka]";
mes "The Cat Gamers Director said a practicing partner is coming yo~ But, that human didn't show up yo~ I am bored yo~";
close;
}
if (!isequipped(2872)) {
mes "[Kuka]";
mes "Oh great member you, ^0000FF"+strcharinfo(0)+"^000000~ Let's play ChamChamCham yo~";
next;
mes "[Kuka]";
mes "... ... ...";
next;
mes "[Kuka]";
mes "But, you don't have the certificate yo~ Certificate helps you save the game record yo~ You must have it! yo~";
next;
mes "[Kuka]";
mes "Please go get the certificate yo~";
close;
}
if (questprogress(5071,PLAYTIME) == 1) {
mes "[Kuka]";
mes "Is it not tomorrow yet yo~ You can play one game a day yo~ Come back tomorrow yo~";
close;
} else if (questprogress(5071,PLAYTIME) == 2)
erasequest 5071;
mes "[Kuka]";
mes "Oh great member you, ^0000FF"+strcharinfo(0)+"^000000~ Let's play ChamChamCham yo~";
next;
switch(select("Play the game.", "Ask who is 1st place.", "Ask about the game rules.")) {
case 1:
mes "[Kuka]";
mes "Good choice yo~";
next;
break;
case 2:
// custom condition
if (!$malangdo_gamer) {
mes "[Kuka]";
mes "No one holds a record for the ChamChamCham game yo~";
mes "You could be the first yo~";
close;
}
mes "[Kuka]";
mes "Current 1st place for the ChamChamCham game is";
mes "^0000FF"+$malangdo_gamer$+"^000000 with ^DE2B21"+$malangdo_gamer+"^000000 winning streak yo~";
if (strcharinfo(0) == $malangdo_gamer$)
mes "Never know when someone else would break the record yo~";
else
mes "I expect that you, "+strcharinfo(0)+", can beat ^0000FF"+$malangdo_gamer$+"^000000 sometime yo~";
close;
case 3:
mes "[Kuka]";
mes "ChamChamCham game rules are very simple yo~";
mes "Just direct your hand towards the direction where I direct my face yo~";
next;
cutin "g_cat_01",4;
mes "[Kuka]";
mes "Like this yo~";
next;
cutin "g_cat_03",4;
mes "[Kuka]";
mes "Or like that yo~";
next;
cutin "",255;
mes "[Kuka]";
mes "A present is available for 3 wins yo~";
mes "If you beat the previous record, you get a bigger present yo~";
next;
mes "[Kuka]";
mes "See you at the practice yo~";
close;
}
while(1) {
cutin "g_cat_00",4;
mes "[Kuka & "+strcharinfo(0)+"]";
mes "Cham!";
next;
mes "[Kuka & "+strcharinfo(0)+"]";
mes "Cham! Cham!";
next;
mes "[Kuka & "+strcharinfo(0)+"]";
mes "Cham! Cham! Cham!";
next;
switch(select("Hand towards left", "Hand towards right")) {
case 1:
if (rand(1000) < 500) {
cutin "g_cat_01",4;
++.@win;
} else {
cutin "g_cat_02",4;
.@loss = 1;
}
break;
case 2:
if (rand(1000) < 500) {
cutin "g_cat_03",4;
++.@win;
} else {
cutin "g_cat_04",4;
.@loss = 1;
}
break;
}
if (.@loss) {
mes "[Kuka]";
mes "Hehe~ I won yo~ I feel good yo~";
next;
cutin "",255;
break;
}
mes "[Kuka]";
mes "Well~ I lost yo~ Let's practice more yo~";
next;
cutin "",255;
mes "[Kuka]";
mes strcharinfo(0)+" has won "+.@win+" times yo~ Next game starts yo~";
next;
}
if (.@win == 0) {
// fall through
} else if (.@win > 0 && .@win < 3) {
setquest 5071;
mes "[Kuka]";
mes "After the practice, "+strcharinfo(0)+" has won "+.@win+" in a row yo~";
mes "Present is for 3 wins or more yo~ Nothing for today yo~ But, come again tomorrow yo~";
close;
} else {
.@name_record$ = $malangdo_gamer$;
.@win_record = $malangdo_gamer;
.@win_cnt = .@win-.@win_record;
.@cans = .@win-2;
if (.@win > .@win_record) {
$malangdo_gamer$ = strcharinfo(0);
$malangdo_gamer = .@win;
mes "[Kuka]";
mes "Congrats yo~ You won ^DE2B21"+.@win+"^000000 in a row yo~";
if (strcharinfo(0) == .@name_record$)
mes "You won ^DE2B21"+.@win_cnt+"^000000 more than the recent ^DE2B21"+.@win_record+"^000000 record yo~ Congrats yo~";
// custom conditions
//else
else if (.@win_record)
mes "And you have won ^DE2B21"+.@win_cnt+"^000000 more than ^0000FF"+.@name_record$+"^000000's ^DE2B21"+.@win_record+"^000000 winning streak yo~ New record yo~ Congrats yo~";
else
mes "A new record yo~ Congrats yo~";
next;
mes "[Kuka]";
mes "I'll give you 1 random coin pocket as a special present yo~ Well done yo~ Come back tomorrow yo~";
setquest 5071;
getitem Malang_Sp_Can, .@cans;
getitem Egrade_Pocket,1;
close;
} else {
mes "[Kuka]";
mes "Congrats yo~ For winning "+.@win+" times I'll give you "+.@cans+" cans yo~ Well done yo~ Come back tomorrow yo~";
setquest 5071;
getitem Malang_Sp_Can, .@cans;
close;
}
}
mes "[Kuka]";
mes strcharinfo(0)+" didn't win at all yo~ You must work it out yo~";
next;
setquest 5071;
switch(rand(1,13)) {
case 1:
setquest 5074;
mes "[Kuka]";
mes "Kuka wants you to catch delicious Phens yo~";
next;
mes "- Chrub -";
mes "Kuka wipes the drool from his mouth.";
next;
mes "[Kuka]";
mes "Catch 30 Phens yo~ And also get me 10 Fish Tails yo~ Get them to our Director Cat, and he will make a delicious dish with them yo~";
close;
case 2:
setquest 5075;
mes "[Kuka]";
mes "Lately, I've felt powerless and that there's too much weight on me yo~ I should take care of my health yo~";
next;
mes "[Kuka]";
mes "Now it's time for some healthy food yo~";
next;
mes "[Kuka]";
mes "Get 50 Marse and 25 Milk to our Cat Gamers Director yo~. He has excellent knowledge on healthy foods yo~.";
close;
case 3:
setquest 5076;
mes "[Kuka]";
mes "We have a rival yo~ 'Dog n Waltz' yo~";
next;
mes "[Kuka]";
mes "I want to harass similar goons yo~";
next;
mes "[Kuka]";
mes "There is an archer among Kobolds yo~ Harass 30 Kobold Archers and report to our Cat Gamers Director yo~";
close;
case 4:
setquest 5077;
mes "[Kuka]";
mes "Quickness is very important for winning the game yo~ Work on quickness yo~";
next;
mes "[Kuka]";
mes "Mouse catching is the best work out for quickness training yo~";
next;
mes "[Kuka]";
mes "Catch 10 blue and chubby Cramps, and report to our Cat Gamers Director yo~";
close;
case 5:
setquest 5078;
mes "[Kuka]";
mes "I crave bird cuisine yo~ Bird cuisine is so delicious yo~";
next;
mes "[Kuka]";
mes "Picky is too small and Condor is not tasty yo~ How about Peco Peco yo~?";
next;
mes "[Kuka]";
mes "Ok yo~ Catch 50 Peco Pecos and report to our Cat Gamers Director yo~ Tonight, we will have a bird cuisine party yo~";
close;
case 6:
setquest 5079;
mes "[Kuka]";
mes "I get too nervous before the game yo~. And I don't play well when I am nervous yo~. I need something to calm down before the game starts yo~.";
next;
mes "[Kuka]";
mes "Yarn is very useful for relaxing yo~";
next;
mes "[Kuka]";
mes "Get 20 Yarns yo~ There are many other cats with the same issue yo~ The Cat Gamers Director will take care of them yo~";
close;
case 7:
setquest 5080;
mes "[Kuka]";
mes "Recently, our Director seems to have been trying to cut some expenses yo~ Or maybe the Manager Cat is taking advantage yo~";
next;
mes "[Kuka]";
mes "Regular snacks for our players have been reduced yo~ "+strcharinfo(0)+" should go get 30 Rat Tails, and report to our Cat Gamers Director yo~";
next;
mes "[Kuka]";
mes "Then, we shall find out if our manager is being greedy or not yo~";
close;
case 8:
setquest 5081;
mes "[Kuka]";
mes "I am having a slump these days yo~ I can't give my 100% to the game.";
next;
mes "[Kuka]";
mes "It is the lemon we need in times like this yo~";
next;
mes "[Kuka]";
mes "Get 5 lemons for me yo~ Don't forget, I need 5 Lemons yo~ Our Cat Gamers Director should know what to do with them yo~";
close;
case 9:
setquest 5082;
mes "[Kuka]";
mes "Malangdo is a good place for a cat to live yo~ But, it gets very hot when we play games yo~";
next;
mes "[Kuka]";
mes "When we are playing a lot, it gets really crazy hot yo~ Crazy cats are scary yo~ We need Ice Pieces or Ice Cream yo~";
next;
mes "[Kuka]";
mes "Get us either 10 Ice Pieces or 10 Ice Creams, and report to our Cat Gamers Director yo~";
close;
case 10:
setquest 5083;
mes "[Kuka]";
mes "Cat Gamers Director's order yo~ Find Eryu who is afraid of the Director yo~";
next;
mes "[Kuka]";
mes "You must find Eryu, and tell him 'Come back' yo~ report to our Cat Gamers Director yo~";
close;
case 11:
setquest 5085;
mes "[Kuka]";
mes "Cat Gamers Director's order yo~ Find Stew who is afraid of the Director yo~";
next;
mes "[Kuka]";
mes "You must find Stew, and tell him 'Come back' yo~ report to our Cat Gamers Director yo~";
close;
case 12:
setquest 5087;
mes "[Kuka]";
mes "Cat Gamers Director's order yo~ Find Ketchup who is afraid of the Director yo~";
next;
mes "[Kuka]";
mes "You must find Ketchup, and tell him 'Come back' yo~ report to our Cat Gamers Director yo~";
close;
case 13:
setquest 5089;
mes "[Kuka]";
mes "Cat Gamers Director's order yo~ Find Eff who is afraid of the Director yo~";
next;
mes "[Kuka]";
mes "You must find Eff, and tell him 'Come back' yo~ report to our Cat Gamers Director yo~";
close;
}
}
mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{
if (MaxWeight - Weight < 1000) {
mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
close;
}
if (checkweight(Knife,1) == 0) {
mes "Your inventory is too full to proceed. Come back after reducing your load.";
close;
}
for(.@i = 5074; .@i<=5090; ++.@i) {
if (questprogress(.@i)) {
mes "[KungKung]";
mes "You didn't keep your promise. I have no business with you.";
close;
}
}
if (malang_gamer < 20) {
if (countitem(G_Honor_Certificate)) {
mes "[KungKung]";
mes "You are not qualified. Hmm... I am not sure how you got this, but we cannot practice with you. Go back.";
close;
}
mes "[KungKung]";
mes "Do not bother me. I am waiting for my practicing partner.";
close;
}
if (!isequipped(2872)) {
mes "[KungKung]";
mes "Are you the practice partner? You are late. Let's start right away.";
next;
mes "[KungKung]";
mes "... ... ...";
next;
mes "[KungKung]";
mes "Where is your certificate? You cannot practice with us unless you have that certificate. Go get it.";
close;
}
if (questprogress(5072,PLAYTIME) == 1) {
mes "[KungKung]";
mes "You don't have a watch? Or can't read the time? It's not the time yet.";
close;
} else if (questprogress(5072,PLAYTIME) == 2)
erasequest 5072;
mes "[KungKung]";
mes "Are you the practice partner? You are late. Let's start right away.";
next;
switch(select("Play the game.", "Ask current 1st place.", "Ask about the game rules.")) {
case 1:
mes "[KungKung]";
mes "Before the game, we will decide the turn by rolling a dice.";
next;
break;
case 2:
mes "[KungKung]";
mes "Why do you want to know the 1st place? KongNyangKong is a brutal and tough match game. Kuka should know such thing!";
close;
case 3:
mes "[KungKung]";
mes "You want to learn the game rules?";
mes "You seem to have a polite way of asking things.";
mes "Listen carefully.";
next;
mes "[KungKung]";
mes "KongNyangKong has different play rules when attacking and defending.";
next;
mes "[KungKung]";
mes "When attacking, you must turn your hand to the same side as your opponent in order to complete the attack.";
next;
cutin "cat_g_01",4;
mes "[KungKung]";
mes "If we turn our hands the same way like this, then your attack is successful.";
next;
cutin "",255;
mes "[KungKung]";
mes "For defending, you must turn your hand to the opposite side of your opponent in order to defend yourself.";
next;
cutin "cat_g_06",4;
mes "[KungKung]";
mes "Yes! If you turn your hand opposite to mine like that, you have succeeded defending yourself.";
next;
cutin "",255;
mes "[KungKung]";
mes "If you are clever enough, you should know that the bottom hand is the attacker's hand.";
next;
mes "[KungKung]";
mes "Last!! Most important rule.";
mes "Once you succeed attacking, you can continue attacking your opponent.";
mes "When you fail, then you are on the defending side.";
mes "Do not forget this!";
next;
mes "[KungKung]";
mes "You can ask about the KongNyangKong rules anytime you want!";
mes "Our Manager Cat also knows all about the KongNyangKong rules.";
mes "That is all!";
close;
}
while(1) {
.@pc_dic = rand(6);
.@npc_dic = rand(6);
// Emote[58-63]:
// e_dice1, e_dice2, e_dice3, e_dice4, e_dice5, e_dice6
emotion 58+.@pc_dic,1;
emotion 58+.@npc_dic;
if (.@pc_dic > .@npc_dic) {
mes "[KungKung]";
mes "Your dice roll number is higher. You can attack first.";
.@attack_turn = 1;
next;
break;
} else if (.@pc_dic < .@npc_dic) {
mes "[KungKung]";
mes "My dice roll number is higher. I will attack first.";
.@attack_turn = 2;
next;
break;
} else {
mes "[KungKung]";
mes "We have even numbers. Let's roll the dice once again.";
next;
}
}
.@pc_hp = 100;
.@npc_hp = 100;
while(1) {
if (!.@pc_hp || !.@npc_hp) break;
mes strcharinfo(0)+" (^FF0000"+.@pc_hp+"^000000/100)";
mes "--------------------------------";
mes "KungKung (^FF0000"+.@npc_hp+"^000000/100)";
next;
mes "[KungKung & "+strcharinfo(0)+"]";
mes "Kong!";
emotion e_loud,1;
emotion e_loud;
next;
mes "[KungKung & "+strcharinfo(0)+"]";
mes "Kong! Nyang!";
emotion e_loud,1;
emotion e_loud;
next;
mes "[KungKung & "+strcharinfo(0)+"]";
mes "Kong! Nyang! Kong!";
emotion e_loud,1;
emotion e_loud;
next;
.@cat_hand = rand(1,10);
switch(.@attack_turn) {
case 1: // Attack
mes "How would you like to attack?";
mes " ";
mes "�� Tip !!";
mes "Choose back: ^FF0000You win if the cat shows the back of its paw.^000000";
mes "Choose palm: ^FF0000You win if the cat shows the palm of its paw.^000000";
next;
switch(select("Back", "Palm")) {
case 1:
if (.@cat_hand <= 5) {
--.@npc_hp0;
cutin "cat_g_01",4;
specialeffect EF_BASH;
mes "Attack was successful.";
mes "You have slapped the back of KungKung's paw.";
next;
cutin "",255;
} else {
.@attack_turn = 2;
cutin "cat_g_02",4;
mes "Attack has failed.";
mes "KungKung starts attack now.";
next;
cutin "",255;
}
break;
case 2:
if (.@cat_hand <= 5) {
.@attack_turn = 2;
cutin "cat_g_03",4;
mes "Attack has failed.";
mes "KungKung starts attack now.";
next;
cutin "",255;
} else {
--.@npc_hp0;
cutin "cat_g_04",4;
specialeffect EF_BASH;
mes "Attack was successful.";
mes "You have slapped the back of KungKung's paw.";
next;
cutin "",255;
}
break;
}
break;
case 2: // Defend
mes "How would you like to defend?";
mes " ";
mes "�� Tip !!";
mes "Choose back: ^FF0000You win if the cat shows the back of its paw.^000000";
mes "Choose palm: ^FF0000You win if the cat shows the palm of its paw.^000000";
next;
switch(select("Back", "Palm")) {
case 1:
if (.@cat_hand <= 5) {
--.@pc_hp0;
cutin "cat_g_05",4;
specialeffect2 EF_BASH;
mes "Defending has failed.";
mes "KungKung attacks the back of your hand with its sharp claw.";
next;
cutin "",255;
} else {
.@attack_turn = 1;
cutin "cat_g_06",4;
mes "Defending was succesful.";
mes "You can start attack now.";
next;
cutin "",255;
}
break;
case 2:
if (.@cat_hand <= 5) {
.@attack_turn = 1;
cutin "cat_g_07",4;
mes "Defending was succesful.";
mes "You can start attack now.";
next;
cutin "",255;
} else {
.@pc_hp -= 10;
cutin "cat_g_08",4;
specialeffect2 EF_BASH;
mes "Defending has failed.";
mes "KungKung attacks the back of your hand with its sharp claw.";
next;
cutin "",255;
}
break;
}
break;
}
}
if (.@npc_hp == 0) {
mes "[KungKung]";
mes "I lost. It was good game indeed.";
mes "A win would have been better, but I am too busy to look back at the past.";
next;
cutin "cat_g_lose",4;
mes "[KungKung]";
mes "Sob...";
emotion e_sob;
next;
cutin "",255;
mes "[KungKung]";
mes "Hmm... That wasn't necessary, I guess.";
mes "This is for you, Human!";
setquest 5072;
getitem Malang_Sp_Can,5;
next;
mes "[KungKung]";
mes "Come again tomorrow. I will beat you next time.";
close2;
cutin "",255;
end;
}
cutin "cat_g_win",4;
mes "[KungKung]";
mes "I won. It was a boring match.";
mes "You need to practice more. Maybe some extra work will help.";
next;
setquest 5072;
switch(rand(1,13)) {
case 1:
setquest 5074;
mes "[KungKung]";
mes "Catch the delicious fish Phen.";
next;
mes "[KungKung]";
mes "Go catch 30 Phens. And also get me 10 Fish Tails. Give them to our Director cat, and he will make a delicious dish with them.";
break;
case 2:
setquest 5075;
mes "[KungKung]";
mes "I may have worked out too much... I feel powerless and that there's too much weight on me. I should take care of my health.";
next;
mes "[KungKung]";
mes "I am already 10 years old, so it's time for some healthy food.";
next;
mes "[KungKung]";
mes "Get 50 Marse and 30 Milk to our Cat Gamers Director. He has excellent knowledge on healthy foods.";
break;
case 3:
setquest 5076;
mes "[KungKung]";
mes "We have a rival. The 'Dog n Waltz' team... Everything goes wrong when they come around.";
next;
mes "[KungKung]";
mes "I want to ask you to bully them, but that's illegal...";
next;
mes "[KungKung]";
mes "Go harass 30 Kobold Archers instead of 'Dog n Waltz', and report to our Cat Gamers Director.";
break;
case 4:
setquest 5077;
mes "[KungKung]";
mes "Quickness is most important for winning the game. For better quickness...";
next;
mes "[KungKung]";
mes "Catching mice is best. It's Cramp hunting time.";
next;
mes "[KungKung]";
mes "Catch 10 Cramps, and report to our Cat Gamers Director.";
break;
case 5:
setquest 5078;
mes "[KungKung]";
mes "I want some bird cuisine. Have you tasted any before?";
next;
mes "[KungKung]";
mes "Peco Peco sounds delicious to me. I don't like eating alone, so...";
next;
mes "[KungKung]";
mes "Catch 50 Peco Pecos, and report to our Cat Gamers Director. We all can have a dinner party with Peco Peco cuisine.";
break;
case 6:
setquest 5079;
mes "[KungKung]";
mes "Being calm is the key to winning important matches.";
next;
mes "[KungKung]";
mes "There's not a single cat who hasn't played with Yarn when they were young.";
next;
mes "[KungKung]";
mes "Get 20 Yarns, and report to our Cat Gamers Director. It will help improve our team's ability.";
break;
case 7:
setquest 5080;
mes "[KungKung]";
mes "I have a strong belief that our Manager Cat is taking advantage of our snacks.";
next;
mes "[KungKung]";
mes "All we need is evidence... Get 30 Rat Tails, and report to our Cat Gamers Director.";
next;
mes "[KungKung]";
mes "Then, we shall find out whether or not Manager Cat was doing something wrong.";
break;
case 8:
setquest 5081;
mes "[KungKung]";
mes "Practice was ok, but I seem to be having a slump these days.";
next;
mes "[KungKung]";
mes "We need to have some Lemon in times like this.";
next;
mes "[KungKung]";
mes "Get 5 Lemons to our Cat Gamers Director. He'll know what to do.";
break;
case 9:
setquest 5082;
mes "[KungKung]";
mes "Malangdo is a good place for a cat to live. But, it gets hot easily.";
next;
mes "[KungKung]";
mes "On a hot days like this, we could use some Ice Pieces or Ice Cream.";
next;
mes "[KungKung]";
mes "Get either 10 Ice Pieces or 10 Ice Creams. Our Cat Gamers Director should know what to do with them.";
break;
case 10:
setquest 5083;
mes "[KungKung]";
mes "Our Cat Gamers Director asked this. I should make you do this errand.";
next;
mes "[KungKung]";
mes "Find Eryu the cat from Malangdo, and say 'Come back' loud and clear.";
next;
mes "[KungKung]";
mes "Afterwards, you can report to our Cat Gamers Director. Off you go!!";
break;
case 11:
setquest 5085;
mes "[KungKung]";
mes "Our Cat Gamers Director asked this. I should make you do this errand.";
next;
mes "[KungKung]";
mes "Find Stew the cat from Malangdo, and say 'Come back' loud and clear.";
next;
mes "[KungKung]";
mes "Afterwards, you can report to our Cat Gamers Director. Off you go!!";
break;
case 12:
setquest 5087;
mes "[KungKung]";
mes "Our Cat Gamers Director asked this. I should make you do this errand.";
next;
mes "[KungKung]";
mes "Find Ketchup the cat from Malangdo, and say 'Come back' loud and clear.";
next;
mes "[KungKung]";
mes "Afterwards, you can report to our Cat Gamers Director. Off you go!!";
break;
case 13:
setquest 5089;
mes "[KungKung]";
mes "Our Cat Gamers Director asked this. I should make you do this errand.";
next;
mes "[KungKung]";
mes "Find Eff the cat from Malangdo, and say 'Come back' loud and clear.";
next;
mes "[KungKung]";
mes "Afterwards, you can report to our Cat Gamers Director. Off you go!!";
break;
}
close2;
cutin "",255;
end;
}
mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{
if (MaxWeight - Weight < 1000) {
mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
close;
}
if (checkweight(Knife,1) == 0) {
mes "Your inventory is too full to proceed. Come back after reducing your load.";
close;
}
for(.@i = 5074; .@i<=5090; ++.@i) {
if (questprogress(.@i)) {
mes "[Leader]";
mes "You cannot challenge this Flag Game unless you are done with your assigned work.";
close;
}
}
if (malang_gamer < 20) {
if (countitem(G_Honor_Certificate)) {
mes "[Leader]";
mes "Not everyone can challenge just because they have the certificate.";
close;
}
mes "[Leader]";
mes "Ok, let's practice until a challenger comes!!";
close;
}
if (!isequipped(2872)) {
mes "[Leader]";
mes "Do you want to challege?";
next;
mes "[Leader]";
mes "... ... ...";
next;
mes "[Leader]";
mes "You cannot challenge this Flag Game unless you are wearing our certificate item. Please come back later.";
close;
}
if (questprogress(5073) == 1) {
mes "[Leader]";
mes "The Flag Game is only available once a day.";
close;
} else if (questprogress(5073) == 2)
erasequest 5073;
mes "[Leader]";
mes "Do you want to challege?";
next;
switch(select("Challenge.", "Who are you?", "Ask about the rules.")) {
case 1:
mes "[Leader]";
mes "Let's challenge the Flag Game. Please wait while our cats get prepared.";
next;
break;
case 2:
mes "[Leader]";
mes "Oh! I retired from 'Cat Gamers', and am working on a national game referee license. Licenses are the new trend these days.";
next;
mes "[Leader]";
mes "A referee must use standard language... So it was very hard for me to stop crying meow meow~ like other cats.";
next;
mes "[Leader]";
mes "I know the game rules for players for sure, but refereeing the game is a lot harder than it seems.";
next;
mes "[Leader]";
mes "Sometimes I do make mistakes, and people go crazy like it's the end of world. What a hard job this is.";
next;
mes "[Leader]";
mes "But, I want to finish this course, and be the world's best referee ever.";
next;
mes "[Leader]";
mes "You can bet on it!!";
close;
case 3:
mes "[Leader]";
mes "Allow me to explain the rule for the Flag-Waving Game.";
next;
mes "[Leader]";
mes "You play with 5 other cats.";
mes "Wait and wave the flag when no others are waving it.";
next;
mes "[Leader]";
mes "You start with 5 Flag Points, and each time you wave the flag 1 point vanishes.";
mes "When your points hit 0, the game ends.";
next;
mes "[Leader]";
mes "There's a special rule for this Flag Game. For more thrill, we reduce 1 point if you do not wave your flag for 10 games.";
next;
mes "[Leader]";
mes "You will get bigger presents as you win with less Flag Points used.";
next;
mes "[Leader]";
mes "Come back anytime if you need more help with the game rules. Our Manager Cat is also available for some help with the game rules.";
close;
}
// Starting Flag Points (default 5).
.@flag_point = 5;
setarray .@flag_point_cat[1],5,5,5,5,5;
// Cat players' names.
setarray .@npc_name$[1],
"Debong#gamer","Seichi#gamer","Libs#gamer","Row#gamer","YongYong#gamer";
setarray .@cat_name$[1],
"Debong","Seichi","Annoying Libs","Row","YongYong";
setarray .@cat_desc$[1],
" who likes to pick hair"," the observer",""," who likes to show off"," who likes to droop";
// Emotions displayed when cats' flags not waved.
setarray .@cat_emote[1],
e_ho,e_no,e_an,e_no1,e_spin;
// .@cat_action[] when cats' flags are not waved.
setarray .@cat_emotes$[1],
"1|3|5|7", // Picking hair
"2|4|6|8", // Looking around
"1|3|6|8", // Getting annoyed
"2|4|5|7", // Showing off
"3|4|5|6"; // Drooping
while(1) {
for(.@i = 1; .@i<=5; ++.@i)
.@cat_action[.@i] = ((.@flag_point_cat[.@i])?rand(1,8):0);
switch(.@cat_action[1]) {
case 0: .@cat_mes$[1] = "cannot do anything with all points used"; break;
case 1: .@cat_mes$[1] = "focuses on hair picking, careless for the game"; break;
case 2: .@cat_mes$[1] = "looks around with round eyes"; break;
case 3: .@cat_mes$[1] = "picks out hair around the front paw"; break;
case 4: .@cat_mes$[1] = "is getting annoyed at tails smacking on the ground"; break;
case 5: .@cat_mes$[1] = "picks his hair while looking around"; break;
case 6: .@cat_mes$[1] = "shows off his front paw to the Leader Cat"; break;
case 7: .@cat_mes$[1] = "is picking some hair on his belly with a calm mind"; break;
case 8: .@cat_mes$[1] = "is drooping down with a pleasant face"; break;
}
switch(.@cat_action[2]) {
case 0: .@cat_mes$[2] = "cannot do anything with all points used"; break;
case 1: .@cat_mes$[2] = "picks out hair around the front paw"; break;
case 2: .@cat_mes$[2] = "looks around with round eyes"; break;
case 3: .@cat_mes$[2] = "is getting annoyed with the Leader Cat"; break;
case 4: .@cat_mes$[2] = "observes flies flying around"; break;
case 5: .@cat_mes$[2] = "shows off picked hair proudly"; break;
case 6: .@cat_mes$[2] = "observes Leader Cat's tail curiously"; break;
case 7: .@cat_mes$[2] = "looks at you with drooping eyes"; break;
case 8: .@cat_mes$[2] = "is checking you out with a weird glimmer"; break;
}
switch(.@cat_action[3]) {
case 0: .@cat_mes$[3] = "cannot do anything with all points used"; break;
case 1: .@cat_mes$[3] = "is getting annoyed at tails smacking on the ground"; break;
case 2: .@cat_mes$[3] = "observes Leader Cat's tail curiously"; break;
case 3: .@cat_mes$[3] = "is getting annoyed while picking his hair"; break;
case 4: .@cat_mes$[3] = "scratches with a drooping face"; break;
case 5: .@cat_mes$[3] = "catches a flying fly and shows off"; break;
case 6: .@cat_mes$[3] = "is getting irritable with a tired face"; break;
case 7: .@cat_mes$[3] = "picks his hair while looking around"; break;
case 8: .@cat_mes$[3] = "is getting annoyed with the Leader Cat"; break;
}
switch(.@cat_action[4]) {
case 0: .@cat_mes$[4] = "cannot do anything with all points used"; break;
case 1: .@cat_mes$[4] = "is picking some hair on his belly with a calm mind"; break;
case 2: .@cat_mes$[4] = "shows off his front paw to the Leader Cat"; break;
case 3: .@cat_mes$[4] = "is getting irritable with a tired face"; break;
case 4: .@cat_mes$[4] = "catches a flying fly and shows off"; break;
case 5: .@cat_mes$[4] = "shows off an attractive tail"; break;
case 6: .@cat_mes$[4] = "is drooping and mumbling"; break;
case 7: .@cat_mes$[4] = "shows off picked hair proudly"; break;
case 8: .@cat_mes$[4] = "is checking you out with a weird glimmer"; break;
}
switch(.@cat_action[5]) {
case 0: .@cat_mes$[5] = "cannot do anything with all points used"; break;
case 1: .@cat_mes$[5] = "is fighting with his tail"; break;
case 2: .@cat_mes$[5] = "is scratching with his hind foot"; break;
case 3: .@cat_mes$[5] = "is drooping down with a pleasant face"; break;
case 4: .@cat_mes$[5] = "checks you out with a drooping face"; break;
case 5: .@cat_mes$[5] = "scratches with a drooping face"; break;
case 6: .@cat_mes$[5] = "is drooping and mumbling"; break;
case 7: .@cat_mes$[5] = "is lying around~"; break;
case 8: .@cat_mes$[5] = "is doing nothing"; break;
}
switch(rand(3)) {
case 0: .@tip$ = "You can predict if the cat will wave the flag or not with 'Observe cats'."; break;
case 1: .@tip$ = "1 Flag Point will be deducted if you choose 'Wave flag'."; break;
case 2: .@tip$ = "Choosing 'Wait', you can check the results and move on to the next game."; break;
}
while(1) {
mes "[Leader]";
mes "Cats are now all prepared.";
mes "What will you do?";
mes " ";
mes "Tip: ^F86A08"+.@tip$+"^000000";
next;
.@choice = select("Observe cats", "Wave flag", "Wait");
switch(.@choice) {
case 1:
mes "Observing cats...";
next;
for(.@i = 1; .@i<=5; ++.@i) {
mes "[------ Observing cats ------]";
mes .@cat_name$[.@i]+.@cat_desc$[.@i]+" ^FF0000"+.@cat_mes$[.@i]+"^000000.";
next;
}
break;
case 2:
--.@flag_point;
.@you_flag = 1;
break;
case 3:
break;
}
if (.@choice != 1) break;
}
++.@round;
++.@rounds_nowave;
if (.@you_flag == 1) {
.@you_flag$ = "You waved the flag";
.@emotion[0] = e_korea;
} else {
.@you_flag$ = "You didn't wave the flag";
.@emotion[0] = e_swt2;
}
for(.@i = 1; .@i<=5; ++.@i) {
if (.@flag_point_cat[.@i] == 0) {
.@cat_flag$[.@i] = "Not enough Flag Points, could not wave";
.@emotion[.@i] = e_ho;
} else {
if (compare(.@cat_emotes$[.@i],""+.@cat_action[.@i])) {
.@cat_flag$[.@i] = "Didn't wave";
.@emotion[.@i] = .@cat_emote[.@i];
} else {
.@cat_flag$[.@i] = "Did wave";
--.@flag_point_cat[.@i];
++.@cat_flags_waved;
.@emotion[.@i] = e_korea;
}
}
}
mes "[Leader]";
mes "Game ^C1653E"+.@round+"^000000 results...";
next;
mes "[Leader]";
mes "~ Flag Game challenger "+strcharinfo(0)+" ~";
mes "^FF0000"+.@you_flag$+"^000000 for game ^C1653E"+.@round+"^000000.";
mes .@flag_point+" Flag Point remaining.";
emotion .@emotion[0],1;
next;
for(.@i = 1; .@i<=5; ++.@i) {
mes "[Leader]";
mes "~ "+.@cat_name$[.@i]+.@cat_desc$[.@i]+" ~";
mes "^FF0000"+.@cat_flag$[.@i]+"^000000 the flag for game ^C1653E"+.@round+"^000000.";
mes .@flag_point_cat[.@i]+" Flag Point remaining for "+.@cat_name$[.@i]+".";
emotion .@emotion[.@i],0,.@npc_name$[.@i];
next;
}
if (.@you_flag == 1) {
.@rounds_nowave = 0;
if (.@cat_flags_waved == 0) {
// You win.
break;
} else if (.@flag_point == 0) {
// You lose.
mes "[Leader]";
mes "You have used all your Flag Points.";
next;
break;
} else {
.@you_flag = 0;
mes "[Leader]";
mes "You have failed at flag waving.";
mes .@flag_point+" Flag Point remaining.";
next;
mes "[Leader]";
mes "Let's move on to the next game.";
next;
mes "... ... ... ...";
next;
}
} else {
if (.@cat_flags_waved == 5) {
mes "[Leader]";
mes "Congrats "+strcharinfo(0)+". You have succeed on not waving your flag.";
next;
mes "[Leader]";
mes "But! This is flag waving game, so this doesn't count.";
next;
} else {
if (.@rounds_nowave == 10) {
.@rounds_nowave = 0;
--.@flag_point;
mes "[Leader]";
mes "Since you didn't wave your flag for 10 games, 1 Flag Point will be reduced according to the official Flag Game rules.";
next;
if (.@flag_point == 0) {
// You lose.
mes "[Leader]";
mes "You have used all your Flag Points.";
next;
break;
} else {
mes "[Leader]";
mes .@flag_point+" Flag Point remaining.";
next;
}
} else {
mes "[Leader]";
mes "Game "+.@round+" has ended properly. Point penalty will be given after "+(10-.@rounds_nowave)+" more.";
next;
}
mes "[Leader]";
mes "Let's move on to the next game.";
next;
mes "... ... ... ...";
next;
}
}
.@cat_flags_waved = 0;
}
mes "[Leader]";
mes "The Flag-Waving Game has ended.";
next;
mes "[Leader]";
mes "Final results!!";
mes "After "+.@round+" games, "+strcharinfo(0)+" has "+.@flag_point+" Flag Point left.";
mes "... ... ...";
next;
if (.@you_flag == 1 && .@cat_flags_waved == 0) {
setquest 5073;
if (.@flag_point_cat[1]+.@flag_point_cat[2]+.@flag_point_cat[3]+.@flag_point_cat[4]+.@flag_point_cat[5] < 5) {
getitem Malang_Sp_Can,3;
mes "[Leader]";
mes "Congratulations. You have won the Flag-Waving Game.";
next;
mes "[Leader]";
mes "But, only 3 Canned Foods will be given as the present since you didn't take a big part through the game.";
} else {
switch(.@flag_point) {
case 0: .@cans = 5; break;
case 1: .@cans = 7; break;
case 2: .@cans = 10; break;
case 3: .@cans = 15; break;
case 4: .@cans = 20; break;
}
getitem Malang_Sp_Can, .@cans;
mes "[Leader]";
mes "Congratulations. You have won the Flag-Waving Game. "+.@cans+" Canned Foods will be given as the present.";
}
next;
mes "[Leader]";
mes "Hope you win some more Canned Foods tomorrow.";
close;
}
mes "[Leader]";
mes "Flag waving failed...";
mes "... ... ... ...";
next;
setquest 5073;
switch(rand(1,13)) {
case 1: setquest 5074; break;
case 2: setquest 5075; break;
case 3: setquest 5076; break;
case 4: setquest 5077; break;
case 5: setquest 5078; break;
case 6: setquest 5079; break;
case 7: setquest 5080; break;
case 8: setquest 5081; break;
case 9: setquest 5082; break;
case 10: setquest 5083; break;
case 11: setquest 5085; break;
case 12: setquest 5087; break;
case 13: setquest 5089; break;
}
mes "Leader gives you a note without hesitation. You must follow the order now.";
close;
}
mal_in01,136,216,2 script Seichi#gamer 4_CAT_DOWN,{
if (malang_gamer == 20) {
mes "[Seichi]";
mes "Ah~ I'm hungry. Any rats wandering around?";
next;
mes "[Seichi]";
mes "Ah~ I think I could eat 100 cramps at once.";
next;
mes "[Seichi]";
mes "Hey, why don't you look around? Who knows? Maybe we can find a delicious canned food~";
emotion e_no;
next;
mes "[Seichi]";
mes "Then, you can give me one. Hehe~";
close;
} else {
mes "[Seichi]";
mes "I am hungry~ Any leftover canned food there?";
emotion e_no;
close;
}
end;
}
mal_in01,136,215,2 script Row#gamer 4_CAT_ADV1,{
if (malang_gamer == 20) {
mes "[Row]";
mes "Hut! Human, you came to see me, Row the Great? What? No?";
next;
mes "[Row]";
mes "What do want then? Get lost. Ah...!!";
next;
mes "[Row]";
mes "You want to play the Flag Game? I see. Show me what you've got.";
next;
mes "[Row]";
mes "But, you know you can never beat me, the great Row.";
emotion e_gg;
close;
} else {
mes "[Row]";
mes "Flag waving is a serious game. Only special cats like me can compete. Meow~";
close;
}
end;
}
mal_in01,136,214,2 script Debong#gamer 4_CAT,{
if (malang_gamer == 20) {
mes "[Debong]";
mes "Hair picking is my best hobby meow.";
next;
mes "[Debong]";
mes "When picking hair meow~";
mes "Time really flies meow~";
next;
mes "[Debong]";
mes "Come here, you, meow. I'll pick your hair meow.";
emotion e_lv;
close;
} else {
mes "The cat is picking your hair.";
close;
}
end;
}
mal_in01,136,213,2 script Libs#gamer 4_M_BOSSCAT,{
if (malang_gamer == 20) {
mes "[Libs]";
mes "Arrgg!! Why should I play this stupid flag waving game here?";
emotion e_an;
next;
mes "[Libs]";
mes "Hey you. What do you think? I know you've hearing me!";
next;
mes "[Libs]";
mes "... ... ...";
next;
mes "[Libs]";
mes "Well, I'm sure you won't have a clue why this is happening. I forgive you.";
emotion e_ok;
next;
mes "[Libs]";
mes "How can a human understand the overwhelming heart of cats.";
emotion e_pif;
close;
} else {
mes "[Libs]";
mes "A human? What are you doing here?";
next;
mes "[Libs]";
mes "Oh! I see. Our director is looking a practicing partner, why don't you apply?";
close;
}
end;
}
mal_in01,136,212,2 script YongYong#gamer 4_CAT_REST,{
if (malang_gamer == 20) {
mes "[YongYong]";
mes "Meow~ I'm annoyed meow~";
emotion e_an;
next;
mes "[YongYong]";
mes "Annoying meow~";
emotion e_an;
next;
mes "[YongYong]";
mes "You're annoying meow~";
emotion e_an;
next;
mes "[YongYong]";
mes "What are you, a dog? Meow~!";
emotion e_an;
specialeffect EF_SONICBLOW2;
next;
mes "[YongYong]";
mes "Do not mess with the drooping cat.";
mes "Or you will regret it.";
close;
} else {
mes "z..Z..z..Z";
mes "The cat is sleeping.";
close;
}
end;
}
malangdo,120,140,7 script Sign#Cat G Entrance 4_BULLETIN_BOARD2,{
mes "A small sign.";
next;
mes "[Cat Gamers Headquarters]";
mes "- Practicing partner welcome -";
mes "- Recruiting 'Cat Gamers' -";
mes "Consult with our Cat Gamers Director.";
close;
}
mal_in01,15,221,6 script Sign#Cat G 1F 4_BULLETIN_BOARD2,{
mes "[Cat Gamers Headquarters 1F]";
mes "- ~ B 1 ~ -";
mes "Rock Paper Scissors practice room";
mes "ChamChamCham practice room";
close;
}
mal_in01,77,214,4 script Sign#Cat G B1 4_BULLETIN_BOARD2,{
mes "[Cat Gamers Headquarters B1]";
mes "- ~ 1 F ~ -";
mes "Consult with the director...";
mes "-----------------------------";
mes "- ~ B 2 ~ -";
mes "KongNyangKong & Flag Game practice room";
mes "'Cat Gamers' Tech Team lab";
close;
}
mal_in01,142,220,6 script Sign#Cat G B2 4_BULLETIN_BOARD2,{
mes "[Cat Gamers Headquarters B2]";
mes "- ~ B 1 ~ -";
mes "Rock Paper Scissors practice room";
mes "ChamChamCham practice room";
close;
}
mal_in01,155,222,2 script Uneet#gamer 4_LAM,{
.@playtime = questprogress(5069,PLAYTIME);
if (.@playtime == 1) {
mes "[Uneet]";
mes "Wow Wot~ What a busy day~";
mes "Oh, you are the one who won the honorable certificate?";
next;
mes "[Uneet]";
mes "There are more orders coming every day. Ahh!! Give me some more manpower!!";
close;
} else if (.@playtime == 2) {
mes "[Uneet]";
mes "Nyah~ Ong~ Certificate complete!!";
next;
mes "[Uneet]";
mes "I already gave your certificate to the Cat Gamers Director! Go check it out~";
next;
mes "[Uneet]";
mes "Please... Keep this wherever you go.";
close;
} else if (malang_gamer < 19) {
mes "[Uneet]";
mes "I am a cat. Nyah~ Ong~";
mes "I look like a sheep because I was so busy I didn't have time to shave.";
mes "It is not my fault...";
close;
} else {
mes "[Uneet]";
mes "Nyah~ Ong~ Do not interrupt my resting.";
mes "Usually, I am very busy...";
mes "Don't touch me.";
next;
mes "[Uneet]";
mes "I'm a bit fat now, but you should look at yourself too. Haha...";
close;
}
end;
}
mal_in01,30,222,4 script Interview Cat#gamer 4_CAT_ADV2,{
mes "[Interview Cat]";
mes "I want join 'Cat Gamers'.";
mes "But it seems the Cat Gamers Director is busy now. Should I just leave?";
next;
mes "[Interview Cat]";
mes "What? You also want join this group?";
close;
}
mal_in01,19,213,1 script Waiting Cat#gamer 4_CAT_3COLOR,{
mes "[Waiting Cat]";
mes "Why did someone put that vase inside of a glass?";
mes "The Cat Gamers Director did that?";
next;
mes "[Waiting Cat]";
mes "What strange taste.";
mes "Maybe I should rethink joining 'Cat Gamers', huh?";
close;
}
//== Archangel Wing Enchants :: enc_angel ==================
malangdo,234,153,6 script Notice Board#mal 2_BULLETIN_BOARD,{
mes "^0000FFThere's a hastily written message on this bulletin board.^000000";
next;
mes "A fallen angel within will unlock a hidden enchantment to Archangel Wings.";
close;
}
mal_in01,15,16,3 script Fallen Angel#mal 4_F_VALKYRIE2,{
disable_items;
if (checkweight(Knife,1) == 0) {
mes "You are carrying too many items, please reduce them and come back!";
close;
}
if (MaxWeight - Weight < 10000) {
mes "You have overweight, please reduce it and come back!";
close;
}
if (getequipid(EQI_GARMENT) == 2573) {
if (Zeny >= 1000000)
.@menu$ = "Enchant Archangel Wing";
else
.@menu$ = "^999999You do not have enough zeny!^000000";
} else
.@menu$ = "^999999You have not equipped the Archangel Wing!^000000";
mes "[Fallen Angel]";
mes "You seem like a poor guy!";
next;
mes "[Fallen Angel]";
mes "If you have an Archangel Wing, I will enchant my capability into the useless 4th slot. Would you like me to do so?";
next;
switch(select("What is that?", .@menu$, "Enchant Initialization")) {
case 1:
switch(select("Stop speaking", "What are you going to do?")) {
case 1:
mes "[Fallen Angel]";
mes "What did you say?";
close;
case 2:
mes "[Fallen Angel]";
mes "I can enchant my capability into your Archangel Wing if you pay 1,000,000 zeny. But you can't enchant it again without resetting it.";
next;
mes "[Fallen Angel]";
mes "The enchantment is dangerous, so ^ff0000the wing might be damaged^000000! Nevertheless, my good blessing will retain the ^0000ffcard and refine level^0000ff!";
close;
}
case 2:
if (Zeny < 1000000) {
mes "[Fallen Angel]";
mes "I can't do it if you can't pay!";
close;
}
mes "[Fallen Angel]";
mes "There are 2 important notices. First, the enchantment requires ^0000ff1,000,000 zeny^000000.";
next;
mes "[Fallen Angel]";
mes "Second, ^ff0000although the rate is not high, the Archangel Wing might be damaged^000000! This is very unlucky!";
mes "If you can accept these conditions, I will enchant the wing for you.";
next;
if(select("Let me consider...", "I accept, let's enchant!") == 1) {
mes "[Fallen Angel]";
mes "Ok! Take your time to consider!";
close;
}
specialeffect2 EF_REPAIRWEAPON;
progressbar "ffff00",2;
if (getequipisequiped(EQI_GARMENT) == 0) {
mes "[Fallen Angel]";
mes "The Archangel Wing has been taken out!";
close;
}
if (getequipid(EQI_GARMENT) != 2573) {
mes "[Fallen Angel]";
mes "Don't take off the item!";
close;
}
if (getequipcardid(EQI_GARMENT,3)) {
mes "[Fallen Angel]";
mes "This Archangel Wing is enchanted! Please initialize it or bring another Archangel Wing for me!";
close;
}
.@equip_refine = getequiprefinerycnt(EQI_GARMENT);
setarray .@equip_card[0], getequipcardid(EQI_GARMENT,0),getequipcardid(EQI_GARMENT,1),getequipcardid(EQI_GARMENT,2);
.@i = rand(1,900);
if (.@i < 2) .@enchant = 4848; //Immuned1
else if (.@i < 3) .@enchant = 4849; //Cranial1
else if (.@i < 4) .@enchant = 4852; //Heal_Amount5
else if (.@i < 9) .@enchant = 4853; //S_Str
else if (.@i < 14) .@enchant = 4854; //S_Agi
else if (.@i < 19) .@enchant = 4855; //S_Vital
else if (.@i < 24) .@enchant = 4856; //S_Int
else if (.@i < 29) .@enchant = 4857; //S_Dex
else if (.@i < 34) .@enchant = 4858; //S_Luck
else if (.@i < 39) .@enchant = 4851; //Heal_Amount4
else if (.@i < 49) .@enchant = 4850; //Heal_Amount3
else if (.@i < 74) .@enchant = 4760; //Matk1
else if (.@i < 84) .@enchant = 4761; //Matk2
else if (.@i < 109) .@enchant = 4817; //Sharp2
else if (.@i < 119) .@enchant = 4816; //Sharp3
else if (.@i < 144) .@enchant = 4814; //Spell2
else if (.@i < 154) .@enchant = 4813; //Spell3
else if (.@i < 179) .@enchant = 4833; //Expert_Archer2
else if (.@i < 189) .@enchant = 4834; //Expert_Archer3
else if (.@i < 214) .@enchant = 4810; //Fighting_Spirit2
else if (.@i < 224) .@enchant = 4809; //Fighting_Spirit3
else if (.@i < 259) .@enchant = 4701; //Strength2
else if (.@i < 294) .@enchant = 4731; //Agility2
else if (.@i < 329) .@enchant = 4721; //Dexterity2
else if (.@i < 364) .@enchant = 4741; //Vitality2
else if (.@i < 399) .@enchant = 4751; //Luck2
else if (.@i < 434) .@enchant = 4711; //Inteligence2
else if (.@i < 504) .@enchant = 4700; //Strength1
else if (.@i < 574) .@enchant = 4730; //Agility1
else if (.@i < 644) .@enchant = 4720; //Dexterity1
else if (.@i < 714) .@enchant = 4740; //Vitality1
else if (.@i < 784) .@enchant = 4750; //Luck1
else if (.@i < 854) .@enchant = 4710; //Inteligence1
else .@enchant = 0;
Zeny -= 1000000;
delequip EQI_GARMENT;
if (.@enchant == 0) {
mes "[Fallen Angel]";
mes "Be merciful to the survivor,";
mes "Send flowers to the dead.";
next;
mes "[Fallen Angel]";
mes "Help for justice,";
mes "Elimination of evil.";
next;
mes "[Fallen Angel]";
mes "But the important point is... the Archangel Wing is damaged!";
close;
}
getitem2 2573,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@enchant; //Archangel_Wing
if (.@i < 4)
announce strcharinfo(0)+" has enchanted Archangel Wing with amazing capability!",bc_all,0xFF0000,FW_NORMAL,10;
mes "[Fallen Angel]";
mes "Take it!";
mes "I believe that you will become the dominator of the new world!";
close;
case 3:
mes "[Fallen Angel]";
mes "Initialization requires ^0000ff3 units of Silvervine Fruit^000000. The wing will not be damaged except for the enchanted capability.";
next;
if(select("Let me consider...", "Ok, I want initialize it.") == 1) {
mes "[Fallen Angel]";
mes "Ok! Take your time to consider!";
close;
}
specialeffect2 EF_REPAIRWEAPON;
progressbar "ffff00",2;
if (getequipisequiped(EQI_GARMENT) == 0) {
mes "[Fallen Angel]";
mes "The Archangel Wing has been taken out!";
close;
}
if (getequipid(EQI_GARMENT) != 2573) {
mes "[Fallen Angel]";
mes "Oh... you have unequipped the Archangel Wing!";
close;
}
if (countitem(Silvervine) < 3) {
mes "[Fallen Angel]";
mes "I can't do it if you can't pay!";
close;
}
if (getequipcardid(EQI_GARMENT,3) < 4700) { // Armor Enchant System
mes "[Fallen Angel]";
mes "This equipment has not been enchanted, please check it again!";
close;
}
.@equip_refine = getequiprefinerycnt(EQI_GARMENT);
setarray .@equip_card[0], getequipcardid(EQI_GARMENT,0),getequipcardid(EQI_GARMENT,1),getequipcardid(EQI_GARMENT,2);
delitem Silvervine,3;
delequip EQI_GARMENT;
getitem2 2573,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],0; //Archangel_Wing
mes "[Fallen Angel]";
mes "Take it!";
close;
}
}
|