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//================= Hercules Script =======================================
//=       _   _                     _
//=      | | | |                   | |
//=      | |_| | ___ _ __ ___ _   _| | ___  ___
//=      |  _  |/ _ \ '__/ __| | | | |/ _ \/ __|
//=      | | | |  __/ | | (__| |_| | |  __/\__ \
//=      \_| |_/\___|_|  \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2015  Hercules Dev Team
//= Copyright (C)  Dastgir
//=
//= 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/>.
//=========================================================================
//= 2010 Headgear Quest
//================= Description ===========================================
//= Quests For Headgears:
//=     Flower Of Fairy, NeckTie, Hair Brush
//=     Status Of Baby Angel, Frog Cap, Solo Play Box
//================= Current Version =======================================
//= 1.0
//=========================================================================

gonryun,149,189,0	script	Yotang#Flower_Of_Fairy	1_M_04,{
	mes "[Yotang]";
	mes "There lives a fairy on the 3rd floor of Gonryun.";
	mes "She is so famous for her beauty";
	mes "that she even got a fan club.";
	next;
	mes "[Yotang]";
	mes "Of course, I am the master of the fan club.";
	mes "How about joining the fairy fan club?";
	next;
	if (select("I'm not that interested!!:I'll join it right away!!") == 1) {
		mes "[Yotang]";
		mes "What! I'm going to tell on you!";
		close;
	}
	if ((countitem(Limpid_Celestial_Robe) > 99) && (countitem(Soft_Silk_Cloth) > 99) && countitem(Wedding_Bouquet) && countitem(Violet_Dyestuffs) && countitem(Bandana)) {
		mes "[Yotang]";
		mes "Oh, aren't those....!";
		mes "the materials for the Flower of Fairy?";
		mes "Have we met before? You already know everything...";
		next;
		mes "[Yotang]";
		mes "Anyway, do you want me to make the Flower of Fairy?";
		next;
		mes "[Yotang]";
		mes "^FF0000Please be aware that^000000";
		mes "^FF0000the refinement on the matereials will all disapper^000000";
		mes "^FF0000if you once combine those.^000000";
		next;
		if (select("No, next time.:Make it right now!!") == 1) {
			mes "[Yotang]";
			mes "You'll regret it!";
			close;
		}
		mes "[Yotang]";
		mes "You're speedy!";
		mes "You deserve to be a master of the fanclub for the next term.";
		next;
		emotion e_swt;
		mes "Combining... ... ...";
		next;
		//Double-check the materials
		if ((countitem(Limpid_Celestial_Robe) < 100) || (countitem(Soft_Silk_Cloth) < 100) || !countitem(Wedding_Bouquet) || !countitem(Violet_Dyestuffs) || !countitem(Bandana)) {
			mes "[Yotang]";
			mes "Huh? You don't have enough";
			mes "materials for it..";
			mes "Aren't you wearing Bandana?";
			mes "Check it out!";
			next;
			mes "[Yotang]";
			mes "Bring me all the materials,";
			mes "If you want to get the Flower of Fairy.";
			next;
			mes "[Yotang]";
			mes "If you bring me ^0000FF100 Limpid Celestial Robes, 100 Soft Silk Cloth,";
			mes "1 Wedding Bouquet, 1 Violet Dyestuffs";
			mes "and ^0000FF1 Bandana^000000 which you can find at a store,";
			mes "I will make you a ^0000FFFlower of Fairy^000000.";
			close;
		}
		// Checking weight
		if ((MaxWeight-Weight) < 200) {
			mes "[Yotang]";
			mes "Your bag is too heavy, isn't it?";
			mes "Come to me again";
			mes "after emptying your bag.";
			close;
		}
		else if (checkweight(Flower_Of_Fairy,1) == 0) {
			mes "- Wait !! -";
			mes "- You have too many items, so it's -";
			mes "- impossible to have more. -";
			mes "- Come to me again -";
			mes "- after emptying some of it. -";
			close;
		}
		mes "[Yotang]";
		mes "Here, the Flower of Fairy.";
		delitem Limpid_Celestial_Robe,100; //Limpid_Celestial_Robe
		delitem Soft_Silk_Cloth,100; //Soft_Silk_Cloth
		delitem Wedding_Bouquet,1; //Wedding_Bouquet
		delitem Violet_Dyestuffs,1; //Violet_Dyestuffs
		delitem Bandana,1; //Bandana
		getitem Flower_Of_Fairy,1; //Flower_Of_Fairy
		emotion e_no1;
		next;
		mes "[Yotang]";
		mes "See you on the fan meeting!";
		close;
	}
	mes "[Yotang]";
	mes "You can meet the fairy soon";
	mes "for there will be a fan meeting";
	mes "in the near future.";
	mes "The Flower of Fairy is necessary";
	mes "for joining the fan meeting. Everyone wears it.";
	next;
	mes "[Yotang]";
	mes "If you bring me some materials";
	mes "I'll make it for you.";
	next;
	mes "[Yotang]";
	mes "I need ^0000FF100 Limpid Celestial Robes, 100 Soft Silk Cloth,";
	mes "1 Wedding Bouquet, 1 Violet Dyestuffs";
	mes "and ^0000FF1 Bandana^000000 which you can find at a store,";
	next;
	mes "[Yotang]";
	mes "If you bring me ^0000FF100 Limpid Celestial Robes, 100 Soft Silk Cloth,";
	mes "1 Wedding Bouquet, 1 Violet Dyestuffs";
	mes "and ^0000FF1 Bandana^000000 which you can find at a store,";
	mes "I will make you a ^0000FFFlower of Fairy^000000.";
	next;
	mes "[Yotang]";
	mes "^FF0000Please be aware that^000000";
	mes "^FF0000the refinement on the matereials will all disapper^000000";
	mes "^FF0000if you once combine those.^000000";
	next;
	if (select("I won't do it.:Here, I have the materials!")==1) {
		mes "[Yotang]";
		mes "You'll regret it!";
		close;
	}
	mes "[Yotang]";
	mes "Huh? Are you kidding me?";
	next;
	mes "[Yotang]";
	mes "I need ^0000FF100 Limpid Celestial Robes, 100 Soft Silk Cloth,";
	mes "1 Wedding Bouquet, 1 Violet Dyestuffs";
	mes "and ^0000FF1 Bandana^000000 which you can find at a store";
	mes "to make a ^0000FFFlower of Fairy^000000.";
	close;
}

//== 2. Making the new headgear Necktie(5442) ==============
lhz_in02,276,281,1	script	Drunken Man#Necktie	4_M_ALCHE_A,{
	mes "[Drunken Man]";
	mes "Hey.. you wanna fight?!";
	next;
	mes "He seems to be drunken badly. What should I do?";
	next;
	if (select("Just ignore him.:Fight!") == 1) {
		mes "[Drunken Man]";
		mes "Why are you ignoring me?";
		mes "Are you afraid of me?";
		close;
	}
	// Checking player's level
	if (BaseLevel < 65) {
		mes "[Drunken Man]";
		mes "What... you're weaker than me.";
		mes "Go and reach the higher level!";
		emotion e_go;
		close;
	}
	mes "[Drunken Man]";
	mes "Hold! I need some armor to wear.";
	mes "That's it, Necktie, Necktie...";
	next;
	mes "[Drunken Man]";
	mes "Once I wear the Necktie on my head,";
	mes "I will be no match for you!";
	mes "You must be nervous��";
	mes "Hmm�� where is the Necktie?";
	next;
	// If having the materials
	if ((countitem(Cobaltblue_Dyestuffs) > 0) && (countitem(Oil_Paper) > 29) && (countitem(Transparent_Cloth) > 99) && (countitem(Spool) > 19)) {
		mes "[Drunken Man]";
		mes "Oh, you're having the materials for Necktie! give them to me!!";
		next;
		if (select("No way!:Here you are.")==1) {
			mes "[Drunken Man]";
			mes "Ohh, you are scared!";
			mes "I won again!!";
			close;
		}
		mes "[Drunken Man]";
		mes "Great, wait for a moment!";
		next;
		mes "Combining... ch...ch... ...";
		emotion e_swt;
		next;
		mes "[Drunken Man]";
		mes "Drunk...drunk.... Zzzzz...";
		emotion e_what,1;
		next;
		//Double-check the materials
		if ((countitem(Cobaltblue_Dyestuffs) > 0) && (countitem(Oil_Paper) > 29) && (countitem(Transparent_Cloth) > 99) && (countitem(Spool) > 19)) {
			// Checking weight
			if ((MaxWeight - Weight) < 100) {
				mes "Necktie is heavier than I thought.";
				mes "Seems like the very legendary Necktie.";
				close;
			}
			else if (checkweight(Necktie,1) == 0) {
				mes "- Wait !! -";
				mes "- You have too many items, so it's -";
				mes "- impossible to have more. -";
				mes "- Come to me again -";
				mes "- after emptying some of it. -";
				close;
			}
			mes "He zonked out as soon as";
			mes "he finished it.";
			mes "Let's just take the Necktie.";
			delitem Cobaltblue_Dyestuffs,1; //Cobaltblue_Dyestuffs
			delitem Oil_Paper,30; //Oil_Paper
			delitem Transparent_Cloth,100; //Transparent_Cloth
			delitem Spool,20; //Spool
			getitem Necktie,1; //Necktie
			close;
		}
		mes "[Drunken Man]";
		mes "Huh? Where are all the materials gone?";
		mes "Did you take it back that you're so afraid of me?";
		close;
	}
	mes "[Drunken Man]";
	mes "Hey, go and get";
	mes "^FF00001 Cobaltblue Dyestuff, 30 Oil Papers, 100 Transparent Cloth, 20 Spools^000000!";
	next;
	mes "[Drunken Man]";
	mes "I will beat you off wearing the legendary Necktie!";
	next;
	if (select("I won't.:Let's go and get them.") == 1) {
		mes "[Drunken Man]";
		mes "Are you dropping out?";
		mes "Did I win again?";
		close;
	}
	mes "[Drunken Man]";
	mes "I'm telling you once more";
	mes "for you might forget it, dumbhead!";
	next;
	mes "[Drunken Man]";
	mes "^FF00001 Cobaltblue Dyestuff, 30 Oil Papers, 100 Transparent Cloth, 20 Spools^000000!";
	mes "Hurry! I'll be futzing around with others.";
	emotion e_go;
	close;
}

//== 3. Making the new headgear Hair Brush(5444) ===========
comodo,236,164,0	script	Hat Girl#Hair_Brush	1_F_04,{
	mes "[Hat Girl]";
	mes "Isn't the unique hat much better";
	mes "than the common hairbands?";
	next;
	if (select("I still prefer hairbands!:Hat is the best!") == 1) {
		mes "[Hat Girl]";
		mes "Wear your boring hairband for the whole lifetime!";
		emotion e_pif;
		close;
	}
	mes "[Hat Girl]";
	mes "You have a good sense!";
	mes "I thought I would make";
	mes "a trendy hat.";
	next;
	mes "[Hat Girl]";
	mes "I will give you an honor,";
	mes "to be a fashion superstar,";
	mes "if you bring me the materials for it.";
	next;
	if ((countitem(Mixture) > 0) && (countitem(Scarlet_Dyestuffs) > 0) && (countitem(Solid_Shell) > 49) && (countitem(Elunium) > 4) && (countitem(Axe_) > 0)) {
		mes "[Hat Girl]";
		mes "Oh! you're bringing ^0000FFthe materials for Hair Brush^000000.";
		mes "Do you want me to make it now?";
		next;
		if (select("I think the hairband is better...:Yes, please make it!") == 1) {
			mes "[Hat Girl]";
			mes "Wear your boring hairband for the whole lifetime!";
			emotion e_pif;
			close;
		}
		mes "[Hat Girl]";
		mes "Okay, I'll do it right away!";
		next;
		mes "Ch ch ch... combining...ch ch��";
		emotion e_swt2,1;
		next;
		mes "[Hat Girl]";
		mes "Here, it's done!";
		mes "Now you're the fashionista!";
		next;
		//Double-check the materials
		if ((countitem(Mixture) > 0) && (countitem(Scarlet_Dyestuffs) > 0) && (countitem(Solid_Shell) > 49) && (countitem(Elunium) > 4) && (countitem(Axe_) > 0)) {
			// Checking weight
			if ((MaxWeight - Weight) < 100) {
				mes "[Hat Girl]";
				mes "You're carrying too much stuff.";
				mes "Come again after emptying your bag.";
				close;
			}
			else if (checkweight(Status_Of_Baby_Angel,1) == 0) {
				mes "- Wait !! -";
				mes "- You have too many items, so it's -";
				mes "- impossible to have more. -";
				mes "- Come to me again -";
				mes "- after emptying some of it. -";
				close;
			}
			mes "[" + strcharinfo(0) + "]";
			mes "I got the Hair Brush.";
			mes "...but it makes me sad.";
			delitem Mixture,1; //Mixture
			delitem Scarlet_Dyestuffs,1; //Scarlet_Dyestuffs
			delitem Solid_Shell,50; //Solid_Shell
			delitem Elunium,5; //Elunium
			delitem Axe_,1; //Axe_
			getitem Hair_Brush,1; //Hair_Brush
			close;
		}
		mes "[Hat Girl]";
		mes "Huh? Don't you want to be";
		mes "the best fashionista?";
		mes "You don't have enough materials?";
		close;
	}
	mes "[Hat Girl]";
	mes "To make the latest style ^0000FFHair_Brush^000000,";
	mes "I need ^0000FF1 Mixture, 1 Scarlet Dyestuffs,";
	mes "50 Solid Shells, 5 Eluniums,^000000";
	mes "also 1 ^0000FFAxe^000000 with 4 sockets on it.";
	next;
	mes "[Hat Girl]";
	mes "What are you doing? Hurry!";
	next;
	mes "[Hat Girl]";
	mes "Here is one tip for you.";
	mes "You can easily get Solid Shells and Elunium from the monsters.";
	close;
}

//== 4. Making the new headgear Statue Of Baby Angel(5443) =
alberta,151,78,0	script	Bebete#Baby_Angel_Status	4W_KID,{
	// Check if wearing Ear_Of_Angel's_Wing, Angelic_Chain, Flying_Angel
	if (!isequipped(Ear_Of_Angel's_Wing) && !isequipped(Angelic_Chain) && !isequipped(Flying_Angel)) {
		mes "[Bebete]";
		mes "A fake angel? Go away!!";
		next;
		mes "[Bebete]";
		mes "The real angel has";
		mes "the wings on the head!";
		close;
	}
	if (BaseLevel < 65) {
		mes "[Bebete]";
		mes "A fake angel? Go away!";
		next;
		mes "[Bebete]";
		mes "The real angel";
		mes "is not as weak as you.";
		close;
	}
	// If wearing Status_Of_Baby_Angel
	if (isequipped(Status_Of_Baby_Angel) > 0) {
		mes "[Bebete]";
		mes "Oh, the angel came again.";
		mes "Are you quite satisfied with ^FF0000Statue Of Baby Angel^000000, aren't you?";
		close;
	}
	if ((countitem(Holy_Water) > 0) && (countitem(Feather_Of_Birds) > 499) && (countitem(Muscovite) > 9) && (countitem(Spirit_Chain) > 0) && (countitem(Shining_Stone) > 0)) {
		mes "[Bebete]";
		mes "Ah! Hey, angel~ angel~";
		next;
		mes "[Bebete]";
		mes "Please show me the Statue of Baby Angel!";
		mes "I heard every angel has it!";
		next;
		select("Statue of Baby Angel?");
		mes "[Bebete]";
		mes "Did you lose it?";
		mes "Do you want me to make it for you?";
		next;
		if (select("No, thanks.:Yes, I want it now.") == 1) {
			mes "[Bebete]";
			mes "Oh... it's not easy to make a living!";
			close;
		}
		// Check weight
		mes "[Bebete]";
		mes "Wow, you already know all the materials, angel.";
		emotion e_lv2;
		next;
		mes "[Bebete]";
		mes "You're lucky. I have one statue on going.";
		mes "So you don't need to wait for long.";
		next;
		if ((countitem(Holy_Water) > 0) && (countitem(Feather_Of_Birds) > 499) && (countitem(Muscovite) > 9) && (countitem(Spirit_Chain) > 0) && (countitem(Shining_Stone) > 0)) {
			// Check weight
			if ((MaxWeight - Weight) < 600) {
				mes "[Bebete]";
				mes "What are you carrying that much, angel?";
				mes "I can't give you the item";
				mes "because your bag is too full.";
				close;
			}
			else if (checkweight(Status_Of_Baby_Angel,1) == 0) {
				mes "- Wait !! -";
				mes "- You have too many items, so it's -";
				mes "- impossible to have more. -";
				mes "- Come to me again -";
				mes "- after emptying some of it. -";
				close;
			}
			mes "I got the ^FF0000Statue of Baby Angel^000000.";
			delitem Feather_Of_Birds,500; //Feather_Of_Birds
			delitem Holy_Water,1; //Holy_Water
			delitem Muscovite,10; //Muscovite
			delitem Spirit_Chain,1; //Spirit_Chain
			delitem Shining_Stone,1; //Shining_Stone
			getitem Status_Of_Baby_Angel,1; //Status_Of_Baby_Angel
			next;
			mes "[Bebete]";
			mes "See you again, my angel~!";
			emotion e_thx;
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "... ...";
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "Hmm... I guess I was fooled by that little	kid.";
			close;
		}
		mes "[Bebete]";
		mes "Hey, I don't see";
		mes "any materials in your bag..";
		emotion e_sob;
		close;
	}
	mes "[Bebete]";
	mes "Hey, angel...";
	next;
	mes "[Bebete]";
	mes "Wow, the angel!";
	emotion e_omg;
	next;
	mes "[Bebete]";
	mes "Are you a real angel? Have you been to heaven?";
	next;
	if (select("What a bullshit!:Let's keep the childhood innocence!") == 1) {
		mes "[" + strcharinfo(0) + "]";
		mes "Angel and heaven? It's all made up! ";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "There's nothing. Everything is lie!";
		emotion e_gg,1;
		next;
		mes "[Bebete]";
		mes "You're a devil! a monster! an idiot!";
		emotion e_sigh;
		close;
	}
	mes "[" + strcharinfo(0) + "]";
	mes "Of course. I used to dance with the dragon and zebra";
	mes "on the vanilla-taste clouds.";
	next;
	mes "[Bebete]";
	mes "That's just what I've been imagining!";
	next;
	mes "[Bebete]";
	mes "Please show me the Statue of Baby Angel!";
	mes "I heard every angel has it!";
	next;
	mes "[Bebete]";
	mes "Oops, did you lose it?";
	mes "Do you want me to make one for you?";
	next;
	mes "[Bebete]";
	mes "I made it several times before";
	mes "for the angels like you.";
	next;
	mes "[Bebete]";
	mes "I can make it with ^FF0000 500 Feather Of Birds, 1 Holy Water, 10 Muscovite, 1 Spirit Chain and 1 Shining Stone^000000.";
	next;
	mes "[Bebete]";
	mes "Okay, hurry!";
	close;
	end;
}

//== 5. Making the new headgear Frog_Cap(5447) =============

gef_fild07,108,161,4	script	Roda Frog#Frog_Cap	RODA_FROG,1,1,{
	if (2009_hat == 0) {
		mes "[???]";
		mes "Hmm..Hm..";
		mes "It seems my transformation into the child's appearance is succeessful.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "... ... ... ...";
		next;
		mes "[???]";
		mes "Human! I am here to ask you some help.";
		next;
		if (BaseLevel < 65) {
			mes "[???]";
			mes "... ... ...";
			next;
			mes "[???]";
			mes "I am the great king Froggie Vll!";
			next;
			mes "[King Froggie Vll]";
			mes "but I think you're not strong enough to help us.";
			mes "Go and train more!";
			next;
			mes "[King Froggie Vll]";
			mes "Over lvl 65 human will be fine for us.";
			close2;
			donpcevent "Roda Frog#Frog_Cap::OnDisable";
			end;
		}
		mes "[???]";
		mes "I am the great king, Froggie Vll..";
		mes "I need your help!";
		next;
		if (select("Just ignore it.:Let's help him.") == 1) {
			mes "[" + strcharinfo(0) + "]";
			mes "Talking frog...";
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "Now I've seen everything.";
			next;
			mes "[King Froggie Vll]";
			mes "Croaking...Croaking...";
			close2;
			donpcevent "Roda Frog#Frog_Cap::OnDisable";
			end;
		}
		mes "[" + strcharinfo(0) + "]";
		mes "What can I help you?";
		next;
		mes "[King Froggie Vll]";
		mes "Our great frog race is now endangered because many travellers came here and take our eggs as a kind of souvenirs. I even heard there are many left on the ground here and there, so I need your help. Please bring back ^FF0000100 Frogspawn^000000.";
		setquest 5000;
		2009_hat = 1;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Sure, I will.";
		next;
		mes "[King Froggie Vll]";
		mes "I will be waiting for you!";
		close2;
		donpcevent "Roda Frog#Frog_Cap::OnDisable";
		end;
	}
	else if (2009_hat == 1) {
		if (countitem(Spawn) < 100) {
			mes "[King Froggie Vll]";
			mes "What are you doing here?";
			mes "Go and get ^FF0000100 Frogspawn^000000!";
			close2;
			donpcevent "Roda Frog#Frog_Cap::OnDisable";
			end;
		}
		mes "[King Froggie Vll]";
		mes "Oh, you brought all of them!";
		next;
		mes "[King Froggie Vll]";
		mes "Thank you so much, " + strcharinfo(0) + ".";
		emotion e_thx;
		next;
		mes "[King Froggie Vll]";
		mes "By the way, we have another urgent matter. So I would ask you one more help.";
		next;
		mes "[King Froggie Vll]";
		mes "Frogs are healthy food to the snakes.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I know well.";
		next;
		mes "[King Froggie Vll]";
		mes "Well, that's good. Aren't you feel sorry for our race?";
		next;
		mes "[King Froggie Vll]";
		mes "So, I hereby ask you to take revenge on them. Kill ^FF000050 Side Winder^000000 for us.";
		delitem Spawn,100; //Spawn
		changequest 5000,5001;
		2009_hat = 2;
		next;
		mes "[King Froggie Vll]";
		mes "I'll be waiting for your news!";
		close2;
		donpcevent "Roda Frog#Frog_Cap::OnDisable";
		end;
	}
	else if (2009_hat == 2) {
		if (questprogress(5001,HUNTING) == 1) {
			mes "[King Froggie Vll]";
			mes "I'm waiting for your good news.";
			mes "It would be a piece of cake for you";
			mes "to kill ^FF000050 Side Winders^000000. Keep it up!";
			close2;
			donpcevent "Roda Frog#Frog_Cap::OnDisable";
			end;
		}
		else if (questprogress(5001,HUNTING) == 2) {
			mes "[" + strcharinfo(0) + "]";
			mes "I'm back.";
			next;
			mes "[King Froggie Vll]";
			mes "You seemingly killed all the Side Winders!";
			next;
			mes "[King Froggie Vll]";
			mes "You became an example for the young frogs. Thank you again.";
			emotion e_thx;
			next;
			mes "[King Froggie Vll]";
			mes "Therefore, I'm considering adding your outstanding exploit to our frog's history book. But I need your evidence for your work.";
			next;
			mes "[King Froggie Vll]";
			mes "Please bring me ^FF0000 100 ^000000 ^FF0000Poisonous Canines^000000 from the snakes.";
			changequest 5001,5002;
			2009_hat = 3;
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "I'm happy to be added in the history book. I'll go and get them.";
			next;
			mes "[King Froggie Vll]";
			mes "Obedient, hard-working... I hope I have a loyal frog like you.";
			close2;
			donpcevent "Roda Frog#Frog_Cap::OnDisable";
			end;
		}
		close;
	}
	else if (2009_hat == 3) {
		if (countitem(Posionous_Canine) < 100) {
			mes "[King Froggie Vll]";
			mes "How about ^FF0000100 Poisonous Canines^000000?";
			mes "Hurry, it's a rare opportunity to be added in the frog histroy book!";
			close2;
			donpcevent "Roda Frog#Frog_Cap::OnDisable";
			end;
		}
		mes "[King Froggie Vll]";
		mes "Oh, you brought Poisonous Canines! Now, I'm able to put you in the frog history book officially.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "That's good for me.";
		next;
		mes "[King Froggie Vll]";
		mes "I have a better news!";
		next;
		mes "[King Froggie Vll]";
		mes "I found a great method to keep our race while I was looking up the history book!";
		next;
		mes "[King Froggie Vll]";
		mes "The answer was in the frog history book. In the old days, the great King Froggie lll made a secret medicine enabling us to use a hiding skill from the snakes.";
		next;
		mes "[King Froggie Vll]";
		mes "I should have known this earlier...";
		mes "Please get me ^FF000050 Scaled Skins^000000.";
		delitem Posionous_Canine,100; //Posionous_Canine
		changequest 5002,5003;
		2009_hat = 4;
		next;
		mes "[King Froggie Vll]";
		mes "It's not easy to get, but I'm sure you can do it.";
		close2;
		donpcevent "Roda Frog#Frog_Cap::OnDisable";
		end;
	}
	else if (2009_hat == 4) {
		if (countitem(Scales_Shell) < 50) {
			mes "[King Froggie Vll]";
			mes "Still here? Go and get ^FF000050 Scaled Skins^000000! Please hurry!";
			close2;
			donpcevent "Roda Frog#Frog_Cap::OnDisable";
			end;
		}
		mes "[King Froggie Vll]";
		mes "Excellent!";
		mes "You're like the great King Froggie lll in his young days!";
		next;
		mes "[King Froggie Vll]";
		mes "You are already the hero for our frogs! If I have a child, I would marry you up with my child.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Ah.. No, thanks.";
		mes "^FF0000(Are you telling me to marry with A Frog???)^000000";
		next;
		mes "[King Froggie Vll]";
		mes "Thanks to you, the population of frog has increased but we're short of food.";
		next;
		mes "[King Froggie Vll]";
		mes "The best food for us is ^FF0000Argiope^000000.";
		next;
		mes "[King Froggie Vll]";
		mes "Now, what are you doing, our hero?";
		mes "Go and get ^FF000050 Argiopes^000000!";
		delitem Scales_Shell,50; //Scales_Shell
		2009_hat = 5;
		changequest 5003,5004;
		close2;
		donpcevent "Roda Frog#Frog_Cap::OnDisable";
		end;
	}
	else if (2009_hat == 5) {
		if (questprogress(5004,HUNTING) == 1) {
			mes "[King Froggie Vll]";
			mes "My hero, are you going to starve us to death?";
			mes "Go and bring us ^FF000050 Argiopes^000000!";
			close2;
			donpcevent "Roda Frog#Frog_Cap::OnDisable";
			end;
		}
		else if (questprogress(5004,HUNTING) == 2) {
			mes "[King Froggie Vll]";
			mes "I think I saw you a while ago, but now you became the hero for the frogs...";
			next;
			mes "[King Froggie Vll]";
			mes "It was really lucky for me to ask you a favor.";
			next;
			// checking weight
			if ((MaxWeight - Weight) < 500) {
				mes "[King Froggie Vll]";
				mes "I'd like to give you a reward, our hero. But your bag is now too heavy.";
				close2;
				donpcevent "Roda Frog#Frog_Cap::OnDisable";
				end;
			}
			else if (checkweight(Frog_Cap,1) == 0) {
				mes "- Wait !! -";
				mes "- You have too many items, so it's -";
				mes "- impossible to have more. -";
				mes "- Come to me again -";
				mes "- after emptying some of it. -";
				close;
			}
			mes "[King Froggie Vll]";
			mes "Frogs, do you have any objection";
			mes "to give our hero, " + strcharinfo(0) + "";
			mes "a Frog Hat which is one of our precious treasures?";
			next;
			mes "[Sounds from somewhere]";
			mes "Croak...croak...";
			mes "croooooaaaaak~~~";
			mes "Croak croak";
			next;
			mes "[King Froggie Vll]";
			mes "Hmm, there is no objection.";
			next;
			mes "[King Froggie Vll]";
			mes "I hearby give " + strcharinfo(0) + ", our hero, this Frog Hat.";
			specialeffect2 EF_MAPPILLAR2;
			specialeffect2 EF_BLESSING;
			erasequest 5004;
			2009_hat = 6;
			getitem Frog_Cap,1; //Frog_Cap
			next;
			mes "[King Froggie Vll]";
			mes "You are always welcome.";
			mes "Visit here at any time.";
			close2;
			donpcevent "Roda Frog#Frog_Cap::OnDisable";
			end;
		}
	}
	else if (2009_hat == 6) {
		mes "[King Froggie Vll]";
		mes "All the frogs in the world, praise " + strcharinfo(0) + ", our eternal hero!";
		emotion e_thx;
		close2;
		donpcevent "Roda Frog#Frog_Cap::OnDisable";
		end;
	}
	end;

OnInit:
	setnpcdisplay "Roda Frog#Frog_Cap",RODA_FROG;
end;

OnEnable:
	setnpcdisplay "Roda Frog#Frog_Cap",4_M_KID2;
	end;

OnDisable:
	hideonnpc "Roda Frog#Frog_Cap";
	initnpctimer;
	end;

OnReset:
	setnpcdisplay "Roda Frog#Frog_Cap",RODA_FROG;
	hideoffnpc "Roda Frog#Frog_Cap";
	end;

OnTimer2000:
	donpcevent "Roda Frog#Frog_Cap::OnReset";
	stopnpctimer;
	end;

OnTouch:
	mes "There is a frog. What should I do?";
	next;
	if (select("Throw it a stone.:Have a conversation.") == 1) {
		donpcevent "Roda Frog#Frog_Cap::OnDisable";
		mes "Ouch~";
		close;
	}
	donpcevent "Roda Frog#Frog_Cap::OnEnable";
	if (2009_hat > 0) {
		emotion e_dots,1;
		mes "[" + strcharinfo(0) + "]";
		mes "It's so amazing to see";
		mes "the frog which transforms itself.";
		close;
	}
	emotion e_omg,1;
	mes "[" + strcharinfo(0) + "]";
	mes "Oh my.. the frog transformed into a child...";
	close;
}

//== 6. Making the new headgear Solo Playing Box 1,2 (5448,5449) =
alberta,120,206,3	script	Alonie#Solo_Play_Box	4_M_UMKID,{
	if (2009_1_hat == 0) {
		mes "[Alonie]";
		mes "I am an expert at playing alone.";
		mes "I'm trying my best to play alone!";
		next;
		mes "[Alonie]";
		mes "HuHu, Yapyap!";
		mes "I can feel your admiration for me.";
		mes "Wanna be my student?";
		next;
		if (select("You're out of your mind!:Please let me be your disciple!") == 1) {
			mes "[Alonie]";
			mes "Yes, I'm out of my mind.";
			mes "Huhu, Yapyap!";
			close;
		}
		mes "[Alonie]";
		mes "I can feel you are lack of affection. Okay!";
		mes "Now, let's start the training!";
		next;
		mes "[Alonie]";
		mes "The special training, to play alone in Sphinx Dungeon!";
		mes "For make it";
		mes "the fruitful training,";
		mes "Get around and kill";
		mes "^FF000020 Zeroms, 20 Requiems^000000!";
		mes "Hurry!";
		next;
		if (select("What a bullshit!:Let's go!") == 1) {
			mes "[Alonie]";
			mes "Of course, I don't care.";
			mes "Huhu, Yapyap!";
			close;
		}
		mes "[Alonie]";
		mes "Hurry up, my student.";
		mes "I am so capricious";
		mes "so I don't know what I will";
		mes "give you as a reward!";
		setquest 1100;
		setquest 1101;
		2009_1_hat = 1;
		close;
	}
	else if (2009_1_hat == 1) {
		if ((questprogress(1100,HUNTING) == 2) && (questprogress(1101,HUNTING) == 2)) {
			mes "[Alonie]";
			mes "Already finished?";
			mes "Good, here is the next training";
			mes "to be a playing-alone expert!";
			next;
			mes "[Alonie]";
			mes "The special training, to play alone at Clock Tower!";
			mes "For make it";
			mes "the fruitful training,";
			mes "Get around and kill";
			mes "^FF000040 Arclouses and 30 High Orcs^000000";
			next;
			if (select("What a bullshit!:Let's go!") == 1) {
				mes "[Alonie]";
				mes "Of course, I don't care.";
				mes "Huhu, Yapyap!";
				close;
			}
			mes "[Alonie]";
			mes "Hurry up, my student.";
			mes "I am so capricious";
			mes "so I don't know what I will";
			mes "give you as a reward!";
			changequest 1100,1102;
			changequest 1101,1103;
			2009_1_hat = 2;
			close;
		}
		mes "[Alonie]";
		mes "Hmm, it's not enough.";
		mes "Playing alone is not that easy!";
		mes "Go and kill";
		mes "^FF000020 Zeroms, 20 Requiems^000000!";
		close;
	}
	else if (2009_1_hat == 2) {
		if ((questprogress(1102,HUNTING) == 2) && (questprogress(1103,HUNTING) == 2)) {
			mes "[Alonie]";
			mes "You're really good at playing alone...!";
			mes "Are you lonely?";
			mes "Well, here is the next training";
			mes "to be a playing-alone expert!";
			next;
			mes "[Alonie]";
			mes "The special training, to play alone in Louyang!";
			mes "For make it";
			mes "the fruitful training,";
			mes "Get around and kill";
			mes "^FF000020 Chung E and 50	Civil Servant^000000!";
			next;
			if (select("What a bullshit!:Let's go!") == 1) {
					mes "[Alonie]";
					mes "Of course, I don't care.";
					mes "Huhu, Yapyap!";
					close;
			}
			mes "[Alonie]";
			mes "Hurry up, my student.";
			mes "I am so capricious";
			mes "so I don't know what I will";
			mes "give you as a reward!";
			changequest 1102,1108;
			changequest 1103,1105;
			2009_1_hat = 3;
			close;
		}
		mes "[Alonie]";
		mes "Hmm, It's not enough.";
		mes "Playing alone is not that easy!";
		mes "Go and kill";
		mes "^FF000040 Arclouses and 30 High Orcs^000000!";
		close;
	}
	else if (2009_1_hat == 3) {
		if ((questprogress(1108,HUNTING) == 2) && (questprogress(1105,HUNTING) == 2)) {
			mes "[Alonie]";
			mes "Great job.";
			mes "How lonely you are!";
			mes "Okay, here is the last training";
			mes "to be a real playing-alone expert!";
			next;
			mes "[Alonie]";
			mes "The special training, to play alone in Amatsu Dungeon!";
			mes "For make it";
			mes "the fruitful training,";
			mes "Get around and kill";
			mes "^FF000020 The Papers and 40 Antique Firelocks^000000!";
			next;
			if (select("What a bullshit!:Let's go!") == 1) {
				mes "[Alonie]";
				mes "Of course, I don't care.";
				mes "huhu, Yapyap!";
				close;
			}
			mes "[Alonie]";
			mes "Hurry up, my student!";
			mes "I am so capricious";
			mes "so I don't know what I will";
			mes "give you as a reward!";
			changequest 1108,1106;
			changequest 1105,1107;
			2009_1_hat = 4;
			close;
		}
		else if ((questprogress(1104,HUNTING) == 2) && (questprogress(1105,HUNTING) == 2)) {
			mes "[Alonie]";
			mes "Great job.";
			mes "How lonely you are!";
			mes "Okay, here is the last training";
			mes "to be a real playing-alone expert!";
			next;
			mes "[Alonie]";
			mes "The special training, to play alone in Amatsu Dungeon!";
			mes "For make it";
			mes "the fruitful training,";
			mes "Get around and kill";
			mes "^FF000020 The Papers and 40 Antique Firelocks^000000!";
			next;
			if (select("What a bullshit!:Let's go!") == 1) {
				mes "[Alonie]";
				mes "Of course, I don't care.";
				mes "huhu, Yapyap!";
				close;
			}
			mes "[Alonie]";
			mes "Hurry up, my student!";
			mes "I am so capricious";
			mes "so I don't know what I will";
			mes "give you as a reward!";
			changequest 1104,1106;
			changequest 1105,1107;
			2009_1_hat = 4;
			close;
		}
		mes "[Alonie]";
		mes "Hmm, It's not enough.";
		mes "Playing alone is not that easy!";
		mes "Go and kill";
		mes "^FF000020 Chung E and 50	Civil Servant^000000!";
		if (questprogress(1104,HUNTING) == 1) {
			erasequest 1104;
			setquest 1108;
		}
		close;
	}
	else if (2009_1_hat == 4) {
		if ((MaxWeight - Weight) < 300) {
			 mes "[Alonie]";
			 mes "Playing outside with this heavy bag?";
			 mes "You are the real";
			 mes "expert to play alone!";
			 next;
			 mes "[Alonie]";
			 mes "If you want the reward, empty your bag, first!";
			 close;
		}
		if ((questprogress(1106,HUNTING) == 2) && (questprogress(1107,HUNTING) == 2)) {
			mes "[Alonie]";
			mes "Finally you did it.";
			mes "My affection-lacked student!";
			mes "This is the end of your training!";
			next;
			if (gettime(GETTIME_HOUR) < 12) {
				if (checkweight(Solo_Play_Box1,1) == 0) {
					 mes "[Alonie]";
					 mes "Playing outside with this heavy bag?";
					 mes "You are the real";
					 mes "expert to play alone!";
					 next;
					 mes "[Alonie]";
					 mes "If you want the reward, empty your bag, first!";
					 close;
				}
				mes "[Alonie]";
				mes "Here! The solo play box";
				mes "the most effective at AM!";
				mes "After putting on this box,";
				mes "you're the best lonely being!";
				next;
				mes "[Alonie]";
				emotion e_no1;
				mes "Fight back your tears!";
				mes "Huhu, Yapyap!";
				completequest 1106;
				completequest 1107;
				2009_1_hat = 5;
				getitem Solo_Play_Box1,1; //Solo_Play_Box1
				close;
			}
			if (checkweight(Solo_Play_Box2,1) == 0) {
				 mes "[Alonie]";
				 mes "Playing outside with this heavy bag?";
				 mes "You are the real";
				 mes "expert to play alone!";
				 next;
				 mes "[Alonie]";
				 mes "If you want the reward, empty your bag, first!";
				 close;
			}
			mes "[Alonie]";
			mes "Here! The solo play box";
			mes "the most effective at PM!";
			mes "After putting on this box,";
			mes "you're the best lonely being!";
			next;
			mes "[Alonie]";
			emotion e_no1;
			mes "Fight back your tears!";
			mes "Huhu, Yapyap!";
			completequest 1106;
			completequest 1107;
			2009_1_hat = 5;
			getitem Solo_Play_Box2,1; //Solo_Play_Box2
			close;
		}
		mes "[Alonie]";
		mes "Hmmm, It's not enough.";
		mes "Playing alone is not that easy thing!";
		mes "Go and kill";
		mes "^FF000020 The Papers and 40 Antique Firelocks^000000!";
		close;
	}
	else if (2009_1_hat == 5) {
		mes "[Alonie]";
		mes "I am the playing-alone expert.";
		mes "Always trying my best to play alone!";
		next;
		mes "[Alonie]";
		mes "Huhu, Yapyap!";
		close;
	}
	end;
}