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authorMichieru <michieru@0-mail.com>2013-10-24 12:10:43 +0200
committerMichieru <michieru@0-mail.com>2013-10-24 12:10:43 +0200
commite3afdc2af4c5e50c79237ee092e25f39b7428e47 (patch)
tree20cfd05dd6fc2e3e53173ef059f045cee1526d58 /npc/re/quests/quests_malaya.txt
parent491892212d338903179909b89a5bfc2385e52261 (diff)
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Update to last rAthena npc.
Fix some typos change sc_bleeding to -> sc_blooding Updated RE EXP for quests_brasilis.txt
Diffstat (limited to 'npc/re/quests/quests_malaya.txt')
-rw-r--r--npc/re/quests/quests_malaya.txt7667
1 files changed, 7653 insertions, 14 deletions
diff --git a/npc/re/quests/quests_malaya.txt b/npc/re/quests/quests_malaya.txt
index 96fb036b0..177638895 100644
--- a/npc/re/quests/quests_malaya.txt
+++ b/npc/re/quests/quests_malaya.txt
@@ -1,21 +1,3342 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Port Malaya Quest NPCs
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
-//= 0.3
-//===== Compatible With: =====================================
-//= rAthena SVN
+//= 1.1
//===== Description: =========================================
//= [Official Conversion]
-//= Quest NPCs related to Port Malaya.
+//= Quest NPCs related to Port Malaya:
+//== Cautious Village, Port Malaya Daily Quests,
+//== Secret in the Woods, Bakonawa Extermination
+//== Nurse in Port Malaya, Pintados Festival
+//= Merchants:
+//== Traders, Upgrade Boss Equipment
//===== Additional Comments: =================================
//= 0.1 Traders only. Adapted from Masao's conversion. [Euphy]
//= 0.2 Added Tribe Blacksmith [DeadlySilence]
//= 0.3 Added "Secret in the Woods" quest [DeadlySilence]
+//= 0.4 Added "Cautious Village" and subsequent quests [DeadlySilence]
+//= 0.5 Added "Bakonawa Extermination" quest. [Euphy]
+//= 1.0 Added "Nurse in Port Malaya" and "Pintados Festival" quests. [Euphy]
+//= 1.1 Added GM management function and NPC. [Euphy]
//============================================================
-// Traders :: npc
+// Cautious Village & Daily Quests :: hi_malaya
+//============================================================
+malaya,266,76,3 script Rodel the Guard#malaya 570,4,4,{
+ if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
+ mes "Cannot proceed with the quest. You are carrying too many items. -";
+ close;
+ }
+ if (malaya_hi == 0) {
+ mes "[Rodel the Guard]";
+ mes "Traveling at such confusing times?";
+ mes "Villagers have been feeling more threatened by evil spirits recently.";
+ mes "Villagers are scared and trembling with fear.";
+ next;
+ mes "[Rodel the Guard]";
+ mes "So... the citizens of Port Malaya will feel uncomfortable around you even though there are no hard feelings toward you.";
+ mes "Inns and stops may be closed to outsiders.";
+ next;
+ mes "[Rodel the Guard]";
+ mes "There is no definite solution to this, but you might want to meet Phong in Mumbaki first.";
+ mes "If the village leader gives his confirmation, other people might be less worried.";
+ next;
+ mes "[Rodel the Guard]";
+ mes "I will mark on the map the location of Phong in Mumbaki.";
+ mes "I welcome your visit though the times are harsh.";
+ viewpoint 1, 185, 358, 0, 0x0A82FF;
+ set malaya_hi, 1;
+ setquest 7350;
+ close;
+ } else if (malaya_hi == 1) {
+ mes "[Rodel the Guard]";
+ mes "Meet with Phong in Mumbaki first.";
+ mes "If you are proven to have a pure soul, other villagers will not avoid you.";
+ mes "If you are not sure of the location, I will mark it on your map.";
+ viewpoint 1, 185, 358, 0, 0x0A82FF;
+ close;
+ } else if (malaya_hi >= 20) {
+ if (BaseLevel < 100) {
+ mes "[Rodel the Guard]";
+ mes "How is the life here?";
+ mes "People aren't so bad are they?";
+ mes "If you were a little more skillful, there might be a job for you. Right now, you are little bit below the standard.";
+ next;
+ mes "[Rodel the Guard]";
+ mes "If you become stronger,";
+ mes "I was thinking of giving you the extermination mission that's being carried out in the city. What a shame. ";
+ close;
+ }
+ .@playtime = checkquest(7405, PLAYTIME);
+ if (.@playtime == 0) {
+ mes "[Rodel the Guard]";
+ mes "Whew, thanks to you, I have one less thing to worry about.";
+ mes "I will lose less of my things.";
+ mes "Job well done.";
+ next;
+ mes "[Rodel the Guard]";
+ mes "You can come back if you want.";
+ mes "You understand what I mean right?";
+ close;
+ } else if (.@playtime == 2) {
+ erasequest 7405;
+ mes "[Rodel the Guard]";
+ mes "Oh, about Jejeling that you hunted down before.";
+ mes "People traveling in and out of Baryo are happy about it.";
+ mes "If it's not much too much trouble, I'd like to ask for your help one more time.";
+ next;
+ mes "[Rodel the Guard]";
+ mes "You don't have to do it now, just whenever you are comfortable.";
+ mes "Come and find me when you decide.";
+ close;
+ } else {
+ .@hunting = checkquest(7404, HUNTING);
+ if (.@hunting == -1) {
+ mes "[Rodel the Guard]";
+ switch(rand(1, 6)) {
+ case 1:
+ mes "Recently, there have been a few that gained recognition for their bravery among the villagers." + $malayaNames$[0] + ", " + $malayaNames$[3] + ", " + $malayaNames$[5] + "... Isn't that amazing?";
+ break;
+ case 2:
+ mes "Yesterday, I saw someone who was carried off to the hospital after rolling down the stairs at the park. That person went by the name of " + $malayaNames$[1] + ". I wonder if that person is alright.";
+ break;
+ case 3:
+ mes "The one who contributed the most in the Jejeling hunt was " + $malayaNames$[1] + ".";
+ break;
+ case 4:
+ mes "If you are bored, how about you stand guard for me? This is a heck of a job. You have to keep standing like a statue even till the sun rises up above your head.";
+ break;
+ case 5:
+ mes "Have you been alone with a woman inside a Jeepney? Wow that was awkward... I'm never going to get married at this rate...";
+ break;
+ case 6:
+ mes "Recently among visitors, one became a close friend to me. Do you know " + $malayaNames$[1] + "? Oh, of course you are a good friend as well.";
+ break;
+ }
+ mes "Oh yes, there is a job for you if you are not too busy. Are you interested?";
+ next;
+ mes "[Rodel the Guard]";
+ mes "We are going to organize an extensive Jejeling hunt this time.";
+ mes "Peddlers going in and out of Baryo are always complaining about Jejelings.";
+ next;
+ if (select("Join the Jejeling hunt.:Refuse.") == 2) {
+ mes "[Rodel the Guard]";
+ mes "Is that so? I'm sorry to hear that.";
+ mes "Things would be so much simpler if we had a person like you around.";
+ close;
+ }
+ mes "[Rodel the Guard]";
+ mes "You just have to hunt 20 jejelings each.";
+ mes "It would be a simple task for you.";
+ setquest 7404;
+ close;
+ } else if (.@hunting == 0) {
+ mes "[Rodel the Guard]";
+ mes "You have to get rid of 20 Jejelings.";
+ mes "20 should be enough to give those Jejelings a good scare.";
+ close;
+ } else if (.@hunting == 1) {
+ mes "[Rodel the Guard]";
+ mes "Oh, the hunt is over, but you haven't killed all the Jejelings.";
+ mes "Come again if you want another try.";
+ erasequest 7404;
+ close;
+ } else {
+ mes "[Rodel the Guard]";
+ mes "Oh, I have confirmed you got rid of 20 Jejelings.";
+ mes "Here, this is a reward for people who participated in the Jejeling hunt.";
+ next;
+ mes "[Rodel the Guard]";
+ mes "I think there will be more Jejeling hunts in the future. Please join us again next time.";
+// if (IsPremiumPcCafe == 10)
+ getitem 6497, 2; // Lesser_Agimat
+// else
+// getitem 6497, 1; // Lesser_Agimat
+ getexp 200000,200000;
+ erasequest 7404;
+ setquest 7405;
+ if (rand(1))
+ $malayaNames$[1] = strcharinfo(0);
+// SavePPL Jejellopy
+ close;
+ }
+ }
+ } else {
+ mes "[Rodel the Guard]";
+ mes "Please understand even if people look at you warily.";
+ mes "The ghost have been haunting the people around here.";
+ close;
+ }
+OnTouch:
+ emotion e_gasp;
+ end;
+
+OnInit:
+ // if there are no names set, set some default values
+ if (!getarraysize($malayaNames$)) {
+ $malayaNames$[0] = "unknown";
+ $malayaNames$[1] = "unknown";
+ $malayaNames$[2] = "unknown";
+ $malayaNames$[3] = "unknown";
+ $malayaNames$[4] = "unknown";
+ $malayaNames$[5] = "unknown";
+ }
+ end;
+}
+
+malaya,185,358,3 script Leader Phong in Mumbaki 580,{
+ if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
+ mes "- Cannot proceed with the quest. You are carrying too many items. -";
+ close;
+ }
+ if (malaya_hi < 2) {
+ mes "[Phong in Mumbaki]";
+ mes "Looks like this soul came across a big body of water.";
+ mes "Young friend.";
+ mes "The reason you found me... yes... I see.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "You don't have to say it in words.";
+ mes "The people are overly cautious of you.";
+ mes "Rodel was probably concerned about it, so he sent you here.";
+ next;
+ if (malaya_hi == 0) {
+ mes "[Phong in Mumbaki]";
+ mes "No?";
+ mes "Well then maybe there was some kind of a Spiritual bond between us.";
+ next;
+ }
+ mes "[Phong in Mumbaki]";
+ mes "Nonetheless, good to meet you, young friend.";
+ mes "Don't blame the villagers too much for their attitudes toward you.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "We are always surrounded by spirits.";
+ mes "We live with them, praying for peace.";
+ mes "But recently, there has been a problem.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "For some unknown reason,";
+ mes "Spirits have been running amok, and evil sprits have been haunting the villagers.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "This is the shadow that is cast on this beautiful town.";
+ mes "They are cautious because they don't know when the dark shadow will fall on them.";
+ mes "They visit without warning.";
+ next;
+ mes "^4d4dffPhong in Mumbaki turns his head and dark shadows appear.";
+ mes "People are in panic, everyone trembling with fear.^000000";
+ cutin "malaya_ghost01", 4;
+ next;
+ select("Step toward the shadow.:Draw weapon.");
+ mes "[Phong in Mumbaki]";
+ mes "They have followed the trace of the outsider. ";
+ mes "Don't get to close too them.";
+ mes "Your soul can get absorbed.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "Hmm? They are responding.";
+ mes "I don't understand? They look scared as if facing a powerful soul.";
+ mes "This feeling... it can't be...";
+ cutin "malaya_ghost02", 4;
+ next;
+ mes "^4d4dffLike words of Phong in Mumbaki, spirits are responding to something, hesitating.";
+ mes "Observing their reaction, you get closer. The spirits are flustered.^000000";
+ next;
+ cutin "", 255;
+ mes "[Phong in Mumbaki]";
+ mes "Amazing. Holder of a soul so strong and pure...!";
+ mes "The dark spirits have disappeared because of your presence.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "I think other villagers would treat you differently now...";
+ mes "Haven't we all witnessed this miracle?";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "Young friend. Your presence is welcomed anywhere.";
+ mes "The light from your pure soul will protect you from the darkness.";
+ set malaya_hi, 10;
+ if (checkquest(7350) > -1)
+ erasequest 7350;
+ close;
+ } else if (malaya_hi == 10) {
+ mes "[Phong in Mumbaki]";
+ mes "Everyone in the village witnessed how strong and pure your soul is.";
+ mes "Do not be afraid of the dark.";
+ close;
+ } else if (malaya_hi == 11) {
+ mes "[Phong in Mumbaki]";
+ mes "Is there something wrong?";
+ mes "You look disturbed.";
+ mes "Your clothes also look messed up. Was there some kind of trouble?";
+ next;
+ switch (select("Explain what happened.:There is nothing to talk about.")) {
+ case 1:
+ mes "[Phong in Mumbaki]";
+ mes "Is that so?";
+ mes "Ha ha... that is a big problem. ";
+ mes "You must've been concerned.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "You know, we were preparing a spiritual protection for ";
+ mes "villagers who are afraid of evil spirits...";
+ mes "but preparation is not going well.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "As a temporary solution, how about giving them what they want?";
+ mes "Just pick among the items you have that are unimportant and give them to them.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "All they want is inner peace anyways.";
+ mes "They give meaning to little things and find peace within that behavior.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "What is really important is the belief that you will be safe as long as you carry that item.";
+ mes "If people can stop being afraid by holding on to your old shirt button, then that button is a Spiritual Protection.";
+ next;
+ mes "^4d4dffAs Mumbaki said, giving out some items to serve as a Spiritual Protection would be a good idea.";
+ mes "What would be adequate as a Spiritual Protection..^000000";
+ next;
+ switch (select("Holy Water!:Holy magical item Blue Gemstone?!:Writing utensils or school supplies")) {
+ case 1:
+ mes "[Phong in Mumbaki]";
+ mes "The name itself suggests holiness.";
+ mes "It was blessed by the Holy Water, yes?";
+ mes "Not bad.";
+ mes "Is there another? Something more persuading would be nice.";
+ next;
+ select("Talk about Blue Gemstone.");
+ mes "[Phong in Mumbaki]";
+ mes "Aha... a stone that disappears after absorbing the curse or magical affect instead of the holder.";
+ mes "Used in holy magic?";
+ mes "Sounds good.";
+ next;
+ break;
+ case 2:
+ mes "[Phong in Mumbaki]";
+ mes "Aha... a stone that disappears after absorbing the curse or magical affect instead of the holder.";
+ mes "Used in holy magic?";
+ mes "But it does not sound so holy though.";
+ next;
+ select("Talk about the Holy Water.");
+ mes "[Phong in Mumbaki]";
+ mes "The name itself suggests holiness.";
+ mes "It was blessed by the Holy Water, yes?";
+ mes "Sounds good.";
+ next;
+ break;
+ case 3:
+ mes "[Phong in Mumbaki]";
+ mes "Hmm? It isn't too bad if you are always going to carry it around.";
+ mes "But I think something that looks more persuading would be better.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "It would be better is there is a holy feel to it...";
+ mes "Do you have something that was blessed by your god?";
+ next;
+ select("Holy Water or Blue Gemstone?");
+ mes "[Phong in Mumbaki]";
+ mes "The name itself suggests holiness.";
+ mes "It was blessed by the Holy Water, yes?";
+ mes "Stone that protects the bearer...";
+ mes "Sounds perfect.";
+ next;
+ break;
+ }
+ mes "[Phong in Mumbaki]";
+ mes "Can you find Holy Water and Blue Gemstone that you spoke of?";
+ mes "While I'm working on the Spiritual Protection, you can give out the Holy Artifacts.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "People's trust toward you will grow stronger if you do that.";
+ mes "They will trust and listen to you.";
+ mes "Yes, because you will become their heart's savior.";
+ next;
+ mes "^4d4dffListening to Phong in Mumbaki, you decided to give out Holy Water and Blue Gemstone to the villagers.";
+ set malaya_hi, 12;
+ erasequest 7358;
+ setquest 7351;
+ close;
+ case 2:
+ mes "[Phong in Mumbaki]";
+ mes "Is that so?";
+ mes "Tell me if anything happens.";
+ mes "For you, it'll be my pleasure to lend you a hand";
+ close;
+ }
+ } else if (malaya_hi == 12) {
+ mes "[Phong in Mumbaki]";
+ mes "Holy Water and Blue Gemstone you spoke of will function well. ";
+ mes "I hope they can set aside their fear and worries this way...";
+ close;
+ } else if (malaya_hi == 13) {
+ mes "[Phong in Mumbaki]";
+ mes "Did you give out your present to everyone?";
+ mes "By doing this, you made friends with everyone in the town.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "I found ways to build Spiritual Protection.";
+ mes "My grandchild Imelda will create it.";
+ mes "So don't worry. You don't have to give out any more of your things.";
+ erasequest 7365;
+ set malaya_hi, 20;
+ getexp 200000, 200000;
+// SavePPL Soul_Protection
+ close;
+ } else {
+ mes "[Phong in Mumbaki]";
+ switch(rand(1, 6)) {
+ case 1:
+ mes "There was a traveler who is as brave as you. The traveler went by the name of " + $malayaNames$[0] + ". Do you know that person?";
+ break;
+ case 2:
+ mes "There is a traveler recently that has been gaining popularity in the village. The traveler's name was " + $malayaNames$[0] + ". Outsiders seem to be very vigorous.";
+ break;
+ case 3:
+ mes "I have never in my life living as a Mumbaki seen a soul as pure and as strong as that of " + $malayaNames$[0] + "'s. Yes, even stronger and purer than yours.";
+ break;
+ case 4:
+ mes "I witnessed a traveler who flipped backward after stepping on a fruit peel. " + $malayaNames$[1] + ". He cried out 'Ouch! Somebody please help~'. We all had a good laugh.";
+ break;
+ case 5:
+ mes "Welcome! Welcome! You are always welcome around here.";
+ break;
+ case 6:
+ mes "I don't know if you are aware of this, but " + $malayaNames$[0] + " even aided Baryo. I feel good to know that there is a one more good soul around.";
+ break;
+ }
+ next;
+ switch (select("Ask for advice.:Bless flowers...")) {
+ case 1:
+ if (malaya_diwata == 2) {
+ mes "[Phong in Mumbaki]";
+ mes "Ferry at the Port?";
+ mes "So that has happened...";
+ mes "Important thing is to first find out why that child is so upset.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "In this case, a bribe would work perfectly.";
+ mes "Flowers are always the best choice for seducing woman, right?";
+ next;
+ select("This is not a love consulting.");
+ mes "[Phong in Mumbaki]";
+ mes "I'm just saying.";
+ mes "Dead or alive, that poor soul is just a little girl.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "Girls that age will smile even at the falling leaves.";
+ mes "Open her heart with an armful of flowers. ";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "Let's see...";
+ mes "^4d4dff3 Mystic Flowers, 3 Elegant Flowers, 3 Pretty Flowers^000000 would be enough to make a Bouquet.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "Gather these flowers, and I'll make a Bouquet out of it and bless it.";
+ mes "Flowers can be found out side the village.";
+ set malaya_diwata, 3;
+ erasequest 7396;
+ setquest 7397;
+ close;
+ } else if (malaya_diwata == 3) {
+ if ((countitem(6509) < 3) || (countitem(6510) < 3) && (countitem(6511) < 3)) {
+ mes "[Phong in Mumbaki]";
+ mes "There are ^4d4dff3 Mystic Flowers, 3 Elegant Flowers, 3 Pretty Flowers^000000.";
+ mes "Do you understand?";
+ close;
+ }
+ mes "[Phong in Mumbaki]";
+ mes "Oh... I can smell the scent of flowers from here.";
+ mes "I'll gather these and bless them.";
+ next;
+ mes "-Phong in Mumbaki carries out a blessing ceremony after carefully tying flowers into a Bouquet.-";
+ mes "-Just by watching it, holiness overwhelms you.-";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "Isn't it a beauty?";
+ mes "Not bad for a old man huh?";
+ mes "I made so many Offering Bouquets in the past that I can make one with my eyes closed now.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "Now, deliver this to that child.";
+ mes "I hope she opens her heart with this and becomes willing to talk to you.";
+ delitem 6509, 3; // Mysterious_Flower
+ delitem 6510, 3; // Elegant_Flower
+ delitem 6511, 3; // Beautiful_Flower
+ getitem 6506, 1; // Memorial_Bouquet
+ set malaya_diwata, 4;
+ erasequest 7397;
+ setquest 7398;
+ close;
+ } else if (malaya_diwata == 4) {
+ mes "[Phong in Mumbaki]";
+ mes "Take this Bouquet and talk to the spirit that has nested in the boat.";
+ close;
+ } else if (malaya_diwata > 5) {
+ mes "[Phong in Mumbaki]";
+ mes "It is a pity to see a misfortunate spirit... just as with that Ferry incident.";
+ mes "If you are going to offer a Bouquet for a spirit, I'm always willing to help.";
+ close;
+ } else {
+ mes "[Phong in Mumbaki]";
+ mes "There is nothing this old man can tell you.";
+ mes "Nothing can beat staying healthy, right?";
+ close;
+ }
+ case 2:
+ if (checkquest(7402) == -1) {
+ mes "[Phong in Mumbaki]";
+ mes "Who is the floral tribute for?";
+ mes "Don't tell me you're making one in advance cause you're lazy?";
+ mes "A tribute must be sincere. Don't forget that.";
+ close;
+ }
+ if (countitem(6506) > 0) {
+ mes "[Phong in Mumbaki]";
+ mes "Isn't it already made?";
+ mes "What is that in your hand?";
+ mes "Why are you standing around here? Go and give out those flowers.";
+ close;
+ }
+ if ((countitem(6509) < 3) || (countitem(6510) < 3) || (countitem(6511) < 3)) {
+ mes "[Phong in Mumbaki]";
+ mes "Going to Diwata?";
+ mes "You need Mysterious Flowers, Elegant Flowers and Beautiful Flowers, 3 of each, okay?";
+ mes "I'll make it when the flowers are ready.";
+ close;
+ }
+ mes "[Phong in Mumbaki]";
+ mes "Diwata is some woman.";
+ mes "And you going to her every day is something too.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "Hey, here's the Bouquet.";
+ mes "Make offerings with your soul and wish for a fruitful day.";
+ delitem 6509, 3; // Mysterious_Flower
+ delitem 6510, 3; // Elegant_Flower
+ delitem 6511, 3; // Beautiful_Flower
+ getitem 6506, 1; // Memorial_Bouquet
+ close;
+ }
+ }
+}
+
+malaya,169,350,5 script Imelda#malaya 475,{
+ if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
+ mes "- Cannot proceed with the quest. You are carrying too many items. -";
+ close;
+ }
+ if (malaya_hi < 10) {
+ mes "[Imelda]";
+ mes ".... Hmm.";
+ close;
+ } else if (malaya_hi < 20) {
+ mes "[Imelda]";
+ mes "..........";
+ mes "Not bad.";
+ mes "I have my eyes on you. Let's see how you do in this town.. *chuckle*";
+ next;
+ mes "- She is a rather annoying little girl. -";
+ close;
+ } else if (malaya_hi == 20) {
+ mes "[Imelda]";
+ mes "Aren't you the hero who recently got on the villagers good side with the cheap foreign Holy Artifact?";
+ mes "What's up?";
+ next;
+ select ("You want to make a traditional Spiritual Protection?");
+ mes "[Imelda]";
+ mes "Yes. My grandfather found a way.";
+ mes "I'm going to make it.";
+ next;
+ mes "[Imelda]";
+ mes "This is my job and nobody else's.";
+ mes "Protecting traditions is my job.";
+ next;
+ switch (select("Is that so?:Good luck on your own!")) {
+ case 1:
+ if (BaseLevel < 100) {
+ mes "[Imelda]";
+ mes "Of course.";
+ mes "And to get help from someone as... weak as you is not such a good idea.";
+ next;
+ mes "[Imelda]";
+ mes "Getting the materials is not as easy as it sounds.";
+ mes "Maybe when you become stronger, yes, but not now. Never.";
+ close;
+ }
+ mes "[Imelda]";
+ mes "What then?";
+ mes "You're going to get the materials?";
+ mes "Fine I'll accept your proposal.";
+ next;
+ select ("....?!");
+ mes "[Imelda]";
+ mes "If you wanted to help me out so much, why didn't you say so from the beginning?";
+ mes "Or ask my grandfather?";
+ next;
+ mes "[Imelda]";
+ mes "If you are so enthusiastic about making a Spiritual Protection.";
+ mes "I'd have to give up, won't I?";
+ next;
+ mes "[Imelda]";
+ mes "Now, the needed materials are ^4d4dff6 Sharpened Bamboos, 6 Salt bags and 6 Silver Crosses^000000.";
+ next;
+ mes "[Imelda]";
+ mes "You'll have to manufacture the salt yourself at the north western beach.";
+ mes "You'll find the pits I've made there.";
+ next;
+ mes "[Imelda]";
+ mes "Go to Pandoi at the weapon shop for the Silver Crosses.";
+ mes "He promised to make me some.";
+ next;
+ mes "[Imelda]";
+ mes "Sharpened Bamboos you can get at Baryo or from a nearby forest.";
+ mes "You got all that?";
+ next;
+ mes "[Imelda]";
+ mes "Now's the time to prove your prowess!";
+ set malaya_hi, 21;
+ setquest 7366;
+ close;
+ case 2:
+ mes "[Imelda]";
+ mes "Indeed.";
+ mes "I will protect the village!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Now I haven't seen any Spiritual Protections made with those!";
+ mes "Interesting~";
+ mes "I'm sure you'll do just fine~";
+ mes "Ha ha ha ha~";
+ next;
+ mes "[Imelda]";
+ mes "Stop annoying me and go away!";
+ close;
+ }
+ } else if (malaya_hi == 21) {
+ if ((countitem(6501) < 6) || (countitem(6500) < 6) || (countitem(6502) < 6)) {
+ mes "[Imelda]";
+ mes "I'll approve you as worthy if you bring all the materials for the Spiritual Protection!";
+ next;
+ mes "[Imelda]";
+ mes "Manufacture the salt at the north western beach and bamboos grow in Baryo Mahiwaga.";
+ mes "Ask Pandoi to make the Silver Crosses.";
+ mes "Don't forget to get 6 of each.";
+ close;
+ }
+ mes "[Imelda]";
+ mes "... Oh... My, you really did get them?";
+ mes "You're better than I thought.";
+ mes "That was not a compliment at all!";
+ next;
+ mes "[Imelda]";
+ mes "Now I'm going through the holy ritual to make a traditional Spiritual Protection.";
+ mes "Give them to me! And don't bother me during the process!";
+ set malaya_hi, 22;
+ delitem 6500, 6; // Sharp_Bamboo
+ delitem 6501, 6; // Salt_Bag
+ delitem 6502, 6; // Silver_Cross
+ erasequest 7366;
+ setquest 7367;
+ close;
+ } else if (malaya_hi == 22) {
+ .@playtime = checkquest(7367, PLAYTIME);
+ if (.@playtime == 0 || .@playtime == 1) {
+ mes "Imelda is in ritual with a devout aura, compared to when she streamed invectives.";
+ mes "Better not disturb her.";
+ close;
+ } else if (.@playtime == 2) {
+ mes "[Imelda]";
+ mes "Still here?";
+ mes "Of course, you want to see how much better my Spiritual Protection is compared to that cheap Holy Artifact.";
+ next;
+ mes "[Imelda]";
+ mes "Fine.";
+ mes "Now go and give these Spiritual Protections to the people!";
+ mes "You have all the rights to do so!";
+ mes "*Giggles*";
+ next;
+ mes "Took the Spiritual Protection, despite her ridiculous logic and vigor.";
+ mes "Let's give them to the villagers.";
+ set malaya_hi, 23;
+ getitem 6503, 6; // Soul_Protection
+ erasequest 7367;
+ setquest 7368;
+ setquest 7369;
+ setquest 7370;
+ setquest 7371;
+ setquest 7372;
+ setquest 7373;
+ setquest 7374;
+ close;
+ } else {
+ mes "[Imelda]";
+ mes "Don't disturb the ritual and go away.";
+ mes "Please wait while I make the Spiritual Protection.";
+ setquest 7367;
+ close;
+ }
+ } else if (malaya_hi == 23) {
+ mes "[Imelda]";
+ mes "The ones who gets the Spiritual Protections are on the list.";
+ mes "Go and give them the new Spiritual Protections";
+ next;
+ mes "[Imelda]";
+ mes "Such a kind person like yourself will surely do it, won't you? ";
+ mes "*Smirk*";
+ close;
+ } else if (malaya_hi == 24) {
+ mes "[Imelda]";
+ mes "... You really did what I asked you?";
+ mes "You know what? I give up.";
+ mes "I thought you'd leave after getting something from this town with sweet talk...";
+ next;
+ mes "[Imelda]";
+ mes "I apologize for my rude behavior.";
+ mes "....This is something to go with the apology.";
+ next;
+ mes "[Imelda]";
+ mes "I'd be happy if you could help me, because the Spiritual Protections needs to be made every day.";
+ set malaya_hi, 25;
+ erasequest 7374;
+ erasequest 7379;
+ setquest 7375;
+// if (IsPremiumPcCafe == 10)
+ getitem 6497, 2; // Lesser_Agimat
+// else
+// getitem 6497, 1; // Lesser_Agimat
+ getexp 200000,200000;
+ if (rand(1))
+ $malayaNames$[0] = strcharinfo(0);
+ close;
+ } else {
+ mes "[Imelda]";
+ mes "Hello there.";
+ mes "Did you enjoy the scenery of Malaya?";
+ mes "It's nice to have a chat with friends on a Jeepney.";
+ next;
+ switch (select("I'll help you making Spiritual Protections.:Love and Spiritual Protection for all.")) {
+ case 1:
+ if (checkquest(7380) > -1) {
+ if ((countitem(6501) < 6) || (countitem(6502) < 6) || (countitem(6500) < 6)) {
+ mes "[Imelda]";
+ mes "Materials for making a Spiritual Protection are";
+ mes "Salt Bags, Silver Crosses and Sharpened Bamboos, 6 of each.";
+ next;
+ mes "[Imelda]";
+ mes "Salt form the north western beach, Silver Crosses from Pandoi, and Sharpened Bamboos from near Baryo.";
+ close;
+ }
+ mes "[Imelda]";
+ mes "Yes, you got everything precisely.";
+ mes "Thanks for the help.";
+ next;
+ mes "[Imelda]";
+ mes "It'll be nice if you could help again tomorrow.";
+ mes "Here's something for your trouble.";
+ delitem 6500, 6; // Sharp_Bamboo
+ delitem 6501, 6; // Salt_Bag
+ delitem 6502, 6; // Silver_Cross
+ erasequest 7380;
+ setquest 7381;
+// if (IsPremiumPcCafe == 10)
+ getitem 6497, 2; // Lesser_Agimat
+// else
+// getitem 6497, 1; // Lesser_Agimat
+ getexp 200000,200000;
+ close;
+ } else {
+ .@playtime = checkquest(7381, PLAYTIME);
+ if ((.@playtime == 0) || (.@playtime == 1)) {
+ mes "[Imelda]";
+ mes "I appreciate your kindness, but we have enough for today.";
+ mes "I'll ask for you when I need more materials.";
+ close;
+ } else if (.@playtime == 2) {
+ mes "[Imelda]";
+ mes "Very good timing.";
+ mes "I ran out of materials for today's Spiritual Protections.";
+ mes "Could you go for them now?";
+ erasequest 7381;
+ next;
+ switch (select("Sure.:I need some preparations.")) {
+ case 1:
+ mes "[Imelda]";
+ mes "As usual then.";
+ mes "6 Salt Bags. Silver Crosses and Sharpened Bamboos, please.";
+ setquest 7380;
+ close;
+ case 2:
+ mes "[Imelda]";
+ mes ".......I see.";
+ mes "I'll be waiting then.";
+ close;
+ }
+ } else {
+ mes "[Imelda]";
+ mes "That is great news indeed.";
+ mes "You know what you need for making Spiritual Protections?";
+ mes "Of course, it's not your first time...";
+ next;
+ mes "[Imelda]";
+ mes "I'll leave you to it then.";
+ mes "6 Salt Bags. Silver Crosses and Sharpened Bamboos, please.";
+ setquest 7380;
+ close;
+ }
+ }
+ case 2:
+ if (checkquest(7374) != -1) {
+ if (checkquest(7379) == -1) {
+ mes "[Imelda]";
+ mes "Please deliver these new Spiritual Protections to the villagers.";
+ mes "You know them, right?";
+ close;
+ }
+ mes "[Imelda]";
+ mes "They cannot rely on these Spiritual Protections forever...";
+ mes "It would be much better to have a strong mind such as yours.";
+ next;
+ mes "[Imelda]";
+ mes "Strong spirits are full of light.";
+ mes "Those of the dark cannot approach due the blinding light";
+ next;
+ mes "[Imelda]";
+ mes "I guess that's it for today.";
+ mes "Thank you very much.";
+ setquest 7375;
+ erasequest 7374;
+ erasequest 7379;
+// if (IsPremiumPcCafe == 10)
+ getitem 6497, 2; // Lesser_Agimat
+// else
+// getitem 6497, 1; // Lesser_Agimat
+ getexp 200000,200000;
+ if (rand(1))
+ $malayaNames$[0] = strcharinfo(0);
+ close;
+ } else {
+ .@playtime = checkquest(7375, PLAYTIME);
+ if (.@playtime == 0 || .@playtime == 1) {
+ mes "[Imelda]";
+ mes "The Spiritual Protections given before will still be in effect";
+ mes "It's okay for now.";
+ close;
+ } else if (.@playtime == 2) {
+ mes "[Imelda]";
+ mes "I was wondering when you would drop by.";
+ mes "Could you deliver Spiritual Protections to the folks today?";
+ erasequest 7375;
+ next;
+ if (select("Of course.:Not today.") == 2) {
+ mes "[Imelda]";
+ mes "Yes.";
+ mes "Why not take a stroll in Malaya today?";
+ mes "Of course, you'll still encounter ghosts here and there.";
+ close;
+ }
+ if ((checkquest(7381) == 0) || (checkquest(7381) == 1)) {
+ mes "[Imelda]";
+ mes "Thank you very much.";
+ mes "Come back when you've given them all out.";
+ setquest 7374;
+ setquest 7368;
+ setquest 7369;
+ setquest 7370;
+ setquest 7371;
+ setquest 7372;
+ setquest 7373;
+ getitem 6503, 6; // Soul_Protection
+ close;
+ } else {
+ mes "[Imelda]";
+ mes "Thanks for your concern, but I couldn't make any because I ran out of materials.";
+ mes "Shame, is it not?";
+ mes "I do hope there's somebody willing to get them for me.";
+ close;
+ }
+ } else {
+ mes "[Imelda]";
+ mes "Are you at peace? I could feel your serenity all the way from here.";
+ mes "You want to spend that extra time for me?";
+ next;
+ mes "[Imelda]";
+ mes "Could you give out these Spiritual Protections to the villagers for me?";
+ next;
+ switch (select("Yes.:Not today.") == 2) {
+ mes "[Imelda]";
+ mes "Yes.";
+ mes "Why not take a stroll in Malaya today?";
+ mes "Of course, you'll still encounter ghosts here and there.";
+ close;
+ }
+ if ((checkquest(7381, PLAYTIME) == 0) || (checkquest(7381, PLAYTIME) == 1)) {
+ mes "[Imelda]";
+ mes "Thank you very much.";
+ mes "Come back when you've given them all out.";
+ setquest 7374;
+ setquest 7368;
+ setquest 7369;
+ setquest 7370;
+ setquest 7371;
+ setquest 7372;
+ setquest 7373;
+ getitem 6503, 6; // Soul_Protection
+ close;
+ } else {
+ mes "[Imelda]";
+ mes "Thanks for your concern, but I couldn't make any because I ran out of materials.";
+ mes "Shame, is it not?";
+ mes "I do hope there's somebody willing to get them for me.";
+ close;
+ }
+ }
+ }
+ break;
+ }
+ }
+ end;
+}
+
+malaya,181,353,5 script Old Man Nardo#malaya 574,{
+ if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
+ mes "- Cannot proceed with the quest. You are carrying too many items. -";
+ close;
+ }
+ if (malaya_hi < 10) {
+ mes "[Old Man Nardo]";
+ mes ".......";
+ mes "Not from around here, I see. I have nothing to say.";
+ close;
+ } else if (malaya_hi == 10) {
+ if (checkquest(7353) == 2) {
+ mes "[Old Man Nardo]";
+ mes "How about lending a hand for a poor old man?";
+ mes "I don't care if it's just a sleeve of your shirt, just give me something with your vigor.";
+ next;
+ mes "[Old Man Nardo]";
+ mes "You know, I've not long to go now...";
+ mes "Help me be at peace along the way.";
+ close;
+ } else {
+ mes "[Old Man Nardo]";
+ mes "Y... You!!";
+ mes "You're the young one with such strong spirit to fend off ghosts of darkness?!";
+ mes "Would it be... Possible to share some of your spirit with me?";
+ next;
+ mes "[Old Man Nardo]";
+ mes "I have trouble sleeping because of the mischievous ghosts around town, and my back hurts when it rains.";
+ next;
+ mes "[Old Man Nardo]";
+ mes "Please share that miraculous spirit of yours with me.";
+ mes "How about just a button of yours?";
+ next;
+ mes "-The troubled villagers desire your belongings because you fend off the ghosts. -";
+ setquest 7353;
+ completequest 7353;
+ if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) {
+ next;
+ mes "-So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-";
+ set malaya_hi, 11;
+ setquest 7358;
+ }
+ close;
+ }
+ } else if (malaya_hi == 11) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "He'll rake off all my buttons if I talk to him now.";
+ mes "Must counsel with Mumbaki first!";
+ close;
+ } else if (malaya_hi == 12) {
+ if (checkquest(7360) != -1) {
+ mes "[Old Man Nardo]";
+ mes "To be honest, I do not believe that this Holy Artifact has any abilities.";
+ mes "It's just for the peace of mind.";
+ next;
+ mes "[Old Man Nardo]";
+ mes "Nevertheless, I see you differently now";
+ mes "To exclude just because someone's an outsider doesn't seem like a good idea anymore.";
+ mes "I'm sorry I ignored you.";
+ close;
+ }
+ if (!countitem(523) || !countitem(717)) {
+ mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000";
+ close;
+ }
+ mes "[Old Man Nardo]";
+ mes "So, changed your mind about sharing your spirit?";
+ next;
+ select("Hand over the prepared items.");
+ mes "[Old Man Nardo]";
+ mes "Ahh... Thank you.";
+ mes "Now I can be at peace for some time...";
+ mes "...Peace is always good. Yes.";
+ next;
+ mes "- Gave Holy Water and Blue Gemstone to Old Man Nardo.-";
+ delitem 717, 1; //Blue_Gemstone
+ delitem 523, 1; //Holy_Water
+ setquest 7360;
+ completequest 7360;
+ if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) {
+ mes "-With the Old Man as last, enough Holy Artifacts have been given out.-";
+ set malaya_hi, 13;
+ erasequest 7351;
+ setquest 7365;
+ }
+ close;
+ } else if ((malaya_hi > 12) && (malaya_hi < 20)) {
+ mes "[Old Man Nardo]";
+ mes "To be honest, I do not believe that this Holy Artifact has any abilities.";
+ mes "It's just for the peace of mind.";
+ next;
+ mes "[Old Man Nardo]";
+ mes "When you have the time, could you help me out with something?";
+ mes "I'm fine now... I mean later.";
+ close;
+ } else {
+ mes "[Old Man Nardo]";
+ switch(rand(1, 6)) {
+ case 1:
+ mes "Do you know Capre? I hear " + $malayaNames$[1] + " travelers are helping out Capre... Anyhow...";
+ break;
+ case 2:
+ mes "There are plenty of Spiritual Protection these days. " + $malayaNames$[0] + " was keen at giving out Spiritual Protections. Is it a tradition where you come from?";
+ break;
+ case 3:
+ mes "I hear that, between merchants, " + $malayaNames$[1] + "? The name seems to pop up a lot. He seems to be talented in the business.";
+ break;
+ case 4:
+ mes "Once, I saw a traveler who slipped on a piece of fruit. 'Someone help " + $malayaNames$[1] + "~' he shouted, which gave me a good laugh.";
+ break;
+ case 5:
+ mes "Ah, you again? Thanks for the help back then.";
+ break;
+ case 6:
+ mes "I hear that " + $malayaNames$[2] + " is famous in Baryo. Why don't you try for some fame?";
+ break;
+ }
+ mes "What is it?";
+ next;
+ switch (select("Speak.:Give Spiritual Protection.:The Old Man and the Cast Iron Cauldron")) {
+ case 1:
+ mes "[Old Man Nardo]";
+ mes "Port Malaya is a beautiful city.";
+ mes "The old and new are in perfect harmony.";
+ next;
+ mes "[Old Man Nardo]";
+ mes "Of course there's the recent problem with ghosts wondering about...";
+ mes "It relieves me that you and other young people are working hard on it.";
+ mes "Thank you.";
+ close;
+ case 2:
+ if ((checkquest(7374) != -1) && (checkquest(7369) != -1)) {
+ if (!countitem(6503)) {
+ mes "^4d4dffThere's no Spiritual Protection to give to the Old Man.^000000";
+ close;
+ }
+ mes "[Old Man Nardo]";
+ mes "Is this a new Spiritual Protection made from traditional methods?";
+ mes "I am grateful that you'd replace mine with a new one.";
+ mes "I am always in your and Imelda's debt.";
+ next;
+ mes "-Delivered the Spiritual Protection to Old Man Nardo.-";
+ delitem 6503, 1; // Soul_Protection
+ erasequest 7369;
+ setquest 7383;
+ if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) {
+ mes "- With the Old Man as last, all Spiritual Protections have been delivered. Head back to Imelda.-";
+ if (malaya_hi == 23) {
+ set malaya_hi, 24;
+ }
+ setquest 7379;
+ erasequest 7382;
+ erasequest 7383;
+ erasequest 7384;
+ erasequest 7385;
+ erasequest 7386;
+ erasequest 7387;
+ }
+ close;
+ } else {
+ mes "[Old Man Nardo]";
+ mes "What? A new Spiritual Protection?";
+ mes "I'm okay. I still have the one you gave me before.";
+ mes "Could you give me a new one when this one wears out?";
+ close;
+ }
+ break;
+ case 3:
+ if (BaseLevel < 100) {
+ mes "[Old Man Nardo]";
+ mes "Hmm... You don't look strong enough to travel to Baryo.";
+ mes "I'm sorry but I can't let you carry the precious Cast Iron Cauldron.";
+ close;
+ }
+ if ((checkquest(7378, PLAYTIME) == 0) || (checkquest(7378, PLAYTIME) == 1)) {
+ mes "[Old Man Nardo]";
+ mes "You've delivered the Cast Iron Cauldron to Baryo, so that's enough for today.";
+ mes "No matter how strong a cauldron is, even with the toughest cast iron, it only lasts a day.";
+ next;
+ mes "[Old Man Nardo]";
+ mes "Help me out again tomorrow if you can.";
+ close;
+ } else if (checkquest(7378, PLAYTIME) == 2) {
+ mes "[Old Man Nardo]";
+ mes "Hey there!";
+ mes "So, are you well and well fed?";
+ mes "Come back again when you have the time.";
+ next;
+ mes "[Old Man Nardo]";
+ mes "It's about the Cast Iron Cauldron, but it can wait for after your current errand.";
+ erasequest 7378;
+ close;
+ } else {
+ if (checkquest(7377) != -1) {
+ if (countitem(6503) < 5) {
+ mes "[Old Man Nardo]";
+ mes "Did you deliver the cauldron in one piece?";
+ mes "Kiko in Mumbaki should have given you a Spiritual Protection. Do you have it?";
+ mes "You must have left it somewhere. Go fetch it please.";
+ close;
+ }
+ mes "[Old Man Nardo]";
+ mes "Good. It's the Spiritual Protection promised by Kiko in Mumbaki in return.";
+ mes "I know Imelda makes them and you bring them every day, but more the Spiritual Protections, the better.";
+ next;
+ mes "[Old Man Nardo]";
+ mes "Please stop by again.";
+ mes "I always prepare the Cast Iron Cauldron needed at Baryo.";
+ delitem 6503, 5; // Soul_Protection
+ setquest 7378;
+ erasequest 7377;
+// if (IsPremiumPcCafe == 10)
+ getitem 6497, 2; // Lesser_Agimat
+// else
+// getitem 6497, 1; // Lesser_Agimat
+ getexp 200000,200000;
+ if (!rand(3))
+ $malayaNames$[2] = strcharinfo(0);
+ close;
+ } else {
+ if (checkquest(7376) > -1) {
+ mes "[Old Man Nardo]";
+ mes "Go to Kiko in Mumbaki at Baryo Mahiwaga and deliver the Cast Iron Cauldron.";
+ mes "This should help against the Bakonawa troubles.";
+ close;
+ } else {
+ mes "[Old Man Nardo]";
+ mes "Yes, the Cast Iron Cauldron.";
+ mes "Go to Kiko in Mumbaki at Baryo Mahiwaga and deliver the Cast Iron Cauldron.";
+ mes "I'd like you to do it for me...";
+ next;
+ switch (select("Cast Iron Cauldron??:I'll do it.:I'm busy right now.")) {
+ case 1:
+ mes "[Old Man Nardo]";
+ mes "It's because of the Bakonawa.";
+ mes "Beat the cauldron and the surprised Bakonawa spits back out the moon.";
+ next;
+ mes "[Old Man Nardo]";
+ mes "Baryo Mahiwaga is close to where Bakonawa lives, so they are always prepared for trouble.";
+ next;
+ mes "[Old Man Nardo]";
+ mes "Enough Cast Iron Cauldrons must be prepared for beating.";
+ mes "But the forge is better here.";
+ mes "So I deliver them every day.";
+ close;
+ case 2:
+ mes "[Old Man Nardo]";
+ mes "This is the Cast Iron Cauldron. They have fine blacksmiths in Malaya.";
+ mes "Deliver this to Kiko in Mumbaki at the nearby town of Baryo Mahiwaga.";
+ setquest 7376;
+ getitem 6504, 5; // Cast_Iron_Caldron
+ close;
+ case 3:
+ mes "[Old Man Nardo]";
+ mes "Is that so.";
+ mes "I'm sorry, you must be very busy.";
+ close;
+ }
+ }
+ }
+ }
+ break;
+ }
+ }
+ end;
+}
+
+malaya,224,267,3 script Romel#malaya 573,{
+ if (malaya_hi < 10) {
+ mes "[Romel]";
+ mes ".........";
+ mes " ";
+ mes "(He evades your gaze and ignores you.)";
+ close;
+ } else if (malaya_hi == 10) {
+ if (checkquest(7357) == 2) {
+ mes "[Romel]";
+ mes "....So cold-hearted.";
+ mes "And here we are, always trembling in anxiety...";
+ next;
+ mes "[Romel]";
+ mes "Not even allowed the peace of mind...";
+ close;
+ } else {
+ mes "[Romel]";
+ mes "Ahh....";
+ mes "... You..";
+ mes "I'm sorry I ignored you.";
+ mes "But... you must be the one they're talking about...";
+ next;
+ mes "[Romel]";
+ mes "Are you the one who fends off the ghosts?";
+ mes "If it's okay with you, can I have one of your belongings or some hair?";
+ next;
+ mes "[Romel]";
+ mes "I want to carry it... Like a charm of sort.";
+ next;
+ mes "-The troubled villagers desire your belongings because you fend off the ghosts. -";
+ setquest 7357;
+ completequest 7357;
+ if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) {
+ next;
+ mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-";
+ set malaya_hi, 11;
+ setquest 7358;
+ }
+ close;
+ }
+ } else if (malaya_hi == 11) {
+ mes "Romel looks in your way with a sad look.";
+ mes "He'll surely take a hair or pull a sleeve if he had his way!";
+ close;
+ } else if (malaya_hi == 12) {
+ if (checkquest(7364) != -1) {
+ mes "[Romel]";
+ mes "Frankly speaking, it's for the peace of mind.";
+ mes "With it, I could face them with more boldness.";
+ next;
+ mes "[Romel]";
+ mes "I mean, I'm relying on such items,";
+ mes "but I am braver with them.";
+ close;
+ }
+ if (!countitem(523) || !countitem(717)) {
+ mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000";
+ close;
+ }
+ mes "[Romel]";
+ mes "...What is it?";
+ next;
+ select ("Hand him the prepared items");
+ mes "[Romel]";
+ mes "Oh... Thank you.";
+ mes "I can feel your spirit.";
+ mes "This will keep me safe.";
+ next;
+ mes "[Romel]";
+ mes "Hey... Could you give some for my daughter as well?";
+ next;
+ mes "- Gave Romel the prepared Holy Water and Blue Gemstone.-";
+ delitem 717, 1; //Blue_Gemstone
+ delitem 523, 1; //Holy_Water
+ setquest 7364;
+ completequest 7364;
+ if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) {
+ mes "-With Romel as last, I think enough Holy Artifacts have been given.-";
+ set malaya_hi, 13;
+ erasequest 7351;
+ setquest 7365;
+ }
+ close;
+ } else if (malaya_hi == 13) {
+ mes "[Romel]";
+ mes "The Holy Artifact is in good hands.";
+ mes "Same with my daughter.";
+ close;
+ } else {
+ mes "[Romel]";
+ mes "Hello there.";
+ switch(rand(1, 6)) {
+ case 1:
+ mes "Ha ha, I had a dream last night, you see, and there was " + $malayaNames$[0] + " in the dream. Ha ha... Strange indeed...";
+ break;
+ case 2:
+ mes "Sometimes, my wife makes these sounds in her sleep. " + $malayaNames$[0] + "... " + $malayaNames$[0] + "... she says. Who is it? Do you know?! Is she possessed by a ghost?";
+ break;
+ case 3:
+ mes "It's all thanks to " + $malayaNames$[0] + " for changing the atmosphere of the house. It seems like we were saved by the Holy Artifact and Spiritual Protection.";
+ break;
+ case 4:
+ mes "The people of the neighboring Baryo Mahiwaga are so strong. Even their children play in the forest. I can't imagine myself doing that.";
+ break;
+ case 5:
+ mes "Without the slightest doubt, the most famous person in town is " + $malayaNames$[2] + ". Even famous in Baryo they say.";
+ break;
+ case 6:
+ mes "Merchant Woeon says 'Our " + $malayaNames$[1] + " sir/ma'am' 'we " + $malayaNames$[1] + " sir/ma'am' during drinking. I wonder what happened between the two of them?";
+ break;
+ }
+ next;
+ if (select("Give Spiritual Protection:How are things?") == 2) {
+ mes "[Romel]";
+ mes "I am at peace these days.";
+ close;
+ }
+ if ((checkquest(7374) == -1) || (checkquest(7373) == -1)) {
+ mes "[Romel]";
+ mes "A new Spiritual Protection?";
+ mes "The one you gave me before still works fine.";
+ mes "I'm okay for now.";
+ close;
+ }
+ if (!countitem(6503)) {
+ mes "^4d4dffThere are no Spiritual Protections to give to Romel.^000000";
+ close;
+ }
+ mes "[Romel]";
+ mes "A new Spiritual Protection.";
+ mes "I was thinking this one had worn out... Thanks for coming.";
+ mes "This Spiritual Protection will also protect us.";
+ next;
+ mes "- Delivered Romel his Spiritual Protection.-";
+ delitem 6503, 1; // Soul_Protection
+ erasequest 7373;
+ setquest 7387;
+ if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) {
+ mes "- With Romel as last, all Spiritual Protections have been delivered. Head back to Imelda.-";
+ if (malaya_hi == 23) {
+ set malaya_hi, 24;
+ }
+ setquest 7379;
+ erasequest 7382;
+ erasequest 7383;
+ erasequest 7384;
+ erasequest 7385;
+ erasequest 7386;
+ erasequest 7387;
+ }
+ close;
+ }
+ end;
+}
+
+malaya,223,267,5 script Talah#malaya 941,{
+ if (malaya_hi < 10) {
+ mes "[Talah]";
+ mes "..........gasp!";
+ mes " ";
+ mes "(When your eyes met with hers, she ran and hid behind her father.)";
+ close;
+ } else if (malaya_hi == 10) {
+ if (checkquest(7356) == 2) {
+ mes "[Talah]";
+ mes "Talah might be taken away tonight.";
+ mes "Scary kids might come to Talah.";
+ next;
+ mes "When Talah tugs at Romel's shirt, Romel looks at you with a sad gaze.";
+ mes "Better do something before they take a button from you...";
+ close;
+ } else {
+ mes "[Talah]";
+ mes "....I..umm... that.....";
+ mes ".........oh... Daddy....";
+ next;
+ mes "[Romel]";
+ mes "Hey, could you give my daughter a button or some hair of yours?";
+ mes "She has trouble sleeping at night .......";
+ next;
+ mes "[Romel]";
+ mes "Wouldn't she be able to sleep well if she had something from you as a lucky charm?";
+ next;
+ mes "- The troubled villagers desire your belongings because you fend off the ghosts. -";
+ setquest 7356;
+ completequest 7356;
+ if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) {
+ next;
+ mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki. -";
+ set malaya_hi, 11;
+ setquest 7358;
+ }
+ close;
+ }
+ } else if (malaya_hi == 11) {
+ mes "Talah looks from you to her father with inquisitive eyes.";
+ close;
+ } else if (malaya_hi == 12) {
+ if (checkquest(7363) != -1) {
+ mes "[Talah]";
+ mes "I dont know for sure";
+ mes "but I get a warm feel from them.";
+ mes "Daddy's braver now and that makes Talah stronger too.";
+ close;
+ }
+ if (!countitem(523) || !countitem(717)) {
+ mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000";
+ close;
+ }
+ mes "[Talah]";
+ mes ".... Can I say hello?";
+ mes "Hello... there...";
+ next;
+ select("Give the prepared items.");
+ mes "[Talah]";
+ mes "Pretty blue stones...!";
+ mes "Oooooh~ They're beautiful!";
+ mes "Is this stone going to keep Talah safe?";
+ next;
+ mes "- Delivered the Holy Water and Blue Gemstone to Talah. -";
+ delitem 717, 1; //Blue_Gemstone
+ delitem 523, 1; //Holy_Water
+ setquest 7363;
+ completequest 7363;
+ if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) {
+ mes "-With Talah as last, I think enough Holy Artifacts have been given.-";
+ set malaya_hi, 13;
+ erasequest 7351;
+ setquest 7365;
+ }
+ close;
+ } else if (malaya_hi == 13) {
+ mes "[Talah]";
+ mes "Daddy told me to hold on to the Holy Artifact really tight.";
+ mes "So it keeps away bad ghosts...";
+ close;
+ } else {
+ mes "[Talah]";
+ mes "Hello...";
+ next;
+ if (select("Give Spiritual Protection.:Hi there?") == 2) {
+ mes "[Talah]";
+ mes "...Hey...Thank you.";
+ mes "You're keeping us safe aren't you?";
+ close;
+ }
+ if ((checkquest(7374) != -1) && (checkquest(7372) != -1)) {
+ if (!countitem(6503)) {
+ mes "^4d4dffThere is no Spiritual Protection to give to Talah.^000000";
+ close;
+ }
+ mes "[Talah]";
+ mes "Is this a new Spiritual Protection?";
+ mes "Thank you.";
+ mes "Talah can sleep well now with the Spiritual Protection.";
+ mes "Daddy likes it too.";
+ next;
+ mes "- Delivered new Spiritual Protection to Talah.-";
+ delitem 6503, 1; // Soul_Protection
+ erasequest 7372;
+ setquest 7386;
+ if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) {
+ mes "- With Talah as last, all Spiritual Protections have been delivered. Head back to Imelda. -";
+ if (malaya_hi == 23) {
+ set malaya_hi, 24;
+ }
+ setquest 7379;
+ erasequest 7382;
+ erasequest 7383;
+ erasequest 7384;
+ erasequest 7385;
+ erasequest 7386;
+ erasequest 7387;
+ }
+ close;
+ } else {
+ mes "[Talah]";
+ mes "Umm...";
+ mes "The one you gave before still keeps Talah safe.";
+ mes "I'm okay.";
+ close;
+ }
+ }
+ end;
+}
+
+malaya,62,274,0 script Sand Trap#malaya 557,{
+ if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
+ mes "- Cannot proceed with the quest. You are carrying too many items. -";
+ close;
+ }
+ if ((checkquest(7366) == -1) && (checkquest(7380) == -1)) {
+ mes "A device to evaporate sea water is buried in the sand...";
+ close;
+ }
+ if (countitem(6501) >= 6) {
+ mes "There's enough salt.";
+ close;
+ }
+ mes "A device to evaporate sea water is installed in the Sand Trap.";
+ next;
+ mes "Salt can be scraped off the dried leaves";
+ mes "someone scattered on the sea water.";
+ close2;
+ progressbar "0xffff00", 5;
+ disablenpc strnpcinfo(0);
+ initnpctimer;
+ getitem 6501, 1; // Salt_Bag
+ mes "[" + strcharinfo(0) + "]";
+ mes "This should be enough.";
+ close;
+
+OnTimer30000:
+ enablenpc strnpcinfo(0);
+ stopnpctimer;
+ end;
+}
+malaya,66,277,0 duplicate(Sand Trap#malaya) Sand Trap#malaya01 557
+malaya,70,282,0 duplicate(Sand Trap#malaya) Sand Trap#malaya02 557
+
+ma_fild01,178,206,0 script Black Bamboo#malaya 844,4,4,{
+ if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
+ mes "- Cannot proceed with the quest. You are carrying too many items. -";
+ close;
+ }
+ if ((checkquest(7366) == -1) && (checkquest(7380) == -1)) {
+ mes "There's a short and black bamboo tree.";
+ close;
+ }
+ if (countitem(6500) >= 6) {
+ mes "There's enough Sharpened Bamboos...";
+ close;
+ }
+ mes "There's bamboo here with black cane and leaves.";
+ mes "If some of it is cut off and sharpened, I think it will suffice for the Sharpened Bamboo Imelda wanted.";
+ close2;
+ progressbar "0xffff00", 3;
+ disablenpc strnpcinfo(0);
+ initnpctimer;
+ getitem 6500, 1; //Sharp_Bamboo
+ mes "[" + strcharinfo(0) + "]";
+ mes "I knew I could do this!";
+ close;
+OnTouch:
+ if ((checkquest(7366) != -1) || (checkquest(7380) != -1)) {
+ specialeffect EF_LEVEL99_4;
+ }
+ end;
+OnTimer30000:
+ enablenpc strnpcinfo(0);
+ stopnpctimer;
+ end;
+}
+ma_fild01,225,186,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya01 844,4,4
+ma_fild01,230,244,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya02 844,4,4
+ma_fild01,174,238,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya03 844,4,4
+ma_fild01,180,273,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya04 844,4,4
+ma_fild01,179,145,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya05 844,4,4
+
+malaya,295,171,3 script Collection Dealer Woeon 582,{
+ if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
+ mes "- Cannot proceed with the quest. You are carrying too many items. -";
+ close;
+ }
+ if (malaya_hi < 10) {
+ mes "[Woeon]";
+ mes "Urghh... Urgh... I got a headache...";
+ mes "My headache must have been brought to me by you from out of town!";
+ mes "Go away. Shoo, leave!";
+ close;
+ } else if (malaya_hi == 10) {
+ if (checkquest(7355) == 2) {
+ mes "[Woeon]";
+ mes "Now, look here my friend...";
+ mes "This can all be solved by giving me a button.";
+ mes "It doesn't look so expensive either.";
+ close;
+ } else {
+ mes "[Woeon]";
+ mes "Aha! You're the one they're all talking about!";
+ mes "I was kinda rude right? Forget about it!";
+ mes "Yes, do forget...";
+ next;
+ mes "[Woeon]";
+ mes "If you're in dire need, I could get you a job around here you know..";
+ mes ".... Could you give me some of your things?";
+ next;
+ mes "[Woeon]";
+ mes "I heard the rumors about you shooing away the ghosts!";
+ mes "Can't you see my shaking hands from fear of them ghosts?";
+ mes "I'll feel much better if you could just give me a button off your sleeve...";
+ next;
+ mes "- The troubled villagers desire your belongings because you fend off the ghosts. -";
+ setquest 7355;
+ completequest 7355;
+ if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) {
+ next;
+ mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-";
+ set malaya_hi, 11;
+ setquest 7358;
+ }
+ close;
+ }
+ } else if (malaya_hi == 11) {
+ mes "[Woeon]";
+ mes "Sigh... Life is so tough these days.";
+ mes "Why did ghosts come along to bother me so.";
+ mes "I wish I had a lucky charm or something...";
+ next;
+ mes "[Woeon]";
+ mes "Why won't you give me one of your belongings so I could keep as a charm?";
+ mes "Come on, one sock could save a man's life, you know.";
+ mes "Cold hearted son of a...";
+ close;
+ } else if (malaya_hi == 12) {
+ if (checkquest(7362) != -1) {
+ mes "[Woeon]";
+ mes "Hmm. Look at my hands.";
+ mes "Less shaky, eh?";
+ mes "Isn't that so?";
+ close;
+ }
+ if (!countitem(523) || !countitem(717)) {
+ mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000";
+ close;
+ }
+ mes "[Woeon]";
+ mes "Humph! What do you want?";
+ next;
+ select ("Give the prepared items.");
+ mes "[Woeon]";
+ mes "Oh dear... Forget about the thing back there.";
+ mes "You see, I was haunted by another ghost after you left...";
+ mes "No hard feelings..";
+ next;
+ mes "[Woeon]";
+ mes "Is this the source of your spirit?";
+ mes "It feels kinda cool!";
+ mes "Perhaps this will fend off some of them...";
+ next;
+ mes "[Woeon]";
+ mes "Anyway, thanks a lot.";
+ mes "I'll call for you first when a job opens up for you.";
+ next;
+ mes "- Gave Woeon the Holy Water and Blue Gemstone.-";
+ delitem 717, 1; //Blue_Gemstone
+ delitem 523, 1; //Holy_Water
+ setquest 7362;
+ completequest 7362;
+ if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) {
+ mes "-With Woeon as last, I think enough Holy Artifacts have been given.-";
+ set malaya_hi, 13;
+ erasequest 7351;
+ setquest 7365;
+ }
+ close;
+ } else if (malaya_hi == 13) {
+ mes "[Woeon]";
+ mes "Now... Let's get back to business.";
+ mes "Thanks to you, I don't see any of those darn ghosts.";
+ mes "Ha ha ha ha ha";
+ close;
+ } else {
+ mes "[Woeon]";
+ mes "Oh, hi there!";
+ next;
+ if (select("Give Spiritual Protection.:The Dealer and his Collection") == 1) {
+ if (((checkquest(7374) == 0) || (checkquest(7374) == 1)) && ((checkquest(7371) == 0) || (checkquest(7371) == 1))) {
+ if (!countitem(6503)) {
+ mes "^4d4dffThere is no Spiritual Protection to give to Woeon.^000000";
+ close;
+ }
+ mes "[Woeon]";
+ mes "Phew~ A new Spiritual Protection?";
+ mes "Is it an officially made protective charm? Imelda does some fine work.";
+ mes "I'm thankful to you as well, of course.";
+ next;
+ mes "-Delivered Spiritual Protection to Woeon.-";
+ delitem 6503, 1; // Soul_Protection
+ erasequest 7371;
+ setquest 7385;
+ if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) {
+ mes "-With Woeon as last, all Spiritual Protections have been delivered.-";
+ if (malaya_hi == 23) {
+ set malaya_hi, 24;
+ }
+ setquest 7379;
+ erasequest 7382;
+ erasequest 7383;
+ erasequest 7384;
+ erasequest 7385;
+ erasequest 7386;
+ erasequest 7387;
+ }
+ close;
+ } else {
+ mes "[Woeon]";
+ mes "Spiritual Protection?";
+ mes "Mine still works fine.";
+ mes "Very effective indeed.";
+ close;
+ }
+ } else {
+ if (BaseLevel < 100) {
+ mes "[Woeon]";
+ mes "Yes, I collect various by-products from monsters.";
+ mes "In fact, I'm collecting Jejellopys here...";
+ next;
+ mes "[Woeon]";
+ mes "It's too much for you.";
+ mes "Things can get pretty ugly around here, you see.";
+ mes "I'll let you have at it once you're stronger, my friend!";
+ close;
+ }
+ if ((checkquest(7392, PLAYTIME) == 0) || (checkquest(7392, PLAYTIME) == 1)) {
+ mes "[Woeon]";
+ mes "Oh, the Jejellopy collecting?";
+ mes "I have enough for today.";
+ mes "Come back again tomorrow.";
+ close;
+ } else if (checkquest(7392, PLAYTIME) == 2) {
+ mes "[Woeon]";
+ mes "Oh, yes yes.";
+ mes "You're going to collect Jejellopy today as well?";
+ mes "I know it's a difficult job... But you do it so well.";
+ erasequest 7392;
+ next;
+ if (select("I'm too busy today.:Leave it to me!") == 1) {
+ mes "[Woeon]";
+ mes "Is that so? So it is then.";
+ mes "Come stop by when you need some work.";
+ close;
+ }
+ mes "[Woeon]";
+ mes "As usual, bring me 30 Jejellopys, please.";
+ mes "You can get them from the Jejelings.";
+ setquest 7391;
+ close;
+ } else {
+ if ((checkquest(7391) == 0) || (checkquest(7391) == 1)) {
+ if (countitem(6498) < 30) {
+ mes "[Woeon]";
+ mes "Hmm? I don't think you have enough.";
+ mes "I asked you for 30 Jejellopys. Business is business I'm afraid.";
+ close;
+ }
+ mes "[Woeon]";
+ mes "Oh, you have the requested numbers?";
+ mes "I'll take them from here.";
+ mes "You have no need for them, right?";
+ next;
+ mes "[Woeon]";
+ mes "So I have all the Jejellopys...";
+ mes "Come back again!";
+ delitem 6498, countitem(6498); //Jejellopy
+ setquest 7392;
+ erasequest 7391;
+// if (IsPremiumPcCafe == 10)
+ getitem 6497, 2; // Lesser_Agimat
+// else
+// getitem 6497, 1; // Lesser_Agimat
+ getexp 200000,200000;
+ set .@memo_name, rand(1,3);
+ if (!rand(3))
+ $malayaNames$[1] = strcharinfo(0);
+ close;
+ } else {
+ mes "[Woeon]";
+ mes "As you can see, I'm a Collection Dealer.";
+ mes "I trade all kinds of monster or animal by-products.";
+ next;
+ mes "[Woeon]";
+ mes "They're used as materials for manufactured goods.";
+ mes "Of course, the most preferred in Port Malaya is from the monster Jejeling..";
+ next;
+ mes "[Woeon]";
+ mes "Jejellopy can be acquired from the Jejeling.";
+ mes "Can you get me 30 Jejellopys?";
+ next;
+ if (select("Yeah, sure.:Nope.") == 2) {
+ mes "[Woeon]";
+ mes "Is that so. Such a shame.";
+ mes "Come back when you need some work.";
+ close;
+ }
+ mes "[Woeon]";
+ mes "Good, I trust you can do it.";
+ mes "Remember, 30 Jejellopys.";
+ setquest 7391;
+ close;
+ }
+ }
+ }
+ }
+ end;
+}
+
+malaya,119,217,3 script Blacksmith Pandoi 538,{
+ if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
+ mes "- Cannot proceed with the quest. You are carrying too many items. -";
+ close;
+ }
+ if (malaya_hi < 10) {
+ mes "[Pandoi]";
+ mes "...Gasp!";
+ mes "Go... Go away!";
+ close;
+ } else if (malaya_hi == 10) {
+ if (checkquest(7354) == 2) {
+ mes "[Pandoi]";
+ mes "Please..";
+ mes "Couldn't you help a guy out here, just for the sake of it?";
+ mes "Do you really think ignoring me is the best option?!";
+ next;
+ mes "[Pandoi]";
+ mes "Now look here.";
+ mes "Please give me just a peek..";
+ mes "It's just a button...";
+ close;
+ } else {
+ mes "[Pandoi]";
+ mes "Hello there!";
+ mes "I've heard of your prestige.";
+ mes "I was wondering if I could receive something to prove that I've met you in person...";
+ next;
+ mes "[Pandoi]";
+ mes "Oh... You're surprised because I'm suddenly so nice to you.";
+ mes "I heard the news you fought off the ghosts.";
+ mes "That's brilliant!";
+ next;
+ mes "[Pandoi]";
+ mes "With an item of your spirit, it would scare away the ghosts, wouldn't it?";
+ mes "Please, be generous, I beg you...";
+ next;
+ mes "-The troubled villagers desire your belongings because you fend off the ghosts. -";
+ setquest 7354;
+ completequest 7354;
+ if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) {
+ next;
+ mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-";
+ set malaya_hi, 11;
+ setquest 7358;
+ }
+ close;
+ }
+ } else if (malaya_hi == 11) {
+ mes "[Pandoi]";
+ mes "Phew... Life is so tough these days.";
+ mes "Why did ghosts come along to bother me so.";
+ mes "I wish I had a lucky charm or something...";
+ next;
+ mes "[Pandoi]";
+ mes "Please...";
+ mes "Couldn't you help a guy out here, just for the sake of it?";
+ mes "Do you really think ignoring me is the best option?!";
+ close;
+ } else if (malaya_hi == 12) {
+ if (checkquest(7361) != -1) {
+ mes "[Pandoi]";
+ mes "Now that I have confidence, the only thing left for me to do is charge to the hospital or field for material!";
+ mes "Bu... But, I'm too scared...";
+ close;
+ }
+ if (!countitem(523) || !countitem(717)) {
+ mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000";
+ close;
+ }
+ mes "[Pandoi]";
+ mes "Wh, what, you've finally decided to help me?!";
+ mes "You're going to give Pandoi a gift of peace?!";
+ next;
+ select ("Give the prepared items.");
+ mes "[Pandoi]";
+ mes "Great! I knew you'd come back!";
+ mes "Yes... Now that I have some of your spirit, I can rest well at night.";
+ next;
+ mes "- Gave Pandoi the Holy Water and Blue Gemstone.-";
+ delitem 717, 1; //Blue_Gemstone
+ delitem 523, 1; //Holy_Water
+ setquest 7361;
+ completequest 7361;
+ if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) {
+ mes "-With Pandoi as last, I think I've given enough Holy Artifacts.-";
+ set malaya_hi, 13;
+ erasequest 7351;
+ setquest 7365;
+ }
+ close;
+ } else if (malaya_hi == 13) {
+ mes "[Pandoi]";
+ mes "Sil... Silver. I need silver, please.";
+ mes "I thought I could get the silver once the ghosts are gone, but I can't...";
+ close;
+ } else {
+ mes "[Pandoi]";
+ switch(rand(1, 6)) {
+ case 1:
+ mes "You know. " + $malayaNames$[1] + ". You are my hero for becoming stronger. I look up to you!";
+ break;
+ case 2:
+ mes "I've seen you, " + $malayaNames$[1] + " beating those Jejelings outside the town. The energy... I... I was so impressed!";
+ break;
+ case 3:
+ mes "You, " + $malayaNames$[0] + ", lit up my soul. It sparkles, you know. No? You don't?";
+ break;
+ case 4:
+ mes "As far as I can see, recently, " + $malayaNames$[1] + " is the most diligent person around. He's like a god of hard work.";
+ break;
+ case 5:
+ mes $malayaNames$[5] + "made a huge discovery. A dragon, they say.";
+ break;
+ case 6:
+ mes "Hello there?!";
+ break;
+ }
+ next;
+ switch (select("Give Spiritual Protection.:Silver Blade.:Silver Cross")) {
+ case 1:
+ if ((checkquest(7374) == -1) || (checkquest(7370) == -1)) {
+ mes "[Pandoi]";
+ mes "I appreciate you taking care of the expiration dates of my Spiritual Protection.";
+ mes "I think mine's good for now. ";
+ mes "When it wear's out, I'll ask you for another one!";
+ close;
+ }
+ if (!countitem(6503)) {
+ mes "^4d4dffThere is no Spiritual Protection to give to Pandoi.^000000";
+ close;
+ }
+ mes "[Pandoi]";
+ mes "Good. A new Spiritual Protection.";
+ mes "It's always good to know that you won't see those black things again!";
+ next;
+ mes "-Delivered Spiritual Protection to Pandoi.-";
+ delitem 6503, 1; // Soul_Protection
+ erasequest 7370;
+ setquest 7384;
+ if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) {
+ mes "-With Pandoi as last, all Spiritual Protections have been delivered.-";
+ if (malaya_hi == 23) {
+ set malaya_hi, 24;
+ }
+ setquest 7379;
+ erasequest 7382;
+ erasequest 7383;
+ erasequest 7384;
+ erasequest 7385;
+ erasequest 7386;
+ erasequest 7387;
+ }
+ close;
+ case 2:
+ if (BaseLevel < 100) {
+ mes "[Pandoi]";
+ mes "Hmm... To make a Silver Blade, you need silver.";
+ mes "I could melt Silver Bracelets to get silver.";
+ mes "Silver Bracelets can be acquired at the hospital.";
+ next;
+ mes "[Pandoi]";
+ mes "However, I don't think you can make it right now. I'm sorry, it's just too much for you!";
+ mes "If you go in there like that... You'll never make it out alive!";
+ close;
+ }
+ .@hunting = checkquest(7393, HUNTING);
+ if (.@hunting == 2) {
+ if (countitem(6508) < 10) {
+ mes "[Pandoi]";
+ mes "Where are the Silver Bracelets?";
+ mes "I know you're invincible...";
+ mes "But I must have a Silver Bracelet to make a Silver Blade.";
+ next;
+ mes "[Pandoi]";
+ mes "10 Silver Bracelets!";
+ mes "Regardless of how many of them you hinder, I need 10 Silver Bracelets!!";
+ mes "Now it is in your hands!";
+ close;
+ }
+ mes "[Pandoi]";
+ mes "Respect, all the way!";
+ mes "You fought them off and brought the Silver Bracelets as well.";
+ next;
+ mes "[Pandoi]";
+ mes "From this day on, I shall try to smelt a new silver weapon..!!";
+ mes "I will pound and beat at them until I am left with a fine silver blade in my hands...!!";
+ next;
+ mes "[Pandoi]";
+ mes "It's not much, but here's something for the troubles you went through to get the Silver Bracelets.";
+ mes "If I fail... I'll ask of you the task again!";
+ delitem 6508, 10; //Silver_Bracelet
+ setquest 7394;
+ erasequest 7393;
+// if (IsPremiumPcCafe == 10)
+ getitem 6497, 2; // Lesser_Agimat
+// else
+// getitem 6497, 1; // Lesser_Agimat
+ getexp 200000,200000;
+ if (!rand(3))
+ $malayaNames$[1] = strcharinfo(0);
+ close;
+ } else if (.@hunting == 0 || .@hunting == 1) {
+ mes "[Pandoi]";
+ mes "The village hospital holds the most hideous things inside.";
+ mes "I'm not sure what exactly... Whatever's in there, I'm not willing to go near it...";
+ next;
+ mes "[Pandoi]";
+ mes "Please get rid of those rumored monsters and get those Silver Bracelets.";
+ mes "You're the only one I can trust!";
+ close;
+ } else {
+ .@playtime = checkquest(7394, PLAYTIME);
+ if (.@playtime == 0 || .@playtime == 1) {
+ mes "[Pandoi]";
+ mes "I still have some silver to smelt.";
+ mes "I'll request more if I fail again.";
+ close;
+ } else if (.@playtime == 2) {
+ erasequest 7394;
+ mes "[Pandoi]";
+ mes "Oh... what am I to do?";
+ mes "I've wasted the precious materials you brought back for me...";
+ next;
+ mes "[Pandoi]";
+ mes "Maybe I'm not supposed to be a blacksmith!";
+ mes "I'm good with crafting silver, though!";
+ next;
+ if (select("I'll get you the materials. Cheer up.:Give up. It's a lot easier when you do.") == 2) {
+ mes "[Pandoi]";
+ mes "... You're right...";
+ mes "I'll never be able to make a Silver Blade...";
+ mes "Give up... I thought you'd cheer me up.. I'm a little disappointed in you.";
+ close;
+ }
+ mes "[Pandoi]";
+ mes "I knew I could count on you!";
+ mes "I knew I could count on you!";
+ mes "10 Silver Bracelets, please.";
+ setquest 7393;
+ next;
+ mes "[Pandoi]";
+ mes "Pandoi will always smile at you~";
+ mes "*Grin*";
+ close;
+ } else {
+ mes "[Pandoi]";
+ mes "Silver Blade!";
+ mes "It's great. Wonderful! The holy blade to carve all evil with one stroke...!";
+ next;
+ mes "[Pandoi]";
+ mes "I want to be a noted blacksmith by making a Silver Blade.";
+ mes "However, I cannot get the materials.";
+ next;
+ mes "[Pandoi]";
+ mes "I heard that they wore silver bracelets as recognition at the hospital.";
+ mes "But when I got there, it was not the hospital that I used to know.";
+ next;
+ mes "[Pandoi]";
+ mes "Could you slay the horrible creepers and get me the Silver Bracelets?";
+ next;
+ if (select("Indeed!:No. Way.") == 2) {
+ mes "[Pandoi]";
+ mes "... You're right...";
+ mes "I'll never make a Silver Blade...";
+ mes "Such plain expression of disgust. You know what? I hate the idea now.";
+ close;
+ }
+ mes "[Pandoi]";
+ mes "I knew it!";
+ mes "Teach those things at the hospital some manners...";
+ mes "And bring back 10 Silver Bracelets, please.";
+ setquest 7393;
+ next;
+ mes "[Pandoi]";
+ mes "Pandoi will always smile at you~";
+ mes "*Grin*";
+ close;
+ }
+ }
+ case 3:
+ mes "[Pandoi]";
+ mes "You need Silver Crosses?";
+ mes "Pandoi will make them for you!";
+ mes "Still, I cannot create something out of the blue, so I'll be needing some silver.";
+ next;
+ mes "[Pandoi]";
+ mes "I could make one Silver Cross for ^4d4dff2 Silver Bracelets^000000 the monsters hold there...";
+ mes "If you have Silver Bracelets, I could make Silver Crosses with them.";
+ next;
+ switch(select("Make 1 Silver Cross:Make 6 Silver Crosses:Input Number:Quit.")) {
+ case 1:
+ set .@amount,1;
+ case 2:
+ if (!.@amount) set .@amount,6;
+ if (countitem(6508) < (.@amount * 2)) {
+ mes "[Pandoi]";
+ mes "You need at least " + (.@amount * 2) + " Silver Bracelets to make " + .@amount + " Silver " + ((.@amount == 1) ? "Cross" : "Crosses") + ".";
+ close;
+ }
+ set .@time,5;
+ break;
+ case 3:
+ mes "[Pandoi]";
+ mes "How many Silver Crosses do you need?";
+ mes "I can make up to 50 at a time.";
+ next;
+ input .@amount;
+ if (.@amount == 0) {
+ mes "[Pandoi]";
+ mes "Don't need Silver Crosses?";
+ mes "Well, I can take a rest then. Ha ha ha ha~";
+ close;
+ } else if (.@amount > 50) {
+ mes "[Pandoi]";
+ mes "A maximum of 50 at a time!";
+ close;
+ }
+ if (countitem(6508) < (2 * .@amount)) {
+ mes "[Pandoi]";
+ mes "To make " + .@amount + " Silver " + ((.@amount == 1) ? "Cross" : "Crosses") + ", I need at least " + (2 * .@amount) + " Silver Bracelets.";
+ close;
+ }
+ set .@time,15;
+ break;
+ case 4:
+ mes "[Pandoi]";
+ mes "I'll be here if you need me!";
+ close;
+ }
+ mes "[Pandoi]";
+ mes "It'll take just a second.";
+ mes "Pandoi can do it in a jiffy!";
+ close2;
+ progressbar "0xffff00", .@time;
+ delitem 6508, .@amount * 2; //Silver_Bracelet
+ getitem 6502, .@amount; // Silver_Cross
+ mes "[Pandoi]";
+ mes "Look at this!";
+ mes "Very nice indeed.";
+ mes "I should've been a craftsman, not a blacksmith!";
+ close;
+ }
+ }
+ end;
+}
+
+malaya,326,68,2 script Pedro the Sailor 100,{
+ if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
+ mes "- Cannot proceed with the quest. You are carrying too many items. -";
+ close;
+ }
+ if (malaya_hi < 10) {
+ mes "[Pedro the Sailor]";
+ mes "Oh... This ship's not in service.";
+ mes "Or rather, it can't set sail. *Snigger*";
+ mes "I'm seeing ghosts. I think it's my time to die.";
+ close;
+ } else if (malaya_hi == 10) {
+ if (checkquest(7352) == 2) {
+ mes "- Pedro the Sailor seems to have given up, but he can't take his gaze off of me.-";
+ close;
+ }
+ mes "[Pedro the Sailor]";
+ mes "Oh, you're th... The one who fends off ghosts at the wave of a hand?!";
+ mes "Could you stay for a bit and hear me out?!";
+ next;
+ if (select("Sorry.:Sure.") == 1) {
+ mes "[Pedro the Sailor]";
+ mes "Oh, a solid denial.";
+ mes "You just impaled my last glimpse of hope.";
+ mes "Maybe I wasn't persuasive enough...";
+ close;
+ }
+ mes "[Pedro the Sailor]";
+ mes "Straight to the point, this town is a den of ghosts!";
+ mes "Sigh... I've been a sailor for quite a while and went to a lot of places, but this I never experienced before.";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "You see that ship there?";
+ mes "It's a small ferry, but it also stopped service because of these darn ghosts!";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "It looks okay from the outside, but it's full of ghost, I tell ya.";
+ mes "But the way I heard it, they're afraid of you, right?";
+ next;
+ select ("Oh no, you too...:Not my buttons!");
+ mes "[Pedro the Sailor]";
+ mes "I see many have already asked you for some of your stuff for charms, huh.";
+ mes "Can I budge in that line too?";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "I need to have some sincere conversations with that ghost over there.";
+ mes "But the spirit is too strong for me to approach.";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "...........That was a lame story.";
+ mes "And it's not easy to give away your stuff to someone else.";
+ next;
+ mes "- Pedro the Sailor seems to have given up, but he can't take his gaze off of me.-";
+ setquest 7352;
+ completequest 7352;
+ if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) {
+ next;
+ mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki. -";
+ set malaya_hi, 11;
+ setquest 7358;
+ }
+ close;
+ } else if (malaya_hi == 11) {
+ mes "[Pedro the Sailor]";
+ mes "Sigh...";
+ mes "This is so awkward.";
+ close;
+ } else if (malaya_hi == 12) {
+ if (checkquest(7359) != -1) {
+ mes "[Pedro the Sailor]";
+ mes "Anyway, now that I have what they hate...";
+ mes "Now's the time to charge into my ship...!";
+ close;
+ }
+ if (!countitem(523) || !countitem(717)) {
+ mes "^4d4dffPrepare and give Blue Gemstone and Holy Water.^000000";
+ close;
+ }
+ mes "[Pedro the Sailor]";
+ mes "What? I can sense something refreshing in your hands. What is it?";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "You're giving it to me?";
+ mes "Ghosts will hate it?";
+ mes "That's wonderful news!";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "Pedro, at your service!";
+ mes "After you're finished with the ghosts here, I'll take on my ship to the end of the world!";
+ next;
+ mes "- Gave Pedro the Sailor the Holy Water and Blue Gemstone. -";
+ delitem 717, 1; //Blue_Gemstone
+ delitem 523, 1; //Holy_Water
+ setquest 7359;
+ completequest 7359;
+ if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) {
+ mes "-With Pedro the Sailor as last, I think I gave enough Holy Artifacts.-";
+ set malaya_hi, 13;
+ erasequest 7351;
+ setquest 7365;
+ }
+ close;
+ } else if (malaya_hi == 13) {
+ mes "[Pedro the Sailor]";
+ mes "Anyway, now that I have what they hate...";
+ mes "Now's the time to charge into my ship...!";
+ next;
+ mes "-Pedro the Sailor looks determined.-";
+ close;
+ } else {
+ mes "[Pedro the Sailor]";
+ mes "Whoa... Did you see that?";
+ mes "Those black souls just came up and disappeared.";
+ mes "Well, living the dream, eh?";
+ next;
+ if (select("Give Spiritual Protection.:About the Ferry Ride") == 1) {
+ if ((checkquest(7374) == -1) || (checkquest(7368) == -1)) {
+ mes "[Pedro the Sailor]";
+ mes "The Spiritual Protection you gave me before works fine.";
+ mes "I'm good for now.";
+ mes "It's still up for the fight!";
+ close;
+ }
+ if (!countitem(6503)) {
+ mes "^4d4dffThere is no Spiritual Protection to give to Pedro the Sailor.^000000";
+ close;
+ }
+ mes "[Pedro the Sailor]";
+ mes "A newly made Spiritual Protection.";
+ mes "Alright. I'll go at them with this one today.";
+ next;
+ mes "-Delivered the Spiritual Protection to Pedro the Sailor.-";
+ delitem 6503, 1; // Soul_Protection
+ erasequest 7368;
+ setquest 7382;
+ if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) {
+ mes "-With Pedro the Sailor as last, all Spiritual Protections have been delivered.-";
+ if (malaya_hi == 23) {
+ set malaya_hi, 24;
+ }
+ setquest 7379;
+ erasequest 7382;
+ erasequest 7383;
+ erasequest 7384;
+ erasequest 7385;
+ erasequest 7386;
+ erasequest 7387;
+ }
+ close;
+ }
+ if (BaseLevel < 100) {
+ mes "[Pedro the Sailor]";
+ mes "Hmm... Don't you remember me talking about ghosts?";
+ mes "The Ferry is full of ghosts.";
+ mes "Wait, was it one or many?";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "Whatever. For you and your current condition, it's out of the question.";
+ mes "Yes. You can't do it. You'll be dragged out in a body bag.";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "Now I'm not going to stand here and wait for that to happen. No way.";
+ close;
+ }
+ if (malaya_diwata == 0) {
+ mes "[Pedro the Sailor]";
+ mes "I'm sorry, but didn't I say something about ghosts over there?";
+ mes "It can't set sail because of that.";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "So what's this whole ghost story about?";
+ mes "Hmmm..........";
+ mes "It's a long story...";
+ next;
+ if (select("I'm listening.:Maybe later.") == 2) {
+ mes "[Pedro the Sailor]";
+ mes "I knew it.";
+ mes "Though, it's not such a boring story.";
+ mes "After all, it is a ghost story.";
+ close;
+ }
+ mes "[Pedro the Sailor]";
+ mes "The story goes back to when I first made port here.";
+ mes "It was a nerve racking first time as a liner manager.";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "I was ready to disembark when I saw something I simply could not believe.";
+ mes "Black haze was swarming to the port from all over town.";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "At first, I thought it was just a very thick smog.";
+ mes "As the days went by, it became clear as to what it was.";
+ mes "It was a swarm of souls.";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "A very unpleasant group of souls indeed.";
+ mes "Some were wailing some horrible cries around the Ferry about to set sail...";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "After that incident, that ship stayed on that spot until this day.";
+ mes "Why? Because they took over the ship! It's haunted!";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "If you don't believe me, see for yourself.";
+ mes "Then you'll believe me.";
+ set malaya_diwata, 1;
+ setquest 7395;
+ close;
+ } else if (malaya_diwata == 1) {
+ mes "[Pedro the Sailor]";
+ mes "If you want to know, go and see for yourself and get on it.";
+ close;
+ } else if (malaya_diwata == 2) {
+ mes "[Pedro the Sailor]";
+ mes "Soul of a Little Girl?";
+ mes "What about all them bullying ones?";
+ mes "They came and went?";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "I don't understand.";
+ mes "Maybe the Leader Mumbaki will know what to do.";
+ close;
+ } else if (malaya_diwata == 3) {
+ mes "[Pedro the Sailor]";
+ mes "Hmm... A floral tribute to soothe the soul....";
+ mes "You want to hear its story after it calms down?";
+ mes "Well... Good luck.";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "It can't be helped for the Ferry to set sail again.";
+ mes "I can't go near it because of those mean ones.";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "Now I'm asking you to do this not because I can't be bothered,";
+ mes "but because I simply can't do it myself.";
+ close;
+ } else if (malaya_diwata == 4) {
+ mes "[Pedro the Sailor]";
+ mes "Did Mumbaki bless the flower?";
+ mes "I hope this works...";
+ mes "I wish you all the luck!!";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "I hope you can negotiate with success!";
+ mes "I'll take care of those rude ones outside the ship the best I can.";
+ close;
+ } else if (malaya_diwata == 5) {
+ mes "[Pedro the Sailor]";
+ mes "I see.";
+ mes "Perhaps the Ferry can move again...";
+ mes "Thank you for all you've done for us.";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "I'd better get ready to set sail then.";
+ mes "It's not much, but this is for you.";
+ mes "If we can get back in business, I'll take you to Izlude for just 1000z.";
+ set malaya_diwata, 6;
+ erasequest 7399;
+ setquest 7401;
+// if (IsPremiumPcCafe == 10)
+ getitem 6497, 2; // Lesser_Agimat
+// else
+// getitem 6497, 1; // Lesser_Agimat
+ getexp 200000,200000;
+ if (!rand(3))
+ $malayaNames$[0] = strcharinfo(0);
+ close;
+ } else {
+ .@playtime = checkquest(7401, PLAYTIME);
+ if (.@playtime == 0 || .@playtime == 1) {
+ mes "[Pedro the Sailor]";
+ mes "If you want to go to Alberta, use the big ship over there.";
+ mes "This little one goes to Izlude.";
+ mes "That will be 1000z.";
+ next;
+ if (select("Use.:That's a rip off!") == 2) {
+ mes "[Pedro the Sailor]";
+ mes "What?!";
+ mes "How much do you pay for the Alberta Liner to get here!?";
+ mes "Call this a rip off... You think I'm doing charity?";
+ close;
+ }
+ if (Zeny < 1000) {
+ mes "[Pedro the Sailor]";
+ mes "The price is 1000 zeny.";
+ mes "I can't help you there~";
+ close;
+ }
+ mes "[Pedro the Sailor]";
+ mes "Thank you~";
+ mes "Let's go before the ghosts come back!";
+ set Zeny, Zeny - 1000;
+ close2;
+ warp "izlude",195,180;
+ end;
+ } else if (.@playtime == 2) {
+ erasequest 7401;
+ goto L_SetQuest;
+ } else {
+ if (checkquest(7403) == -1) {
+ if (checkquest(7402) == -1) {
+ goto L_SetQuest;
+ }
+ mes "[Pedro the Sailor]";
+ mes "You know what to do.";
+ mes "Gather the flowers and take it to Mumbaki to get an Offering Bouquet made.";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "Give the Bouquet to Miss Diwata to cheer her up.";
+ mes "....Thank you.";
+ close;
+ }
+ mes "[Pedro the Sailor]";
+ mes "Diwata is calm!";
+ mes "I can even feel the difference out here.";
+ mes "I am always in your debt.";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "You know what? Why don't you do this on a more regular basis?";
+ mes "I think you kind of like doing it.";
+ setquest 7401;
+ erasequest 7403;
+// if (IsPremiumPcCafe == 10)
+ getitem 6497, 2; // Lesser_Agimat
+// else
+// getitem 6497, 1; // Lesser_Agimat
+ getexp 200000,200000;
+ if (!rand(3))
+ $malayaNames$[0] = strcharinfo(0);
+ close;
+ }
+ }
+ }
+ end;
+
+L_SetQuest:
+ mes "[Pedro the Sailor]";
+ mes "Ah, the thing is...";
+ mes "We can't go right now..";
+ mes "You see, the ghosts are back...";
+ mes "I'm fed up with nuisance.";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "I mean... Miss Diwata... Isn't feeling very well and, even with the Spiritual Protection";
+ mes "a normal person can't stand it.";
+ next;
+ if (select("I see. Take care then.:How about a Floral Tribute?") == 1) {
+ mes "[Pedro the Sailor]";
+ mes "I'm glad you understand.";
+ mes "Sigh...";
+ close;
+ }
+ mes "[Pedro the Sailor]";
+ mes "Hmmm. That would be nice.";
+ mes "If she can be soothed with flowers...!";
+ mes "Good luck.";
+ setquest 7402;
+ close;
+}
+
+ma_in01,125,107,3 script Ghost Diwata 1761,4,4,{
+ end;
+OnTouch:
+ if (malaya_diwata == 0) {
+ cutin "malaya_diwata01", 2;
+ mes "- A creepy Little Girl is standing.";
+ mes "As our eyes meet, a chill runs down my spine with goose bumps all over. -";
+ next;
+ mes "[Diwata]";
+ mes "Are you here to bully Diwata too?";
+ mes "I won't have it!";
+ next;
+ cutin "", 255;
+ mes "-I was thrown out after the Little Girl's low creepy voice and flash from her eyes.-";
+ close;
+ warp "malaya", 324, 66;
+ end;
+ } else if (malaya_diwata == 1) {
+ cutin "malaya_diwata01", 2;
+ mes "- A creepy Little Girl is standing.";
+ mes "As our eyes meet, a chill runs down my spine with goose bumps all over. -";
+ next;
+ mes "[Diwata]";
+ mes "Are you here to bully Diwata too?";
+ mes "I won't have it!";
+ next;
+ select ("Wait! I just want to talk!");
+ mes "[Diwata]";
+ mes "Then who are they behind you?";
+ mes "You're one of them!";
+ next;
+ cutin "malaya_ghost01", 4;
+ mes "- Familiar souls are approaching Diwata. -";
+ next;
+ if (select("It's a misunderstanding!:You're from that..!") == 2) {
+ cutin "malaya_ghost02", 4;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Just as I thought! You're afraid of me?!";
+ mes "Stand aside!";
+ mes "I need to talk to her.";
+ next;
+ cutin "malaya_diwata01", 2;
+ mes "[Diwata]";
+ mes "I don't know why they're backing away...";
+ mes "You get out of my sight too!";
+ next;
+ cutin "", 255;
+ mes "-I was thrown out after the Little Girl's annoyed cry and flash from her eyes.-";
+ set malaya_diwata, 2;
+ setquest 7396;
+ erasequest 7395;
+ close2;
+ warp "malaya", 324, 66;
+ end;
+ }
+ cutin "malaya_diwata01",2;
+ mes "[Diwata]";
+ mes "Enough!";
+ next;
+ cutin "", 255;
+ mes "-I was thrown out after the Little Girl's resolute cry and flash from her eyes.-";
+ set malaya_diwata, 2;
+ setquest 7396;
+ erasequest 7395;
+ close2;
+ warp "malaya", 324, 66;
+ end;
+ } else if ((malaya_diwata == 2) || (malaya_diwata == 3)) {
+ cutin "malaya_diwata01", 2;
+ mes "[Diwata]";
+ mes "You crawled back in?";
+ mes "Get out-!!!!!";
+ next;
+ cutin "", 255;
+ mes "-I was thrown out after the Little Girl's screeching cry and flash from her eyes.-";
+ close;
+ warp "malaya", 324, 66;
+ end;
+ } else if (malaya_diwata == 4) {
+ if (!countitem(6506)) {
+ cutin "malaya_diwata01", 2;
+ mes "- The soul of Little Girl Diwata is looking at me fiercely.";
+ mes "No Offering Bouquet...!!!";
+ next;
+ cutin "", 255;
+ mes "-I was thrown out with a remote look from her.-";
+ close;
+ warp "malaya", 324, 66;
+ end;
+ }
+ mes "- The soul of Little Girl Diwata is looking at me fiercely. -";
+ mes "- The Offering Bouquet... -";
+ cutin "malaya_diwata01", 2;
+ next;
+ if (select("Throw it to the Little Girl.:Slide it across on the floor.") == 1) {
+ mes "- I threw the bouquet before she could toss me out, and she catches in surprise...";
+ mes "She won't toss me... far, now that she has the flower.-";
+ } else {
+ mes "- I slid the flower across the floor to her. She looks puzzled. -";
+ }
+ next;
+ mes "[Diwata]";
+ mes "What is the meaning of this?";
+ mes "You're not an enemy?";
+ next;
+ mes "[Diwata]";
+ mes "What? You're an outsider too?";
+ mes "Ha, so live ones are allowed and I'm not?";
+ next;
+ mes "[Diwata]";
+ mes "Now there's the stereotype of countryside people over outsiders.";
+ mes "I am so annoyed. I feel like wiping them off the map.";
+ next;
+ mes "[Diwata]";
+ mes "What? I shouldn't?";
+ mes "Why should I not?";
+ mes "I'm stalling the ship?";
+ next;
+ mes "[Diwata]";
+ mes "I was going to hear you out because of the flowers";
+ mes "but you're telling me lies?!";
+ next;
+ mes "[Diwata]";
+ mes "So you're saying that I brought these hillbillies on this ship";
+ mes "and that fighting with them is causing the stall?";
+ next;
+ mes "[Diwata]";
+ mes "... Hmm... Humph. It wasn't what I was intending to do.";
+ mes "But they're the ones who're getting on my nerves!";
+ next;
+ mes "[Diwata]";
+ mes "... I can't get off anyway.";
+ mes "Which means that I could feel bad again. Got it?";
+ next;
+ mes "[Diwata]";
+ mes "... I'll try to keep it in today.";
+ mes "It's not because I like the flowers or because I like having company!";
+ mes "It's because I was treated the same way as those cheap ghosts!";
+ next;
+ mes "[Diwata]";
+ mes "Now if you'll excuse me.";
+ mes "And I'll be clear. I'm not going to hold my temper for so long.";
+ next;
+ mes "[Diwata]";
+ mes "Now, g... go away!";
+ set malaya_diwata, 5;
+ delitem 6506, 1; // Memorial_Boquet
+ erasequest 7398;
+ setquest 7399;
+ close;
+ } else if (malaya_diwata == 5) {
+ cutin "malaya_diwata02", 2;
+ mes "[Diwata]";
+ mes "I promise I'll be a good little girl if those hillbillies leave me alone.";
+ mes "If they bother me again, however, I won't be.";
+ close;
+ } else {
+ if (checkquest(7402) == -1) {
+ if (checkquest(7403) == -1) {
+ if ((checkquest(7401, PLAYTIME) == 0) || (checkquest(7401, PLAYTIME) == 1)) {
+ cutin "malaya_diwata02", 2;
+ mes "[Diwata]";
+ mes "Surprisingly enough, I'm doing fine.";
+ mes "Of course I'm tense for when they return,";
+ mes "but, as always, I'll win.";
+ next;
+ mes "[Diwata]";
+ mes "Then the poor crew will cry again";
+ mes "I just can't calm myself down after a fight.";
+ next;
+ mes "[Diwata]";
+ mes "The flowers you bring makes me calm down.";
+ mes "....";
+ mes ".. It's not because I miss people or I like the flowers. Don't take it the wrong way.";
+ close;
+ }
+ cutin "malaya_diwata01", 2;
+ mes "[Diwata]";
+ mes "Get lost!";
+ mes "What? Oh, it's you.";
+ mes "Those hillbillies came back again!";
+ mes "I'm going to kill them!";
+ close;
+ }
+ cutin "malaya_diwata02", 2;
+ mes "[Diwata]";
+ mes "It's good to look at flowers from abroad~";
+ mes "Do all flowers from the warm parts of the world smell so nice?";
+ next;
+ mes "[Diwata]";
+ mes "The flowers you bring makes me calm down.";
+ mes "....";
+ mes ".. It's not because I miss people or I like the flowers. Don't take it the wrong way.";
+ close;
+ }
+ cutin "malaya_diwata01", 2;
+ mes "[Diwata]";
+ mes "Darn it! Have you come for more?!";
+ mes "What?";
+ mes "Oh. It's you?";
+ mes "I'm really depressed right now.";
+ next;
+ mes "- Diwata reached her hands out as if expecting something. -";
+ next;
+ if (select("Give the Bouquet.:Hold her hand.") == 2) {
+ mes "[Diwata]";
+ mes "What do you think you're doing?!!??!?!!";
+ mes "Arghhhh - I have enough creeps around here, thank you!!";
+ next;
+ cutin "", 255;
+ mes "-I was tossed out with Diwata's thunderous cry.-";
+ close;
+ warp "malaya", 324, 66;
+ end;
+ }
+ if (!countitem(6506)) {
+ mes "[Diwata]";
+ mes "What? You want me to wave?";
+ mes "You didn't bring it?";
+ mes "You didn't?!?";
+ mes "Arghhh you just can't trust anybody! Anybody!";
+ next;
+ cutin "", 255;
+ mes "-I was tossed out with Diwata's thunderous cry.-";
+ close;
+ warp "malaya", 324, 66;
+ end;
+ }
+ cutin "malaya_diwata02", 2;
+ mes "[Diwata]";
+ mes "... Oh... Just as I thought!";
+ mes "My only happiness, my only peace of mind..!";
+ mes "Flowers from abroad~!";
+ next;
+ mes "-Diwata seems to feel better. The atmosphere shifts to a more refreshing ambience.-";
+ next;
+ mes "[Diwata]";
+ mes "Tell Pedro the Sailor!";
+ mes "Diwata will be a goddess of sea, so set sail in my generosity.";
+ delitem 6506, 1; // Memorial_Boquet
+ setquest 7403;
+ erasequest 7402;
+ close;
+ }
+ cutin "", 255;
+ end;
+}
+
+ma_fild01,261,208,2 script Kiko in Mumbaki 580,{
+ if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
+ mes "- Cannot proceed with the quest. You are carrying too many items. -";
+ close;
+ }
+ mes "[Kiko in Mumbaki]";
+ mes "Welcome to Baryo, stranger.";
+ mes "I am the soul guidance, protector of people and souls here at Baryo.";
+ mes "So, I'm a good leader Kiko in Mumbaki.";
+ next;
+ switch (select("Give Cast-Iron Caldron.:Request Purification Ritual.:Exchange Jellopy for gold.")) {
+ case 1:
+ if (checkquest(7376) == -1) {
+ if (checkquest(7377) == -1) {
+ mes "[Kiko in Mumbaki]";
+ mes "What cauldron?";
+ mes "As far as I know, you're not the one bringing it.";
+ next;
+ mes "[Kiko in Mumbaki]";
+ mes "Poor thing.";
+ mes "do not live a life of lies.";
+ close;
+ }
+ mes "[Kiko in Mumbaki]";
+ mes "Baryo is not a great place for smithy work.";
+ mes "So we always ask a favor to the forge of Malaya.";
+ next;
+ mes "[Kiko in Mumbaki]";
+ mes "Bakonawa does not like loud noises.";
+ mes "That's why we beat the sturdy Cast Iron Cauldrons.";
+ next;
+ mes "[Kiko in Mumbaki]";
+ mes "The Spiritual Protection is proof that I've got my cauldron,";
+ mes "so deliver it well. Okay? Good.";
+ close;
+ }
+ if (countitem(6504) < 5) {
+ mes "[Kiko in Mumbaki]";
+ mes "Oh, must be the cauldron I ordered.";
+ mes "But, where is it?";
+ mes "Are you mocking me?!";
+ close;
+ }
+ mes "[Kiko in Mumbaki]";
+ mes "Yes, excellent!";
+ mes "Very Good.";
+ mes "We can aggravate the Bakonawa more with this.";
+ next;
+ mes "[Kiko in Mumbaki]";
+ mes "I'll give you this for the cauldron.";
+ mes "I hear you're having some trouble with souls?";
+ mes "Take this. It will help you.";
+ delitem 6504, 5; // Cast_Iron_Caldron
+ getitem 6503, 5; // Soul_Protection
+ setquest 7377;
+ erasequest 7376;
+ close;
+ case 2:
+ if (checkquest(7406) == -1) {
+ if (checkquest(7407) == -1) {
+ mes "[Kiko in Mumbaki]";
+ mes "The only purification needed in this village is Vantai's food.";
+ mes "There are no rituals where an outsider, like yourself, can take part in.";
+ close;
+ }
+ mes "[Kiko in Mumbaki]";
+ mes "Vantai must be hungry.";
+ mes "Go give it to him.";
+ mes "Quickly now.";
+ close;
+ }
+ if ((countitem(523) < 10) || (countitem(6507) < 10)) {
+ mes "[Kiko in Mumbaki]";
+ mes "Purification of the bones the Guard Dog Vantai needs to gnaw on?";
+ mes "My work here just gets better and better.";
+ next;
+ mes "[Kiko in Mumbaki]";
+ mes "Go into the forest and fetch me ^4d4dff10 Evil Spirit Bones^000000 and ^4d4dff10 Holy Waters^000000 for the purification ritual.";
+ mes "I'll do the ritual myself.";
+ close;
+ }
+ mes "[Kiko in Mumbaki]";
+ mes "Bones from the animals of this forest all have bad spirits within.";
+ mes "Of course it cannot be helped due to the malignant spirits flailing about...";
+ next;
+ mes "[Kiko in Mumbaki]";
+ mes "You do this and do this here and there and...";
+ mes "There. The evil spirit has left and the bone is so pure that you can just chew on it.";
+ next;
+ mes "[Kiko in Mumbaki]";
+ mes "Now, take this back to Dong the Guard.";
+ mes "Vantai will become stronger after eating this purified Evil Spirit Bone.";
+ next;
+ mes "[Kiko in Mumbaki]";
+ mes "Moreover, holding on to Evil Spirit Bones will only do you harm,";
+ mes "so I'll take them all to purify.";
+ delitem 6507, countitem(6507); // Evil_Bone
+ delitem 523, 10; //Holy_Water
+ getitem 6505, 10; //Purified_Bone
+ setquest 7407;
+ erasequest 7406;
+ close;
+ case 3:
+ mes "[Kiko in Mumbaki]";
+ mes "Oh no you don't!";
+ mes "Don't you dare!";
+ close;
+ }
+ end;
+}
+
+ma_fild01,239,253,3 script Dhong the Guard 570,{
+ if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
+ mes "- Cannot proceed with the quest. You are carrying too many items. -";
+ close;
+ }
+ mes "[Dhong the Guard]";
+ mes "Hi there!";
+ mes "Welcome to Baryo.";
+ next;
+ if (select("You're job seems so hard~:Guard Dog Vantai") == 1) {
+ mes "[Dhong the Guard]";
+ mes "Not at all. I just watch who comes and goes from here.";
+ mes "Travelers are the ones who go through more hardship.";
+ close;
+ }
+ if (BaseLevel < 100) {
+ mes "[Dhong the Guard]";
+ mes "Vantai is a nice dog.";
+ mes "He's probably stronger than you.";
+ next;
+ mes "[Dhong the Guard]";
+ mes "No offense, but";
+ mes "you look weaker than the original owners of the bones Vantai chews on.";
+ next;
+ mes "[Dhong the Guard]";
+ mes "That means just about as strong as me!";
+ mes "Ha ha ha ha ha ha ha!";
+ close;
+ }
+ .@playtime = checkquest(7408, PLAYTIME);
+ if (.@playtime == 0 || .@playtime == 1) {
+ mes "[Dhong the Guard]";
+ mes "The bones you brought Vantai gave him a feast.";
+ mes "He'll be full and merry for a while now.";
+ mes "Nobody can beat Vantai in recon around here.";
+ next;
+ mes "[Dhong the Guard]";
+ mes "Though it is not nice to say a person is lesser than a dog,";
+ mes "but there are some who are lesser.";
+ close;
+ } else if (.@playtime == 2) {
+ erasequest 7408;
+ mes "[Dhong the Guard]";
+ mes "Vantai?";
+ mes "Always the same.";
+ mes "Now that you mention it, it's almost time for him to get hungry.";
+ next;
+ mes "[Dhong the Guard]";
+ mes "Of course, he eats normal dog food, but he can't go without those.";
+ mes "You know what I mean, right?";
+ mes "Smirk...";
+ next;
+ mes "[Dhong the Guard]";
+ mes "Me and Vantai are always waiting";
+ mes "for the hero to get us some Evil Spirit Bones from the forest.";
+ close;
+ } else {
+ if (checkquest(7406) != -1) {
+ mes "[Dhong the Guard]";
+ mes "What I'm saying is that, to be a good guard dog, he must be able to stand ground against evil spirits.";
+ mes "For that he needs to eat Evil Spirit Bones, but it must be purified before he can eat them.";
+ next;
+ mes "[Dhong the Guard]";
+ mes "You can get Evil Spirit Bones from monsters or animals in the forest.";
+ mes "Kiko in Mumbaki will purify them for you.";
+ close;
+ } else {
+ if (checkquest(7407) == 1) {
+ if (countitem(6505) < 10) {
+ mes "[Dhong the Guard]";
+ mes "Kiko in Mumbaki asked for 10 Purified Spirit Bones.";
+ mes "He needs to have at least 10 at a time. Which of course does not last a day...";
+ close;
+ }
+ mes "[Dhong the Guard]";
+ mes "Hey, Vantai will love these!";
+ mes "It's all in good condition...";
+ mes "An evil bone purified through holy ritual...";
+ next;
+ mes "[Dhong the Guard]";
+ mes "This is the perfect dog food!!";
+ mes "Now he can sense and detect evil spirits,";
+ mes "and since he ate purified ones, he'll get the ability to eradicate them.";
+ next;
+ mes "[Dhong the Guard]";
+ mes "I bet he's the strongest living thing in the village now.";
+ mes "Of course not me. I mean Vantai.";
+ next;
+ mes "[Dhong the Guard]";
+ mes "This is your reward.";
+ mes "It would be very nice if you could help us again tomorrow.";
+ delitem 6505, 10; // Purified_Bone
+ setquest 7408;
+ erasequest 7407;
+// if (IsPremiumPcCafe == 10)
+ getitem 6497, 2; // Lesser_Agimat
+// else
+// getitem 6497, 1; // Lesser_Agimat
+ getexp 200000,200000;
+ if (!rand(0, 2))
+ $malayaNames$[2] = strcharinfo(0);
+ close;
+ } else {
+ mes "[Dhong the Guard]";
+ mes "Vantai is not only a guard dog, but he's also a great detector and recon scout.";
+ mes "But for him to do so, he needs to eat Purified Spirit Bones.";
+ next;
+ mes "[Dhong the Guard]";
+ mes "As you can see, I can't move from here,";
+ mes "so I was wondering if you can get the bones for Vantai...";
+ next;
+ if (select("Alright.:Sorry.") == 2) {
+ mes "[Dhong the Guard]";
+ mes "I see.";
+ mes "Vantai!";
+ mes "No treat for you today..!!";
+ next;
+ mes "- It seems like Vantai's eyes are more moist today. -";
+ close;
+ }
+ mes "[Dhong the Guard]";
+ mes "Bones can be acquired from animals or monsters around here.";
+ mes "Take them to Kiko in Mumbaki for purification, which, in turn, can be given to Vantai to eat.";
+ next;
+ mes "[Dhong the Guard]";
+ mes "Bring us 10 Purified Spirit Bones.";
+ mes "That reminds me. You'll need Holy Water for the purification ritual.";
+ next;
+ mes "[Dhong the Guard]";
+ mes "Take your time.";
+ mes "Look here. Vantai likes it too.";
+ setquest 7406;
+ close;
+ }
+ }
+ }
+ end;
+}
+
+ma_fild01,238,257,2 script Guard Dog Vantai 972,{
+ mes "[Vantai]";
+ mes "Grrrrrrr...";
+ mes " ";
+ mes "(He is intimidated by you.)";
+ close;
+}
+
+ma_fild01,200,190,3 script Maries#malaya 579,{
+ if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
+ mes "- Cannot proceed with the quest. You are carrying too many items. -";
+ close;
+ }
+ if (BaseLevel < 100) {
+ mes "[Maries]";
+ mes "Umm... Hey...";
+ mes "Oh, no, sorry. You don't look so strong or bold.";
+ mes "I'm sorry. I'm just not quite myself...";
+ close;
+ }
+ if (malaya_hi < 20) {
+ mes "An anxious looking woman is stands.";
+ close;
+ }
+ .@playtime = checkquest(7390, PLAYTIME);
+ if (.@playtime == 0 || .@playtime == 1) {
+ mes "[Maries]";
+ mes "Now that the children know that they can get back home with an Inside-out Shirt,";
+ mes "they play out in the forest recklessly and timelessly.";
+ next;
+ mes "[Maries]";
+ mes "The children will surely get lost again in these conditions.";
+ mes "If it happens again, I'll seek your help again.";
+ close;
+ } else if (.@playtime == 2) {
+ mes "[Maries]";
+ mes "I'm missing a child... again.";
+ mes "Oh my goodness...";
+ erasequest 7390;
+ close;
+ } else {
+ if (checkquest(7389) != -1) {
+ mes "[Maries]";
+ mes "You came back.";
+ mes "Thanks to you, the child has returned home safely.";
+ next;
+ mes "[Maries]";
+ mes "Although the shirt is inside-out, it miraculously brings them back to where they should be.";
+ mes "Thank you for delivering those precious shirts to my children.";
+ setquest 7390;
+ erasequest 7389;
+// if (IsPremiumPcCafe == 10)
+ getitem 6497, 2; // Lesser_Agimat
+// else
+// getitem 6497, 1; // Lesser_Agimat
+ getexp 200000,200000;
+ if (!rand(3))
+ $malayaNames$[2] = strcharinfo(0);
+ close;
+ } else {
+ if (checkquest(7388) != -1) {
+ mes "[Maries]";
+ mes "I'm sure they're lost in the woods because of mischievous spirits.";
+ mes "Please give the child the ^4d4dffInside-out Shirt^000000 when found.";
+ next;
+ mes "[Maries]";
+ mes "The Inside-out Shirts...";
+ mes "You can probably get them from the demons, since they ran away with them.";
+ close;
+ } else {
+ mes "[Maries]";
+ mes "Hello... I'm looking for my child...";
+ mes "My daughter did not return.";
+ mes "Please help, I think she's lost in the forest.";
+ next;
+ switch (select("Of course.:I'm too busy right now.:You have so many children.")) {
+ case 1:
+ mes "[Maries]";
+ mes "I'm sure she's lost in the woods because of mischievous spirits.";
+ next;
+ mes "[Maries]";
+ mes "If she's cursed, it will be difficult to get her out of there.";
+ mes "She'll drift around in the maze so mesmerizing, even for you, in fact.";
+ next;
+ mes "[Maries]";
+ mes "Acquire an ^4d4dffInside-out Shirt^000000 and give it to my daughter.";
+ mes "Although the shirt is inside-out, it miraculously brings them back to where they should be.";
+ next;
+ mes "[Maries]";
+ mes "The Inside-out Shirts...";
+ mes "You can probably get them from the demons, since they ran away with them.";
+ setquest 7388;
+ close;
+ case 2:
+ mes "[Maries]";
+ mes "... Yes... I see.";
+ mes "I'll have to ask someone else.";
+ mes "Alright.";
+ mes "Sigh...";
+ close;
+ case 3:
+ mes "[Maries]";
+ mes "...I ended up having triplets.";
+ mes "Even I sometimes get confused. *Chuckle*";
+ next;
+ mes "[Maries]";
+ mes "They seem to be under a curse because one of them always get's lost in the woods..";
+ mes "Sigh...";
+ close;
+ }
+ }
+ }
+ }
+ end;
+}
+
+ma_fild01,203,189,3 script Little Girl#malaya 576,{
+ mes "[Little Girl]";
+ mes "He he, the forest is scary, but it's so much fun so I go there often to play~";
+ mes "Strange, how we always get lost.";
+ next;
+ mes "[Little Girl]";
+ mes "But it's okay because I'm not the only one getting lost~";
+ mes "We're triplets~ And we're missing the other two~ Giggle~";
+ close;
+}
+
+ma_fild01,251,93,3 script Lost Child#malaya01 576,{
+ if (checkquest(7388) > -1) {
+ if (!countitem(12700)) {
+ mes "[Little Kid]";
+ mes "Sigh. Are you lost too?";
+ mes "They are so naughty.";
+ next;
+ mes "[Little Kid]";
+ mes "An Inside-out Shirt is just what I need.";
+ mes "*Chuckle*...";
+ close;
+ }
+ mes "[Little Kid]";
+ mes "Oh, darn them.";
+ mes "They must have tricked me into getting lost again!";
+ next;
+ select ("Do you want to go home?");
+ mes "[Little Kid]";
+ mes "If I don't get back soon, my mom will be worried sick.";
+ mes "Sigh... I wish I had an Inside-out Shirt to go back.";
+ next;
+ select ("Here you are.");
+ mes "[Little Kid]";
+ mes "Really?";
+ mes "It really is the shirt!";
+ mes "This will take me straight home!";
+ next;
+ mes "[Little Kid]";
+ mes "Did mom send you?";
+ mes "She must be worried..!";
+ mes "I'll go home now!";
+ mes "Thanks' a lot!";
+ delitem 12700, 1; // Insideout_Shirt
+ setquest 7389;
+ erasequest 7388;
+ close2;
+ disablenpc strnpcinfo(0);
+ if (strnpcinfo(0) == "Lost Child#malaya01") {
+ enablenpc "Lost Child#malaya02";
+ } else if (strnpcinfo(0) == "Lost Child#malaya01") {
+ enablenpc "Lost Child#malaya03";
+ } else {
+ enablenpc "Lost Child#malaya01";
+ }
+ end;
+ } else {
+ if (checkquest(7389) != -1) {
+ mes "[Little Kid]";
+ mes "I want to play some more.";
+ mes "I can always go back with this shirt.";
+ mes "Mom won't be concerned.";
+ close;
+ } else {
+ mes "[Little Kid]";
+ mes "Hmmm. Am I lost again?";
+ mes "Where am I...";
+ mes "I'm sure I have to head in the direction of sunrise from the third tree to get home... Huh?";
+ next;
+ mes "[Little Kid]";
+ mes "Why~ Do I always go in circles here?";
+ mes "Do you why, " + ((Sex) ? "mister" : "ma'am") + "?";
+ mes "What's with this road?";
+ mes "Is somebody trying to trick me?";
+ close;
+ }
+ }
+ end;
+
+OnInit:
+ if (strnpcinfo(0) != "Lost Child#malaya01")
+ disablenpc strnpcinfo(0);
+}
+ma_fild01,114,141,3 duplicate(Lost Child#malaya01) Lost Child#malaya02 576
+ma_fild01,130,314,3 duplicate(Lost Child#malaya01) Lost Child#malaya03 576
+
+ma_fild02,241,39,5 script Good Capre Budidai 572,{
+ mes "[Budidai]";
+ mes "Hey hey hey~";
+ mes "I am such a nice Capre~ Hey!";
+ mes "I am going to a fine cafe~YO!";
+ mes "I am better than yesterday~Hey!";
+ mes "I'm a fine rhyming Capre~Oh?";
+ next;
+ mes "[Budidai]";
+ mes "Hey buddy, You here to hear Budidai singing?";
+ next;
+ switch (select("You like songs?:A profound study of one eyed monsters.:See ya!")) {
+ case 1:
+ mes "[Budidai]";
+ mes "Yup, Budidai loves singing.";
+ mes "Cows, horses, goats, roosters, boars all love my songs.";
+ mes "They're all friends.";
+ next;
+ mes "[Budidai]";
+ mes "Except for that one eyed Bongisungisu.";
+ mes "He picks on my friends.";
+ mes "I am annoyed, but Budidai is weak.";
+ next;
+ mes "[Budidai]";
+ mes "I fear it's single gaze, but I fear more the club he flails.";
+ mes "I have to sing my friends some songs, but they don't come because of him.";
+ next;
+ mes "[Budidai]";
+ mes "So Budidai, sings here.";
+ mes "Lots of travelers pass by.";
+ mes "Capre is a wanderer's buddy.";
+ mes "You're a buddy too.";
+ close;
+ case 2:
+ if (BaseLevel < 100) {
+ mes "[Budidai]";
+ mes "You interested in that fiend, my friend?";
+ mes "It's just a bully of the forest!";
+ mes "It picks on my animal friends!";
+ next;
+ mes "[Budidai]";
+ mes "Sadly, singing is all that Budidai is skilled at.";
+ mes "I can't do anything about the scary gaze and the flailing club.";
+ next;
+ mes "[Budidai]";
+ mes "Bongisungisu! I get the chills just by being in the same forest with it...";
+ mes "But Budidai is weak.";
+ next;
+ mes "[Budidai]";
+ mes "You and me, wanderer.";
+ mes "We'll never make it.";
+ close;
+ }
+ .@playtime = checkquest(7410, PLAYTIME);
+ if (.@playtime == 0 || .@playtime == 1) {
+ mes "[Budidai]";
+ mes "Traveler, my friend!";
+ mes "Bongisungisu ran far far away.";
+ mes "Dogs, cows, horse, goat and rooster will come back to me, won't they?";
+ next;
+ mes "[Budidai]";
+ mes "But Budidai is worried.";
+ mes "The one eyed bully will return eventually.";
+ mes "Will you help me out again?";
+ next;
+ mes "[Budidai]";
+ mes "You, friend of Budidai";
+ mes "You won't turn you're back on a good Capre?";
+ close;
+ } else {
+ if (checkquest(7409) != -1) {
+ if (checkquest(7409, HUNTING) == 2) {
+ mes "[Budidai]";
+ mes "Astonishing, wanderer!";
+ mes "I could hear the pitiful wails of Bongisungisu all the way from here!";
+ mes "Budidai can sing again for his friends, yes?";
+ next;
+ mes "[Budidai]";
+ mes "Now, what can Budidai do for the kind wanderer, slayer of the one eyed monster?";
+ mes "Aha! Here's a talisman.";
+ mes "It will be good for you travelers.";
+ next;
+ mes "[Budidai]";
+ mes "Kind Capre is a friend of travelers.";
+ mes "I hope to see you again, wanderer.";
+ mes "This is a blessing for friends. Hey hey hey~";
+ setquest 7410;
+ erasequest 7409;
+// if (IsPremiumPcCafe == 10)
+ getitem 6497, 2; // Lesser_Agimat
+// else
+// getitem 6497, 1; // Lesser_Agimat
+ getexp 200000,200000;
+ if (!rand(3))
+ $malayaNames$[1] = strcharinfo(0);
+ close;
+ } else {
+ mes "[Budidai]";
+ mes "Please slay the destructive libertine Bongisungisu.";
+ mes "For me, a Capre to sing again for one's friends.";
+ close;
+ }
+ } else {
+ if (.@playtime == 2) {
+ mes "[Budidai]";
+ mes "Hey, kind wanderer.";
+ mes "Bongisungisu, the one eyed debauchee is back!";
+ mes "What do I do? What should I do?";
+ next;
+ mes "[Budidai]";
+ mes "He gets angry when I sing.";
+ mes "But the horse, cow, goat, dog and boars love it.";
+ mes "It gives Budidai such a hard time.";
+ erasequest 7410;
+ close;
+ } else {
+ mes "[Budidai]";
+ mes "You interested in that fiend, my friend?";
+ mes "It's just a bully of the forest!";
+ mes "It picks on my animal friends!";
+ next;
+ mes "[Budidai]";
+ mes "Sadly, singing is all that Budidai is skilled at.";
+ mes "I can't do anything about the scary gaze and the flailing club.";
+ next;
+ mes "[Budidai]";
+ mes "Bongisungisu! I get the chills just by being in the same forest with it...";
+ mes "But Budidai is weak.";
+ next;
+ if (select("Shall I take care of it?:That does give the chills.") == 2) {
+ mes "[Budidai]";
+ mes "Don't remind me.";
+ mes "My friends can't come and listen to my songs because of that behemoth.";
+ mes "It is so frustrating.";
+ close;
+ }
+ mes "[Budidai]";
+ mes "You'd teach Bongisungisu a lesson?!";
+ mes "Kind wanderer!!";
+ mes "Kick some libertine butt!!";
+ setquest 7409;
+ close;
+ }
+ }
+ }
+ break;
+ case 3:
+ mes "[Budidai]";
+ mes "Leave me wanderer~";
+ mes "Capre Budidai will sing of wonders~";
+ mes "You best everyone else~";
+ mes "You bring all them beasts~";
+ mes "Just go back to Kafra~";
+ next;
+ mes "[Budidai]";
+ mes "Hey hey hey~";
+ mes "Blessing of the Kind and Good Capre~";
+ mes "A wanderer's friend the gift of Capre~";
+ mes "Hey hey hey~";
+ close;
+ }
+ end;
+}
+
+// Traders :: malaya_npc
//============================================================
ma_fild01,166,214,6 script Old Man in Dilemma#GA 575,{
if (MaxWeight - Weight < 600 || checkweight(1201,1) == 0) {
@@ -276,8 +3597,8 @@ ma_fild01,238,198,4 script Tikbalang Expert#malaya 582,{
}
}
-// MVP Armors :: mvpitem
-// ============================================================
+// Upgrade Boss Equipment :: malaya_mvpitem
+//============================================================
ma_fild01,158,243,6 script Tribe Blacksmith#malaya 582,{
mes "[Bayani]";
mes "I will upgrade your armor if you bring one that holds enormous power.";
@@ -506,7 +3827,7 @@ ma_fild01,158,243,6 script Tribe Blacksmith#malaya 582,{
close;
}
-// Secret in the Woods :: buwaya
+// Secret in the Woods :: malaya_buwaya
//============================================================
malaya,305,281,3 script Guard#buwaya 570,7,7,{
if (malaya_hi < 10) {
@@ -913,9 +4234,9 @@ ma_in01,47,101,3 script Totoy#buwaya 577,7,7,{
close;
} else if (malaya_buwaya == 13) {
// if (IsPremiumPcCafe == 10)
-// .@amount = 10;
+ .@amount = 10;
// else
- .@amount = 5;
+// .@amount = 5;
if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) {
mes "- Wait!! -";
mes "- You have too many items on you. -";
@@ -1081,6 +4402,7 @@ malaya,290,152,5 script Master of Hunting#buwaya 578,{
mes "Argh! That's so foul.";
mes "You've really brought back the samples.";
mes "Ho! Leave it there and come back after washing your hands. Even god won't smile down at you with that stench.";
+ delitem 6519,10; //Collected_Sample
set malaya_buwaya,8;
erasequest 2274;
setquest 2275;
@@ -1365,10 +4687,10 @@ malaya,290,340,3 script Guard Leader#buwaya 571,{
mes "There is no shame in rejecting this request.";
erasequest 2281;
} else if (.@hunting == 2) {
-// if (IsPremiumPcCafe == 10) {
-// .@amount = 10;
+// if (IsPremiumPcCafe == 10)
+ .@amount = 10;
// else
- .@amount = 5;
+// .@amount = 5;
mes "[Guard Leader]";
mes "Can't believe you really got rid of Buwaya!";
mes "You aren't just any ordinary youth, aren't you? People of Port Malaya can now sleep at night.";
@@ -1481,3 +4803,4320 @@ OnInit:
disablenpc "Guard#buwayacave";
end;
}
+
+// Bakonawa Extermination :: malaya_bakonawa
+//============================================================
+malaya,280,331,4 script Singing Man#bako1 578,{
+ if (malaya_bakona1 < 5) {
+ mes "[Singing Man]";
+ mes "Story of dragon that lives at a lake~";
+ mes "Story of an old lady";
+ mes "that became a dragon long ago~";
+ next;
+ mes "[Singing Man]";
+ mes "Waiting for the son that left for a foreign land,";
+ mes "my son will return";
+ mes "when that moon sets for the 90th time";
+ next;
+ mes "[Singing Man]";
+ mes "The moon sets for the 89th,";
+ mes "The moon sets for the 90th,";
+ mes "The moon sets for the 191st...";
+ next;
+ mes "[Singing Man]";
+ mes "That moon has taken my son away~";
+ mes "That horrible thing";
+ mes "has swallowed my son,";
+ mes "and I will punish that moon~";
+ next;
+ mes "[Singing Man]";
+ mes "The day the furious moon hides itself from sight,";
+ mes "the whole world will be flooded with rain";
+ mes "with all the villages and people facing death under water~";
+ next;
+ mes "[Singing Man]";
+ mes "The old lady's curse made the moon furious~";
+ mes "Get rid of the old lady to calm the moon~";
+ mes "If only the old lady wasn't here, If only the old lady wasn't here...";
+ next;
+ mes "[Singing Man]";
+ mes "I hear rumors~";
+ mes "The old lady threw herself into the lake~";
+ mes "the old lady, now turned into a dragon, will swallow the moon";
+ mes "and soon swallow the village too~";
+ close;
+ } else {
+ mes "[Singing Man]";
+ mes "You say the legend is all a lie?";
+ mes "You mean my ancestors are all liars";
+ mes "and swindlers?";
+ next;
+ mes "[Singing Man]";
+ mes "This village is built on an old legend";
+ mes "and history.";
+ mes "They are not the kind of people that will be shaken by";
+ mes "foolish words of an imbecile such as yourself.";
+ close;
+ }
+}
+
+malaya,275,333,5 script Singing Woman#bako1 579,{
+ if (malaya_bakona1 < 5) {
+ mes "[Singing Woman]";
+ mes "Bakonawa that live at a lake,";
+ mes "story of an old lady that became a dragon.";
+ next;
+ mes "[Singing Woman]";
+ mes "The son that was suppose to return after the moon sets for the 90th time";
+ mes "never did come back even after the moon had set for a few hundred times~";
+ mes "The moon has swallowed the old lady's son~";
+ next;
+ mes "[Singing Woman]";
+ mes "The moon, the moon, you shall receive the old lady's curse~";
+ mes "The whole village was immersed in death";
+ mes "with rain and floods sent by the furious moon~";
+ next;
+ mes "[Singing Woman]";
+ mes "The moon, the moon, be still and be calm,";
+ mes "for the old lady is gone and she is no more~";
+ mes "The old lady has drowned in the lake~";
+ mes "She will transform into Bakonawa and come back...";
+ next;
+ mes "[Singing Woman]";
+ mes "...to swallow you and";
+ mes "punish the village soon~";
+ mes "The day the moon dies";
+ mes "is the day the village dies too~";
+ close;
+ } else {
+ mes "[Singing Woman]";
+ mes "The legends are all a lie?";
+ mes "Why do you say such nonsense?";
+ mes "Is there nothing";
+ mes "that is important for you to protect?";
+ next;
+ mes "[Singing Woman]";
+ mes "Poor Bakonawa...";
+ mes "I would be happy";
+ mes "if she took a big bite out of someone like you!";
+ close;
+ }
+}
+
+malaya,290,329,4 script Frightened Boy#bako1 577,{
+ if (malaya_hi < 20) {
+ mes "- He seems cautious of you. -";
+ close;
+ }
+ if (malaya_bakona1 < 5) {
+ mes "[Frightened Boy]";
+ mes "The vicious monster Bakonawa will soon come";
+ mes "to swallow the moon and take vengeance upon the village.";
+ mes "I'm scared, please help...";
+ close;
+ } else {
+ mes "[Frightened Boy]";
+ mes "The legend of Bakonawa is all a lie?";
+ mes "So that means Bakonawa doesn't exist?";
+ mes "I'm going to play with my friends at the lake later.";
+ mes "You told me it was all a lie right?";
+ close;
+ }
+}
+
+malaya,264,338,4 script Frightened Maiden#bako1 576,{
+ if (malaya_hi < 20) {
+ mes "- She seems cautious of you. -";
+ close;
+ }
+ if (malaya_bakona1 < 5) {
+ mes "[Frightened Maiden]";
+ mes "It is said that Bakonawa hates loud noises.";
+ mes "Pound the pot if you want to live!";
+ next;
+ switch(select("Hates loud noises?:What is Bakonawa?")) {
+ case 1:
+ mes "[Frightened Maiden]";
+ mes "You already heard that the old lady";
+ mes "died and became Bakonawa, right?";
+ next;
+ mes "[Frightened Maiden]";
+ mes "The legend has it that";
+ mes "the old lady had very keen hearing";
+ mes "because she was always focusing on";
+ mes "the returning of her traveling son.";
+ next;
+ mes "[Frightened Maiden]";
+ mes "So naturally, Bakonawa also";
+ mes "has very keen hearing.";
+ mes "The reason why everyone is banging";
+ mes "pots and pans is because of this.";
+ close;
+ case 2:
+ mes "[Frightened Maiden]";
+ mes "It is a terrible monster that lives at a lake.";
+ mes "We are all trembling with fear";
+ mes "because we don't know when it might attack the village.";
+ next;
+ mes "[Frightened Maiden]";
+ mes "Some say that it is more obsessed with swallowing the moon";
+ mes "than attacking the village.";
+ mes "if that's the case, I wish it would just swallow the moon";
+ mes "and leave us alone.";
+ close;
+ }
+ } else {
+ mes "[Frightened Maiden]";
+ mes "The villagers hate you now.";
+ mes "You've been saying that legend of Bakonawa";
+ mes "is a lie and they are saying you are more of a monster";
+ mes "than Bakonawa.";
+ close;
+ }
+}
+
+malaya,272,339,5 script Old Fortune Teller#bako1 575,{
+ if (malaya_hi < 20) {
+ mes "- Old Fortune Teller seems cautious of you. -";
+ close;
+ }
+ if (malaya_bakona1 < 5) {
+ mes "[Old Fortune Teller]";
+ mes "You must not hate Bakonawa.";
+ mes "The hate against it is only feeding its rage";
+ mes "to grow bigger.";
+ next;
+ mes "[Old Fortune Teller]";
+ mes "To calm the dead lady's anger,";
+ mes "we annually hold a ceremony and prepare food.";
+ mes "But there seems to be no way to calm the";
+ mes "ever growing anger of the old lady.";
+ next;
+ mes "[Old Fortune Teller]";
+ mes "The day is nearing. I can sense it.";
+ mes "Bakonawa will soon swallow the moon";
+ mes "and come to punish the village.";
+ close;
+ } else {
+ mes "[Old Fortune Teller]";
+ mes "How can you say the legend is a lie!";
+ mes "Because of you, the fury of Bakonawa";
+ mes "grew even larger!";
+ mes "If the village perishes,";
+ mes "it is all your fault!";
+ close;
+ }
+}
+
+malaya,285,332,4 script Old Legend Teller#bako1 574,{
+ if (checkweight(1301,3) == 0) {
+ mes "You cannot start the conversation. You are carrying too many items. -";
+ close;
+ }
+ if (BaseLevel < 120) {
+ mes "[Old Legend Teller]";
+ mes "There is something that needs to be done";
+ mes "but you look too fragile";
+ mes "to give me a hand.";
+ next;
+ mes "[Old Legend Teller]";
+ mes "Come back when";
+ mes "your strength grows strong enough";
+ mes "to match Incubus.";
+ close;
+ }
+ if (malaya_hi < 20) {
+ mes "- He seems cautious of you. -";
+ close;
+ }
+ if (malaya_bakona1 == 0) {
+ mes "[Old Legend Teller]";
+ mes "The old lady has come back";
+ mes "to life as Bakonawa.";
+ mes "Soon she will come to take vengeance on the village.";
+ mes "We must calm her";
+ mes "if to prevent further destruction...";
+ next;
+ switch(select("Calm Bakonawa?:Further destruction?")) {
+ case 1:
+ mes "[Old Legend Teller]";
+ mes "The old lady faced an unjust death";
+ mes "because of villagers' selfishness.";
+ mes "She was a caring mother who loved her";
+ mes "son dearly.";
+ next;
+ mes "[Old Legend Teller]";
+ mes "If we track the whereabouts of her son and hold a ritual";
+ mes "with her son's belongings,";
+ mes "her restless soul will be calmed";
+ mes "and she will spare us from destruction.";
+ next;
+ mes "[Villagers]";
+ mes "It is no use sir!!";
+ next;
+ mes "[Villagers]";
+ mes "You cannot stop the monster that way!";
+ next;
+ mes "[Old Legend Teller]";
+ mes "Of course, it will not be easy to track down the whereabouts of a person";
+ mes "who has been gone for a hundred years.";
+ mes "...";
+ next;
+ mes "[Old Legend Teller]";
+ mes "Still, don't you think";
+ mes "it is worth a try?";
+ mes "Please help us and save us from our misery.";
+ next;
+ switch(select("It is no use.:I'll help.")) {
+ case 1:
+ mes "[Old Legend Teller]";
+ mes "Yes, you are also right.";
+ mes "You are up against not a human,";
+ mes "but a monster.";
+ mes "Still, I trust in that old lady's";
+ mes "good heart.";
+ close;
+ case 2:
+ mes "[Old Legend Teller]";
+ mes "Will you do it?";
+ mes "According to the legend,";
+ mes "the old lady's son was limping";
+ mes "and was a traveling merchant that sold wooden dolls.";
+ next;
+ mes "[Old Legend Teller]";
+ mes "There is a ^FF0000Slate Piece^000000 he left.";
+ mes "But the piece is small and damaged,";
+ mes "its hard to identify it.";
+ next;
+ mes "[Old Legend Teller]";
+ mes "First, bring it to me.";
+ mes "Down along this path";
+ mes "you will meet my granddaughter near the port.";
+ mes "Get the Slate Piece from there.";
+ set malaya_bakona1,1;
+ setquest 1174;
+ close;
+ }
+ case 2:
+ mes "[Old Legend Teller]";
+ mes "The grudge against the people of";
+ mes "Bakonawa- I mean, the dead old lady.";
+ mes "The moon and this village...";
+ mes "She will try to destroy it.";
+ next;
+ select("Take vengeance? After all these years?");
+ mes "[Old Legend Teller]";
+ mes "For some time, she has";
+ mes "blamed the moon and";
+ mes "resented the villagers.";
+ mes "The feeling grew larger as the time passed.";
+ next;
+ mes "[Old Legend Teller]";
+ mes "Why do you think she became such a monster?";
+ mes "What do you think went through her head";
+ mes "for years and years?";
+ mes "Anger and vengeance.";
+ next;
+ mes "[Old Legend Teller]";
+ mes "Unforgettable grudge";
+ mes "that she was abandoned.";
+ mes "against the moon and the village.";
+ mes "This is why this grudge must be resolved.";
+ close;
+ }
+ } else if (malaya_bakona1 == 1) {
+ mes "[Old Legend Teller]";
+ mes "Please bring the ^FF0000Slate Piece^000000.";
+ mes "Down along this path";
+ mes "you will meet my granddaughter near the port.";
+ mes "Get the Slate Piece from there.";
+ close;
+ } else if (malaya_bakona1 == 2) {
+ mes "[Old Legend Teller]";
+ mes "Good, you have the Slate Piece.";
+ mes "Hold on to it and don't lose it.";
+ mes "It will be of helpful in tracking down the legend.";
+ next;
+ mes "[Old Legend Teller]";
+ mes "I heard there is a man that lives by himself";
+ mes "at the end of northwestern part of Forest Field.";
+ mes "I heard someone saw a wooden doll there.";
+ mes "It is such a remote place that people like us";
+ mes "simply cannot travel there.";
+ mes "Could you visit the place for us?";
+ next;
+ switch(select("Go there yourself!:Your explanation is too vague.:On my way!")) {
+ case 1:
+ mes "[Old Legend Teller]";
+ mes "You twisted youth!";
+ close;
+ case 2:
+ mes "[Old Legend Teller]";
+ mes "You have a point, but";
+ mes "this is the best I can do for now.";
+ mes "The place is at the end of northwestern part of the forest.";
+ mes "After you pass the bridge and travel west,";
+ mes "you will see a person.";
+ break;
+ case 3:
+ mes "[Old Legend Teller]";
+ mes "You have a good heart young man!";
+ mes "The place is at the end of northwestern part of the forest.";
+ mes "After you pass the bridge and travel west,";
+ mes "You will see a ^0000FFMalaya Immigrant^000000.";
+ break;
+ }
+ mes "Good luck to you... for our sake...";
+ erasequest 1175;
+ setquest 1176;
+ set malaya_bakona1,3;
+ close;
+ } else if (malaya_bakona1 == 3) {
+ mes "[Old Legend Teller]";
+ mes "The place is at the end of northwestern part of the forest.";
+ mes "After you pass the bridge and travel west,";
+ mes "you will see a person.";
+ mes "Good luck to you... for our sake...";
+ close;
+ } else if (malaya_bakona1 < 6) {
+ mes "[Old Legend Teller]";
+ mes "The track of the old lady's son";
+ mes "is connected all the way to";
+ mes "Baryo Mahiwaga?";
+ mes "There is a chance he wasn't a merchant...";
+ mes "I'm really curious about who he was...";
+ next;
+ mes "[Old Legend Teller]";
+ mes "Why did you come back here";
+ mes "instead of going straight to";
+ mes "Baryo Mahiwaga?";
+ close;
+ } else if (malaya_bakona1 == 6) {
+ mes "[Old Legend Teller]";
+ mes "Is that really true?";
+ mes "Bakonawa turning into an old lady";
+ mes "and fabricating the legend...";
+ mes "It seems all the villagers up until now";
+ mes "have been manipulated by that terrible monster.";
+ next;
+ mes "[Old Legend Teller]";
+ mes "There is no reason to hesitate then.";
+ mes "You must go into Bakonawa's lair";
+ mes "before it attacks first.";
+ mes "I believe we can trust you to do this, yes?";
+ next;
+ switch(select("Well...:Of course!")) {
+ case 1:
+ mes "[Old Legend Teller]";
+ mes "The atmosphere was really good";
+ mes "but suddenly it's all ruined.";
+ mes "I didn't expect you to be so shy...";
+ close;
+ case 2:
+ mes "[Old Legend Teller]";
+ mes "I will speak to";
+ mes "the village chief for you";
+ mes "so that you can enter the Bakonawa Lake.";
+ mes "Please get rid of this monster for us.";
+ erasequest 1179;
+ set malaya_bakona1,7;
+// if (IsPremiumPcCafe == 10)
+ getitem 6499,5; //Ancient_Grudge
+// else
+// getitem 6499,3; //Ancient_Grudge
+ getexp 500000,200000;
+ close;
+ }
+ close;
+ } else if (malaya_bakona1 == 7) {
+ if (malaya_bakona2 < 15) {
+ mes "[Old Legend Teller]";
+ mes "If you don't mind,";
+ mes "could you lend a hand to the Village Chief?";
+ mes "Nobody cares for each other anymore";
+ mes "because of Bakonawa...";
+ next;
+ }
+ mes "[Old Legend Teller]";
+ mes "The legend that";
+ mes "we believed for a hundred years,";
+ mes "all lies....";
+ mes "Please get rid of this monster for us.";
+ close;
+ }
+}
+
+ma_fild02,40,240,4 script Malaya Immigrant#bako1 578,{
+ if (malaya_bakona1 < 3) {
+ mes "[Malaya Immigrant]";
+ mes "You must have a brave heart";
+ mes "to come to such a remote place.";
+ mes "How is Port Malaya these days?";
+ mes "I heard the monster that lives at the lake, Baknoawa";
+ mes "is threatening the villagers.";
+ mes "I am in the dark about what is going on because I'm here all the time.";
+ close;
+ } else if (malaya_bakona1 == 3) {
+ mes "[Malaya Immigrant]";
+ mes "You must have a brave heart";
+ mes "to come to such a remote place.";
+ mes "How is Port Malaya these days?";
+ mes "I heard the monster that lives at the lake, Baknoawa";
+ mes "is threatening the villagers.";
+ mes "I am in the dark about what is going on because I'm here all the time.";
+ next;
+ mes "[Malaya Immigrant]";
+ mes "Are you the traveling merchant who used to sell Wooden Doll, right?";
+ mes "I don't know about any traveling merchant, but by Wooden Doll";
+ mes "(going through things) do you mean this?";
+ mes "I don't know about the specifics, but";
+ mes "I think it's related to what I heard long time ago.";
+ next;
+ switch(select("What are you doing here?:Do you know about this Slate Piece?:Please tell me the story.:Who is the traveling merchant?")) {
+ case 1:
+ mes "[Malaya Immigrant]";
+ mes "I liked the environment here";
+ mes "so I decided to stay and live.";
+ mes "There is no obligation here.";
+ mes "To me, that's as good as heaven.";
+ close;
+ case 2:
+ mes "[Malaya Immigrant]";
+ mes "It is a very old Slate Piece.";
+ mes "I'm sorry but I never seen this before.";
+ mes "There is some kind of writing here";
+ mes "but I can't make it out.";
+ close;
+ case 3:
+ mes "[Malaya Immigrant]";
+ mes "It's a simple story.";
+ mes "^0000FFA wounded man who I had never seen before^000000";
+ mes "^0000FFcame to my house and asked for help.^000000";
+ mes "^0000FFOnce healed, he made a Wooden Doll^000000";
+ next;
+ mes "[Malaya Immigrant]";
+ mes "^0000FFthat is suppose to chase away evil spirits ^000000";
+ mes "^0000FFas a token of gratitude,^000000";
+ mes "^0000FFand left for Baryo Mahiwaga.^000000";
+ next;
+ select("He left for Baryo Mahiwaga?");
+ mes "[Malaya Immigrant]";
+ mes "According to what I've heard";
+ mes "that's correct. But the story has been";
+ mes "passed on from mouth to mouth for a";
+ mes "long time. I can't be sure.";
+ next;
+ mes "From Baryo Mahiwaga village, using keyword ^0000FFMalaya^000000,";
+ mes "or ^0000FFBakonawa^000000,";
+ mes "maybe I could find out the identity and whereabouts";
+ mes "of the traveling merchant.";
+ erasequest 1176;
+ setquest 1177;
+ set malaya_bakona1,4;
+ close;
+ case 4:
+ mes "[Malaya Immigrant]";
+ mes "Well, there is a lack of information";
+ mes "so I can't make say for sure but";
+ mes "I'm skeptical if he was in fact even a merchant.";
+ mes "Coming to a town with a";
+ mes "critical wound seems too suspicious...";
+ next;
+ mes "[Malaya Immigrant]";
+ mes "And craving a Wooden Doll";
+ mes "could be seen to have some kind of ritualistic meaning.";
+ mes "Protecting one from some evil force...";
+ mes "that kind of thing.";
+ next;
+ mes "Identity of the traveling merchant...";
+ mes "Looks like there is one more";
+ mes "mystery to be solved.";
+ mes "I suppose it will all come to light";
+ mes "soon enough.";
+ close;
+ }
+ } else {
+ mes "[Malaya Immigrant]";
+ mes "I will tell you again slowly";
+ mes "the story that has been passed on.";
+ mes "Listen carefully and repeat...";
+ mes "no, I mean, you don't have repeat it.";
+ next;
+ mes "[Orally Transmitted Story]";
+ mes "^0000FFA wounded man who I had never seen before^000000";
+ mes "^0000FFcame to my house and asked for help.^000000";
+ mes "^0000FFOnce healed, as a token of gratitude, he made a Wooden Doll^000000";
+ mes "^0000FFthat is suppose to chase away evil sprits.^000000";
+ mes "^0000FFThen he left for Baryo Mahiwaga.^000000";
+ next;
+ mes "From Baryo Mahiwaga village, using keyword ^0000FFMalaya^000000,";
+ mes "or ^0000FFBakonawa^000000,";
+ mes "maybe I could find out the identity and whereabouts";
+ mes "of the traveling merchant.";
+ close;
+ }
+}
+
+ma_fild01,165,237,4 script Malaya Immigrant#bako2 582,{
+ if (malaya_bakona1 < 4) {
+ mes "[Malaya Immigrant]";
+ mes "Have you been to";
+ mes "Port Malaya?";
+ mes "I am curious to know";
+ mes "what is going on there";
+ mes "but I can't travel because there are monsters everywhere.";
+ close;
+ } else if (malaya_bakona1 == 4) {
+ mes "[Malaya Immigrant]";
+ mes "Wooden Doll?";
+ mes "There is a tale related to that,";
+ mes "but you didn't come all the way";
+ mes "just to hear some folktale right?";
+ next;
+ switch(select("I just came here to take a break.:Tell me the tale.")) {
+ case 1:
+ mes "[Malaya Immigrant]";
+ mes "You must have a lot of free time on your hands!";
+ mes "I'm no travel agent";
+ mes "so go bother someone else!";
+ close;
+ case 2:
+ mes "[Malaya Immigrant]";
+ mes "It's baloney";
+ mes "so I don't really remember the details.";
+ next;
+ mes "[Summary of the folktale]";
+ mes "Long time ago, 5 swordsmen fought";
+ mes "against the monster Bakonawa.";
+ mes "Four died and one left a critical wound";
+ mes "to the monster but in return";
+ mes "sustained a serious wound in his leg himself.";
+ next;
+ mes "[Summary of the folktale]";
+ mes "After escaping the scene, Bakonawa transformed into a human";
+ mes "and secretly pursued the swordsman.";
+ mes "The swordsman made a Wooden Doll that";
+ mes "can keep the monster from approaching.";
+ next;
+ mes "[Malaya Immigrant]";
+ mes "This is the end of story.";
+ mes "Without any conclusion...";
+ next;
+ mes "[Malaya Immigrant]";
+ mes "I heard there is a record that the swordsman left";
+ mes "but I don't understand why";
+ mes "he would leave it here in such a distant place";
+ mes "here instead of Malaya.";
+ next;
+ select("I wish to see the record.");
+ mes "[Malaya Immigrant]";
+ mes "The record is engraved on the stone ahead.";
+ mes "However, the stone is so badly";
+ mes "damaged and some pieces fell out that";
+ mes "it will be hard to make the words out.";
+ next;
+ mes "Investigate the stone ahead.";
+ erasequest 1177;
+ setquest 1178;
+ set malaya_bakona1,5;
+ close;
+ }
+ } else if (malaya_bakona1 == 5) {
+ mes "[Malaya Immigrant]";
+ mes "The stone ahead holds a record that";
+ mes "a swordsman from a long time ago left.";
+ next;
+ switch(select("Where did this swordsman go after?:Tell me the tale again.")) {
+ case 1:
+ mes "[Malaya Immigrant]";
+ mes "Well, there is no story after that so";
+ mes "I guess nobody would know what happened.";
+ close;
+ case 2:
+ mes "[Summary of the folktale]";
+ mes "Long time ago, 5 swordsmen fought";
+ mes "against the monster Bakonawa.";
+ mes "Four died and one left a critical wound";
+ mes "on the monster but in return";
+ mes "sustained a serious wound in his leg himself.";
+ next;
+ mes "[Summary of the folktale]";
+ mes "After escaping the scene, Bakonawa transformed into a human";
+ mes "and secretly pursued the swordsman.";
+ mes "The swordsman made a Wooden Doll that";
+ mes "can keep the monster from approaching.";
+ close;
+ }
+ } else {
+ mes "[Malaya Immigrant]";
+ mes "I suppose you wish to hear the story again right?";
+ mes "No problem! I can tell this story forever!";
+ next;
+ mes "[Summary of the folktale]";
+ mes "Long time ago, 5 swordsmen fought";
+ mes "against the monster Bakonawa.";
+ mes "Four died and one left a critical wound";
+ mes "on the monster but in return";
+ mes "sustained a serious wound in his leg himself.";
+ next;
+ mes "[Summary of the folktale]";
+ mes "After escaping the scene, Bakonawa transformed into a human";
+ mes "and secretly pursued the swordsman.";
+ mes "The swordsman made a Wooden Doll that";
+ mes "can keep the monster from approaching.";
+ close;
+ }
+}
+
+ma_fild01,171,235,0 script #bako1 139,2,2,{
+ end;
+OnTouch:
+ if (malaya_bakona1 == 5) {
+ mes "The damage is so severe";
+ mes "that the record is unidentifiable.";
+ mes "When inserting the Slate Piece";
+ mes "to a hole on the wall, it fits perfectly like a piece of puzzle.";
+ mes "The letters are not clear but you can still read it.";
+ next;
+ callsub L_Record;
+ set malaya_bakona1,6;
+ erasequest 1178;
+ setquest 1179;
+ close;
+ } else if (malaya_bakona1 == 6) {
+ mes "Here is the record left by a swordsman";
+ mes "from a hundred years ago.";
+ next;
+ switch(select("I don't need to read it.:Read the record again.")) {
+ case 1:
+ mes "I remember the story clearly.";
+ mes "Let's tell the ^0000FFOld Legend Teller^000000 in Malaya";
+ mes "about what I discovered.";
+ close;
+ case 2:
+ callsub L_Record;
+ close;
+ }
+ }
+ end;
+
+L_Record:
+ mes "[Record left by a swordsman from a hundred years ago]";
+ mes "After fighting with Bakonawa, I sustained a critical wound";
+ mes "and came to this place.";
+ mes "Only thing I can do is";
+ mes "Place the Wooden Doll in one place";
+ mes "the monster would come.";
+ next;
+ mes "[Record left by a swordsman from a hundred years ago]";
+ mes "^0000FFSometimes transforming into a child, or even a old lady,^000000";
+ mes "I know that ^0000FFBakonawa^000000has been";
+ mes "chasing after me in secret to kill me.";
+ mes "Because of that critical injury the monster * sustained,";
+ next;
+ mes "[Record left by a swordsman from a hundred years ago]";
+ mes "** it will need nearly a hundred years";
+ mes "for Bakonawa to absorb the power of the moon";
+ mes "to fully recover its power.";
+ mes "Beware of the day the moon disappears.";
+ next;
+ mes "[Record left by a swordsman from a hundred years ago]";
+ mes "The day will come when Bakonawa";
+ mes "will run amuck.";
+ mes "But it will take nearly a hundred years to fully recover its power.";
+ mes "There will always be someone better than me";
+ mes "to defeat the vile creature.";
+ next;
+ mes "[Record left by a swordsman from a hundred years ago]";
+ mes "I will place my trust in the one that will replace me ages from now...";
+ next;
+ mes "How could this be...";
+ mes "Lie told by Bakonawa when it turned into an old lady";
+ mes "in order to take revenge on the swordsman";
+ mes "turned into a legend after all these years.";
+ next;
+ mes "I found out that Bakonawa";
+ mes "is nothing but a blood thirsty monster.";
+ mes "I must tell what I know to the ^0000FFOld Legend Teller^000000";
+ mes "in Malaya.";
+ return;
+}
+
+malaya,304,100,4 script Old Man's Granddaughter 576,{
+ if (malaya_hi < 20) {
+ mes "- He seems cautious of you. -";
+ close;
+ }
+ if (malaya_bakona1 == 0) {
+ mes "[Old Man's Granddaughter]";
+ mes "Grandpa believes";
+ mes "Bakonawa can";
+ mes "turn good.";
+ mes "Do you think it's possible?";
+ close;
+ } else if (malaya_bakona1 == 1) {
+ mes "[Old Man's Granddaughter]";
+ mes "^FF0000Slate Piece^000000?";
+ mes "Why would you need something";
+ mes "that is barely recognizable?";
+ mes "I'll give it to you if you want.";
+ next;
+ mes "Let's go to the";
+ mes "^FF0000Old Legend Teller^000000";
+ mes "now that I have the Slate Piece.";
+ erasequest 1174;
+ setquest 1175;
+ set malaya_bakona1,2;
+ close;
+ } else if (malaya_bakona1 == 2) {
+ mes "[Old Man's Granddaughter]";
+ mes "Please take this Slate Piece";
+ mes "and deliver it to my grandpa.";
+ next;
+ mes "Let's go to the";
+ mes "^FF0000Old Legend Teller^000000";
+ mes "now that I have the Slate Piece.";
+ close;
+ } else {
+ mes "[Old Man's Granddaughter]";
+ mes "Because of Bakonawa,";
+ mes "the village is always unpeaceful.";
+ close;
+ }
+}
+
+malaya,286,269,4 script Angry Man#bako2 578,{
+ if (malaya_hi < 20) {
+ mes "- He seems cautious of you. -";
+ close;
+ }
+ mes "[Angry Man]";
+ mes "Calm Bakonawa?";
+ mes "Do you know how many people have been";
+ mes "sacrificed by Bakonawa?";
+ mes "I will fight on my own if I have to!";
+ close;
+}
+
+malaya,276,269,5 script Calm Woman#bako2 579,{
+ if (malaya_hi < 20) {
+ mes "- He seems cautious of you. -";
+ close;
+ }
+ mes "[Calm Little Girl]";
+ mes "It is too dangerous to fight against";
+ mes "Bakonawa. There is a chance";
+ mes "it will get more angry and put children and";
+ mes "elders in danger.";
+ close;
+}
+
+malaya,276,262,4 script Angry Boy#bako2 577,{
+ if (malaya_hi < 20) {
+ mes "- He seems cautious of you. -";
+ close;
+ }
+ mes "[Angry Boy]";
+ mes "I lost my father and my friend";
+ mes "to that Bakonawa.";
+ mes "I will surely revenge them!";
+ close;
+}
+
+malaya,283,265,4 script Village Chief#bako2 580,{
+ if (checkweight(1301,3) == 0) {
+ mes "You cannot start the conversation. You are carrying too many items. -";
+ close;
+ }
+ if (BaseLevel < 120) {
+ mes "[Village Chief]";
+ mes "I'm desperate for a helping hand";
+ mes "but you look";
+ mes "too weak and fragile.";
+ next;
+ mes "[Village Chief]";
+ mes "Please come back when";
+ mes "you grow strong enough";
+ mes "to match Incubus.";
+ close;
+ }
+ if (malaya_hi < 20) {
+ mes "- He seems cautious of you. -";
+ close;
+ }
+ if (malaya_bakona2 == 0) {
+ if (malaya_bakona1 <= 5) {
+ mes "[Village Chief]";
+ mes "I'm don't know what's the right decision.";
+ mes "To fight against Bakonawa,";
+ mes "or calm it by offering it a sacrificial gift.";
+ } else {
+ mes "[Village Chief]";
+ mes "The legend was all a lie?";
+ mes "It seems all the villagers up until now";
+ mes "were manipulated by that vile monster.";
+ next;
+ mes "[Village Chief]";
+ }
+ mes "Recently, there have been more people that have";
+ mes "been harmed by Bakonawa.";
+ next;
+ mes "[Village Chief]";
+ mes "There are some missing villagers";
+ mes "but I can't find out if";
+ mes "they are simply missing or if they have been";
+ mes "killed by Bakonawa.";
+ next;
+ mes "[Village Chief]";
+ mes "I heard that the belongings of the missing people";
+ mes "are being found at Baryo Mahiwaga Field.";
+ mes "Please go there to find ^0000FFLost Belongings^000000";
+ mes "and give them to the families of";
+ mes "the missing people";
+ mes "in whatever amount they want.";
+ next;
+ mes "[Village Chief]";
+ mes "^0000FFLost Belongings^000000";
+ mes "are said to be carried by";
+ mes "^FF0000Tiucknuc^000000 that roams Baryo Mahiwaga.";
+ next;
+ switch(select("Do it yourself.:I'm on my way.")) {
+ case 1:
+ mes "[Village Chief]";
+ mes "You give me a lot to think about.";
+ mes "Leave the village at once.";
+ close;
+ case 2:
+ mes "[Village Chief]";
+ mes "Let's start then. First,";
+ mes "retrieve two ^FF0000Lost Belongings^000000 from Tiucknuc";
+ mes "and take them to ^0000FFMissing Person's Father^000000";
+ mes "for me.";
+ set malaya_bakona2,1;
+ setquest 1180;
+ close;
+ }
+ } else if (malaya_bakona2 == 1) {
+ mes "[Village Chief]";
+ mes "From Tiucknuc that roams Baryo Mahiwaga Field,";
+ mes "retrieve two ^FF0000Lost Belongings^000000";
+ mes "and deliver them to ^0000FFMissing Person's Father^000000";
+ mes "for me.";
+ close;
+ } else if (malaya_bakona2 == 2) {
+ mes "[Village Chief]";
+ mes "Retrieve Seven ^FF0000Lost Belongings^000000 from Tiucknuc";
+ mes "and deliver them to ^0000FFMissing Person's Friend^000000";
+ mes "for me.";
+ close;
+ } else if (malaya_bakona2 == 3) {
+ mes "[Village Chief]";
+ mes "Retrieve three ^FF0000Lost Belongings^000000 from Tiucknuc";
+ mes "and deliver them to ^0000FFMissing Person's Son^000000";
+ mes "for me.";
+ close;
+ } else if (malaya_bakona2 == 4) {
+ mes "[Village Chief]";
+ mes "Retrieve five ^FF0000Lost Belongings^000000 from Tiucknuc";
+ mes "and deliver them to ^0000FFMissing Person's Mother^000000";
+ mes "for me.";
+ close;
+ } else if (malaya_bakona2 == 5) {
+ mes "[Village Chief]";
+ mes "So it's clear that all the missing people";
+ mes "have been killed by Bakonawa.";
+ next;
+ mes "[Villagers]";
+ mes "Kill Bakonawa!";
+ mes "Let's get rid of the monster ourselves!";
+ next;
+ mes "[Village Chief]";
+ mes "It seems we would no longer be able to";
+ mes "hold rituals to calm Bakonawa.";
+ next;
+ mes "[Village Chief]";
+ mes "Young Fortune Teller is looking for your help";
+ mes "saying that the energy of the moon seems strange.";
+ erasequest 1184;
+ setquest 1185;
+ set malaya_bakona2,6;
+// if (IsPremiumPcCafe == 10)
+ getitem 12700,7; //Insideout_Shirt
+// else
+// getitem 12700,5; //Insideout_Shirt
+ close;
+ } else if (malaya_bakona2 == 6) {
+ mes "[Village Chief]";
+ mes "Young Fortune Teller is looking for your help";
+ mes "saying that the energy of the moon seems strange.";
+ close;
+ } else if (malaya_bakona2 == 7) {
+ mes "[Village Chief]";
+ mes "I know that terrible things happened";
+ mes "long time ago when the moon disappeared.";
+ mes "I hope the moon recovers its strength";
+ mes "with your devoted effort.";
+ close;
+ } else if (malaya_bakona2 == 8) {
+ mes "[Village Chief]";
+ mes "I will tell the";
+ mes "Young Fortune Teller to help you.";
+ mes "But before that, there is";
+ mes "something you must do immediately.";
+ next;
+ mes "[Village Chief]";
+ mes "We never know when Bakonawa will attack";
+ mes "the village so we must set traps near the village";
+ mes "entrance and near the cave.";
+ next;
+ mes "[Village Chief]";
+ mes "I would be grateful if you help us.";
+ mes "I have dispatched workers";
+ mes "near where traps will be set up,";
+ mes "so you just have to visit about 5 places.";
+ next;
+ switch(select("Sounds like too much work.:Sure thing.")) {
+ case 1:
+ mes "[Village Chief]";
+ mes "This operation means life and death to us";
+ mes "yet you refuse it easily as if";
+ mes "it was some kind of a chore...";
+ next;
+ mes "[Village Chief]";
+ mes "What a hero!";
+ close;
+ case 2:
+ mes "[Village Chief]";
+ mes "The first trap will be set up at";
+ mes "Baryo Mahiwaga Field";
+ mes "near the village entrance. ^0000FFGruffy Worker^000000";
+ mes "will be waiting for you. He will be very helpful.";
+ erasequest 1187;
+ setquest 1188;
+ set malaya_bakona2,9;
+ close;
+ }
+ } else if (malaya_bakona2 == 9) {
+ mes "[Village Chief]";
+ mes "The first trap will be set up at";
+ mes "Baryo Mahiwaga Field";
+ mes "near the village entrance. ^0000FFGruffy Worker^000000";
+ mes "will be waiting for you. He will be very helpful.";
+ close;
+ } else if (malaya_bakona2 == 10) {
+ mes "[Village Chief]";
+ mes "The second trap will be set up";
+ mes "near a place where it connects from";
+ mes "Baryo Mahiwaga Field to Bakonawa Lake.";
+ mes "^0000FFGrumpy Worker^000000";
+ mes "will be waiting for you. He will be very helpful.";
+ close;
+ } else if (malaya_bakona2 == 11) {
+ mes "[Village Chief]";
+ mes "The third trap will be set up";
+ mes "near Bakonawa Lake Entrance.";
+ mes "^0000FFCowardly Worker^000000";
+ mes "will be waiting for you. He will be very helpful.";
+ close;
+ } else if (malaya_bakona2 == 12) {
+ mes "[Village Chief]";
+ mes "The fourth trap will be set up";
+ mes "near the entrance of Bakonawa Lake as well.";
+ mes "^0000FFGloomy Worker^000000 will be waiting for you.";
+ mes "He will be very helpful.";
+ close;
+ } else if (malaya_bakona2 == 13) {
+ mes "[Village Chief]";
+ mes "The fifth trap will be set up";
+ mes "near the entrance of Bakonawa Lake too.";
+ mes "^0000FFSentimental Worker^000000";
+ mes "will be waiting for you. He will be very helpful.";
+ close;
+ } else if (malaya_bakona2 == 14) {
+ mes "[Village Chief]";
+ mes "It looks like the traps are all set up.";
+ mes "We just finished our village meeting on";
+ mes "what to do about Bakonawa.";
+ next;
+ mes "[Village Chief]";
+ mes "We have concluded that";
+ mes "we will fight against Bakonawa.";
+ mes "Please help us by";
+ mes "attacking his lair.";
+ erasequest 1193;
+ set malaya_bakona2,15;
+ getexp 1000000,600000;
+// if (IsPremiumPcCafe == 10)
+ getitem 6497,7; //Lesser_Agimat
+// else
+// getitem 6497,5; //Lesser_Agimat
+ close;
+ } else if (malaya_bakona2 == 15) {
+ mes "[Village Chief]";
+ if (malaya_bakona1 < 7) {
+ mes "Would you visit ^0000FFOld Legend Teller^000000";
+ mes "when you have a chance?";
+ mes "I think you would be able to help him.";
+ next;
+ mes "[Village Chief]";
+ mes "Thank you.";
+ }
+ mes "Please think of the countless victims";
+ mes "and defeat Bakonawa";
+ mes "for their sake.";
+ close;
+ }
+}
+
+malaya,269,267,5 script Missing Person's Father 582,{
+ if (malaya_hi < 20) {
+ mes "- He seems cautious of you. -";
+ close;
+ }
+ if (malaya_bakona2 == 0) {
+ mes "[Missing Person's Father]";
+ mes "Please find our";
+ mes "child.";
+ mes "Bakonawa would have not harmed our child.";
+ mes "He must be around here somewhere.";
+ close;
+ } else if (malaya_bakona2 == 1) {
+ if (countitem(6501) < 2) {
+ mes "[Missing Person's Father]";
+ mes "You are looking for two of his ^FF0000Lost Belongings^000000?";
+ mes "Are you confident that";
+ mes "he already died?";
+ close;
+ }
+ mes "[Missing Person's Father]";
+ mes "This... is our child's ^FF0000Lost Belongings^000000";
+ mes "for sure.";
+ mes "The monster got to him after all....";
+ next;
+ mes "The man is unable to continue as he tries to hold back his tears.";
+ mes "Let's continue to find the lost belongings of the missing people.";
+ mes "Let's retrieve them from Tiucknuc that roams Baryo Mahiwaga Field,";
+ mes "seven ^FF0000Lost Belongings^000000";
+ mes "and deliver them to ^0000FFMissing Person's Friend^000000.";
+ delitem 6501,2; //Lost_Belongings
+ erasequest 1180;
+ setquest 1181;
+ set malaya_bakona2,2;
+ close;
+ } else if (malaya_bakona2 == 2) {
+ mes "[Missing Person's Father]";
+ mes "My baby... my poor baby...";
+ next;
+ mes "The man is unable to continue as he tries to hold back his tears.";
+ mes "Let's continue to find the lost belongings of the missing people.";
+ mes "Retrieve seven ^FF0000Lost Belongings^000000 from Tiucknuc";
+ mes "and deliver them to ^0000FFMissing Person's Friend^000000.";
+ close;
+ } else {
+ mes "[Missing Person's Father]";
+ mes "My baby... my poor baby...";
+ close;
+ }
+}
+
+malaya,265,274,5 script Missing Person's Friend 577,{
+ if (malaya_hi < 20) {
+ mes "- He seems cautious of you. -";
+ close;
+ }
+ if (malaya_bakona2 < 2) {
+ mes "[Missing Person's Friend]";
+ mes "Please find";
+ mes "my friend.";
+ mes "We were playing ball together";
+ mes "and suddenly my friend disappeared.";
+ next;
+ mes "[Missing Person's Friend]";
+ mes "I'm sure he is alive and well";
+ mes "somewhere.";
+ close;
+ } else if (malaya_bakona2 == 2) {
+ if (countitem(6501) < 7) {
+ mes "[Missing Person's Friend]";
+ mes "You are looking for seven ^FF0000Lost Belongings^000000";
+ mes "of my friend?";
+ mes "My friend is not dead!";
+ close;
+ }
+ mes "[Missing Person's Friend]";
+ mes "These are marbles and toys I gave him...";
+ mes "These are clearly ^FF0000Lost Belongings^000000";
+ mes "of my friend... Where is my friend?";
+ mes "Bring him here, bring him here now!";
+ callsub L_Quest;
+ delitem 6501,7; //Lost_Belongings
+ erasequest 1181;
+ setquest 1182;
+ set malaya_bakona2,3;
+ close;
+ } else {
+ mes "[Missing Person's Friend]";
+ mes "Bring back my friend!";
+ mes "Bring back my friend now!";
+ mes "My friend is alive,";
+ mes "It's all a lie, sob~";
+ if (malaya_bakona2 == 3)
+ callsub L_Quest;
+ close;
+ }
+
+L_Quest:
+ next;
+ mes "Leaving behind the crying boy,";
+ mes "let's continue to find the lost belongings of the missing people.";
+ mes "Retrieve three ^FF0000Lost Belongings^000000 from Tiucknuc";
+ mes "and deliver them to ^0000FFMissing Person's Son^000000.";
+ return;
+}
+
+malaya,270,278,4 script Missing Person's Son 578,{
+ if (malaya_hi < 20) {
+ mes "- He seems cautious of you. -";
+ close;
+ }
+ if (malaya_bakona2 < 3) {
+ mes "[Missing Person's Son]";
+ mes "Bakonawa has hurt my father?";
+ mes "I can't believe this.";
+ mes "Please find my father!";
+ close;
+ } else if (malaya_bakona2 == 3) {
+ if (countitem(6501) < 3) {
+ mes "[Missing Person's Son]";
+ mes "You are looking for three ^FF0000Lost Belongings^000000";
+ mes "of my father? Why lost belongings and not my father?";
+ mes "No, that can't be it. He is alive somewhere!";
+ close;
+ }
+ mes "[Missing Person's Son]";
+ mes "These are clearly his clothes and shoes...";
+ mes "These are ^FF0000Lost Belongings^000000 of my father.";
+ mes "Oh dear lord... father!";
+ callsub L_Quest;
+ delitem 6501,3; //Lost_Belongings
+ erasequest 1182;
+ setquest 1183;
+ set malaya_bakona2,4;
+ close;
+ } else {
+ mes "[Missing Person's Son]";
+ mes "Why did such a thing happen....";
+ if (malaya_bakona2 == 4)
+ callsub L_Quest;
+ close;
+ }
+
+L_Quest:
+ next;
+ mes "Man crying in agony.";
+ mes "Let's continue to find the lost belongings of the missing people.";
+ mes "Retrieve five ^FF0000Lost Belongings^000000 from Tiucknuc";
+ mes "and deliver them to ^0000FFMissing Person's Mother^000000.";
+ return;
+}
+
+malaya,265,284,4 script Missing Person's Mother 579,{
+ if (malaya_hi < 20) {
+ mes "- He seems cautious of you. -";
+ close;
+ }
+ if (malaya_bakona2 < 4) {
+ mes "[Missing Person's Mother]";
+ mes "Please find my child.";
+ mes "I sent her out to do a chore";
+ mes "and she still isn't back.";
+ close;
+ } else if (malaya_bakona2 == 4) {
+ if (countitem(6501) < 5) {
+ mes "[Missing Person's Mother]";
+ mes "You are looking for five ^FF0000Lost Belongings^000000 of my child?";
+ mes "What does this mean?";
+ mes "Are you saying my child is dead?";
+ close;
+ }
+ mes "[Missing Person's Mother]";
+ mes "This is my child's hair comb.";
+ mes "Why do you have five ^FF0000Lost Belongings^000000 of my child?";
+ mes "Why...? She's... dead?";
+ next;
+ mes "[Missing Person's Mother]";
+ mes "No wait... I think I hear her voice.";
+ mes "She's going to be home soon. I should go home now.";
+ mes "I should prepare a dinner for her. She must be starving.";
+ mes "Ha ha...";
+ next;
+ mes "A mother that has gone mad...";
+ mes "Now that I finished finding the missing people,";
+ mes "I should report back to the Village Chief.";
+ delitem 6501,5; //Lost_Belongings
+ erasequest 1183;
+ setquest 1184;
+ set malaya_bakona2,5;
+ close;
+ } else {
+ mes "[Missing Person's Mother]";
+ mes "Ha ha ha... I can hear my child's voice,";
+ mes "just listen closely.";
+ mes "Can't you hear her calling her mother?";
+ mes "Ha ha ha...";
+ next;
+ mes "A mother that has gone mad...";
+ if (malaya_bakona2 == 5) {
+ mes "Now that I finished finding the missing people,";
+ mes "I should report back to the Village Chief.";
+ }
+ close;
+ }
+}
+
+malaya,289,364,4 script Young Fortune Teller 583,{
+ if (checkweight(1301,3) == 0) {
+ mes "You cannot start the conversation. You are carrying too many items. -";
+ close;
+ }
+ if (malaya_hi < 20) {
+ mes "- He seems cautious of you. -";
+ close;
+ }
+ if (malaya_bakona2 < 6) {
+ mes "[Young Fortune Teller]";
+ mes "The energy of the moon grew weak.";
+ mes "The reason there are more monsters,";
+ mes "and the reason there are more victims,";
+ mes "is all because of this.";
+ close;
+ } else if (malaya_bakona2 == 6) {
+ mes "[Young Fortune Teller]";
+ mes "The energy of the moon grew weak for a couple of days.";
+ mes "The reason there are more monsters,";
+ mes "and the reason there are more victims, is all because of this.";
+ next;
+ mes "[Young Fortune Teller]";
+ mes "I'm trying to hold a ritual";
+ mes "that will restore the moon's energy by sacrificing monsters' blood,";
+ mes "so I need you to hunt fifteen ^FF0000Tikbalang^000000";
+ mes "at Baryo Mahiwaga Field.";
+ next;
+ switch(select("It's none of my business.:You can count on me.")) {
+ case 1:
+ mes "[Young Fortune Teller]";
+ mes "You are so selfish!";
+ mes "During the ritual,";
+ mes "I will pray for your bad luck too.";
+ close;
+ case 2:
+ mes "[Young Fortune Teller]";
+ mes "Hurry.";
+ mes "If the moon completely disappears,";
+ mes "there will be a great disaster.";
+ erasequest 1185;
+ setquest 1186;
+ set malaya_bakona2,7;
+ close;
+ }
+ } else if (malaya_bakona2 == 7) {
+ if (checkquest(1186,HUNTING) == 2) {
+ mes "[Young Fortune Teller]";
+ mes "It looks like you took care of ^FF0000Tikbalang^000000";
+ mes "well enough.";
+ mes "I think I can start the ritual now.";
+ mes "There are some items that we need, please go to";
+ mes "the Village Chief for help.";
+ erasequest 1186;
+ setquest 1187;
+ set malaya_bakona2,8;
+// if (IsPremiumPcCafe == 10)
+ getitem 12699,7; //Tikbalang_Belt
+// else
+// getitem 12699,5; //Tikbalang_Belt
+ close;
+ } else {
+ mes "[Young Fortune Teller]";
+ mes "I need you to hunt fifteen ^FF0000Tikbalang^000000";
+ mes "at Baryo Mahiwaga Field.";
+ next;
+ mes "[Young Fortune Teller]";
+ mes "Hurry.";
+ mes "If the moon completely disappears,";
+ mes "there will be a great disaster.";
+ close;
+ }
+ } else if (malaya_bakona2 == 8) {
+ mes "[Young Fortune Teller]";
+ mes "I think I can start the ritual now.";
+ mes "There are some items that we need, please go to";
+ mes "the Village Chief for help.";
+ close;
+ } else {
+ mes "[Young Fortune Teller]";
+ mes "On the day when the moon fully disappears,";
+ mes "the dragon will attack the village.";
+ mes "No one will be safe.";
+ close;
+ }
+ end;
+}
+
+ma_fild01,54,253,4 script Gruffy Worker#bako2 582,{
+ if (malaya_bakona2 < 9) {
+ mes "[Gruffy Worker]";
+ mes "The Village Chief told me to";
+ mes "wait for you here.";
+ close;
+ } else if (malaya_bakona2 == 9) {
+ mes "[Gruffy Worker]";
+ mes "The trap will be set right in front.";
+ mes "Walk forward a little.";
+ close;
+ } else if (malaya_bakona2 == 10) {
+ mes "[Gruffy Worker]";
+ mes "You can find the";
+ mes "Grumpy Worker near where";
+ mes "Baryo Mahiwaga Field connects to Bakonawa Lake.";
+ mes "Go and set up the trap together.";
+ close;
+ } else {
+ mes "[Gruffy Worker]";
+ mes "Are you trying to advertise that";
+ mes "there is a trap here? Step aside.";
+ close;
+ }
+ end;
+}
+
+ma_fild01,54,244,0 script #bako2 139,2,2,{
+ end;
+OnTouch:
+ if (malaya_bakona2 == 9) {
+ mes "I should set up the trap";
+ mes "right about here.";
+ next;
+ mes "[Gruffy Worker]";
+ mes "Using the tools like this";
+ mes "bang bang bang!";
+ next;
+ mes "bang bang bang!";
+ next;
+ mes "The trap is now set.";
+ next;
+ mes "[Gruffy Worker]";
+ mes "You can find the";
+ mes "Grumpy Worker near where";
+ mes "Baryo Mahiwaga Field connects to Bakonawa Lake.";
+ mes "Go and set up the trap together.";
+ erasequest 1188;
+ setquest 1189;
+ set malaya_bakona2,10;
+ close;
+ } else if (malaya_bakona2 == 10) {
+ mes "The trap has been set up here.";
+ next;
+ mes "[Gruffy Worker]";
+ mes "This trap is not meant to capture you,";
+ mes "so move.";
+ next;
+ mes "[Gruffy Worker]";
+ mes "You can find the";
+ mes "Grumpy Worker near where";
+ mes "Baryo Mahiwaga Field connects to Bakonawa Lake.";
+ mes "Go there to him.";
+ close;
+ }
+ end;
+}
+
+ma_fild01,236,119,5 script Grumpy Worker#bako2 577,{
+ if (malaya_bakona2 < 10) {
+ mes "[Grumpy Worker]";
+ mes "Village Chief told me to";
+ mes "wait for you here.";
+ mes "Sooo boring!";
+ close;
+ } else if (malaya_bakona2 == 10) {
+ mes "[Grumpy Worker]";
+ mes "A hole needs to be dug up in front of here?";
+ mes "I have to dig too?";
+ mes "Says who?";
+ close;
+ } else if (malaya_bakona2 == 11) {
+ mes "[Grumpy Worker]";
+ mes "Go find the Cowardly Worker";
+ mes "near the entrance of Bakonawa Lake.";
+ mes "Come on, move it!";
+ close;
+ } else {
+ mes "[Grumpy Worker]";
+ mes "I set up the trap";
+ mes "and you are advertising that it's here.";
+ mes "Scram!";
+ close;
+ }
+}
+
+ma_fild01,242,116,0 script #bako3 139,2,2,{
+ end;
+OnTouch:
+ if (malaya_bakona2 == 10) {
+ mes "I should set up the trap";
+ mes "right about here.";
+ next;
+ mes "[Grumpy Worker]";
+ mes "I really don't like it here!";
+ mes "...";
+ mes "With this pickax,";
+ mes "dig dig dig!";
+ next;
+ mes "dig dig dig!";
+ next;
+ mes "The trap is now set.";
+ next;
+ mes "[Grumpy Worker]";
+ mes "Go find the Cowardly Worker";
+ mes "near the entrance of Bakonawa Lake.";
+ mes "Come on, move it!";
+ erasequest 1189;
+ setquest 1190;
+ set malaya_bakona2,11;
+ close;
+ } else if (malaya_bakona2 == 11) {
+ mes "The trap has been set up here.";
+ next;
+ mes "[Grumpy Worker]";
+ mes "Are you trying to test";
+ mes "with your body if the trap works?";
+ mes "Move aside!";
+ next;
+ mes "[Grumpy Worker]";
+ mes "Go find the Cowardly Worker";
+ mes "near the entrance of Bakonawa Lake.";
+ mes "Come on, move it!";
+ close;
+ }
+ end;
+}
+
+ma_scene01,177,89,4 script Cowardly Worker#bako2 578,{
+ if (malaya_bakona2 < 11) {
+ mes "[Cowardly Worker]";
+ mes "Village Chief told me to";
+ mes "wait for you here.";
+ mes "Why me? I have a bad feeling about this....";
+ close;
+ } else if (malaya_bakona2 == 11) {
+ mes "[Cowardly Worker]";
+ mes "set up a trap in front of here?";
+ mes "Village Chief said I have to help too?";
+ mes "Can you please do it by yourself?";
+ close;
+ } else if (malaya_bakona2 == 12) {
+ mes "[Cowardly Worker]";
+ mes "Go up and you will";
+ mes "find the Gloomy Worker.";
+ mes "Go! You scare me.";
+ mes "You look like you are going to beat me up.";
+ close;
+ } else {
+ mes "[Cowardly Worker]";
+ mes "Go away!";
+ mes "What if Bakonawa";
+ mes "appears because of you?";
+ mes "I'm scared to death!";
+ close;
+ }
+ end;
+}
+
+ma_scene01,179,85,0 script #bako4 139,2,2,{
+ end;
+OnTouch:
+ if (malaya_bakona2 == 11) {
+ mes "I should set up the trap";
+ mes "right about here.";
+ next;
+ mes "[Cowardly Worker]";
+ mes "There is nothing weird";
+ mes "buried here right?";
+ mes "...";
+ mes "Using the shovel, dig dig dig!";
+ next;
+ mes "dig dig dig!";
+ next;
+ mes "The trap is now set.";
+ next;
+ mes "[Cowardly Worker]";
+ mes "Go up and you will";
+ mes "find the Gloomy Worker.";
+ erasequest 1190;
+ setquest 1191;
+ set malaya_bakona2,12;
+ close;
+ } else if (malaya_bakona2 == 12) {
+ mes "The trap has been set up here.";
+ next;
+ mes "[Cowardly Worker]";
+ mes "Step aside immediately!";
+ mes "Bakonawa might find out this is a trap";
+ mes "and come for us.";
+ next;
+ mes "[Cowardly Worker]";
+ mes "Go up and you will";
+ mes "find the Gloomy Worker.";
+ emotion e_swt,1;
+ close;
+ }
+ end;
+}
+
+ma_scene01,141,118,4 script Gloomy Worker#bako2 582,{
+ if (malaya_bakona2 < 12) {
+ mes "[Gloomy Worker]";
+ mes "Village Chief told me to wait for you here.";
+ mes "He must want me to do something.";
+ mes "Whew...";
+ close;
+ } else if (malaya_bakona2 == 12) {
+ mes "[Gloomy Worker]";
+ mes "set up a trap on the left side?";
+ mes "I don't think it will be much use...";
+ mes "Whew, I should've moved away or something...";
+ close;
+ } else if (malaya_bakona2 == 13) {
+ mes "[Gloomy Worker]";
+ mes "We are all gonna die anyway by Bakonawa.";
+ mes "This is pointless.";
+ mes "Just go up the path and you will find";
+ mes "Sentimental Worker.";
+ close;
+ } else {
+ mes "[Gloomy Worker]";
+ mes "Bakonawa is going to attack us anyway.";
+ mes "What pointless work...";
+ close;
+ }
+ end;
+}
+
+ma_scene01,138,122,0 script #bako5 139,2,2,{
+ end;
+OnTouch:
+ if (malaya_bakona2 == 12) {
+ mes "I should set up the trap";
+ mes "right about here.";
+ next;
+ mes "[Gloomy Worker]";
+ mes "Just catch this net,";
+ mes "throw throw!";
+ next;
+ mes "throw throw!";
+ next;
+ mes "The trap is now set.";
+ next;
+ mes "[Gloomy Worker]";
+ mes "Just go up the path and you will find";
+ mes "Sentimental Worker.";
+ mes "Though I doubt it will be much help.";
+ erasequest 1191;
+ setquest 1192;
+ set malaya_bakona2,13;
+ close;
+ } else if (malaya_bakona2 == 13) {
+ mes "The trap has been set up here.";
+ next;
+ mes "[Gloomy Worker]";
+ mes "The trap is meaningless.";
+ mes "See? It doesn't even work.";
+ close;
+ }
+ end;
+}
+
+ma_scene01,175,170,5 script Sentimental Worker#bako2 578,{
+ if (malaya_bakona2 < 13) {
+ mes "[Sentimental Worker]";
+ mes "Village Chief told me to wait for you here.";
+ mes "Is there a some kind of surprise event?";
+ mes "My heart is beating faster~";
+ close;
+ } else if (malaya_bakona2 == 13) {
+ mes "[Sentimental Worker]";
+ mes "Wow! So we are going to work together";
+ mes "to set up a trap behind this place?";
+ mes "This is sooo cool!";
+ mes "This is the coolest thing in the world!";
+ close;
+ } else if (malaya_bakona2 == 14) {
+ mes "[Sentimental Worker]";
+ mes "Now that the trap is set,";
+ mes "Are we going to report back to Village Chief?";
+ mes "Oh what fun!";
+ mes "It sounds so exiting!";
+ close;
+ } else {
+ mes "[Sentimental Worker]";
+ mes "More I think about it, more exited I get.";
+ mes "I'm secretly guarding the trap!";
+ mes "I want to hear out loud.";
+ mes "I have a trap in front of me! Ha ha ha ha~";
+ emotion e_swt2,1;
+ close;
+ }
+ end;
+}
+
+ma_scene01,171,174,0 script #bako6 139,2,2,{
+ end;
+OnTouch:
+ if (malaya_bakona2 == 13) {
+ mes "I should set up the trap";
+ mes "right about here.";
+ next;
+ mes "[Sentimental Worker]";
+ mes "Wow! This really is a perfect place";
+ mes "to set up a trap.";
+ mes "I'm going to throw the rope!";
+ mes "Here goes the rope!";
+ next;
+ mes "Here goes the rope!";
+ next;
+ mes "The trap is now set.";
+ mes "Let's go to the Village Chief";
+ mes "now that the trap is set.";
+ erasequest 1192;
+ setquest 1193;
+ set malaya_bakona2,14;
+ close;
+ } else if (malaya_bakona2 == 14) {
+ mes "The trap is set here.";
+ next;
+ mes "[Sentimental Worker]";
+ mes "Try out the trap first!";
+ mes "I'm so curious";
+ mes "what would happen!";
+ mes "It's going to be so much fun!";
+ close;
+ }
+ end;
+}
+
+// Original name: "Bakonawa Introduction Quest Helper#bako1"
+sec_in02,10,16,5 script Bakonawa Intro Helper 543,{
+ if (callfunc("F_GM_NPC",1854,0) < 1) {
+ mes "Seafood and Black Bean Sauce Noodle!";
+ close;
+ }
+ mes "[Briquet Scheme]";
+ mes "Just boldly tell me";
+ mes "what is it that you want!";
+ next;
+ switch(select("Reset all quests:Just before the end of first quest:Reset secondary quest:Distribution of lost belongings:Just after hunting")) {
+ case 1:
+ mes "Here you go!";
+ set malaya_bakona1,0;
+ set malaya_bakona2,0;
+ for(set .@i,1174; .@i<=1193; set .@i,.@i+1) {
+ if (checkquest(.@i) > -1)
+ erasequest .@i;
+ }
+ close;
+ case 2:
+ mes "[Briquet Scheme]";
+ mes "Here you go!";
+ set malaya_bakona1,6;
+ for(set .@i,1174; .@i<=1178; set .@i,.@i+1) {
+ if (checkquest(.@i) > -1)
+ erasequest .@i;
+ }
+ setquest 1179;
+ close;
+ case 3:
+ mes "[Briquet Scheme]";
+ mes "Here you go!";
+ set malaya_bakona2,0;
+ for(set .@i,1180; .@i<=1193; set .@i,.@i+1) {
+ if (checkquest(.@i) > -1)
+ erasequest .@i;
+ }
+ close;
+ case 4:
+ mes "[Briquet Scheme]";
+ mes "Here you go!";
+ getitem 6520,17; //Lost_Belongings
+ close;
+ case 5:
+ mes "[Briquet Scheme]";
+ mes "Here you go!";
+ set malaya_bakona2,8;
+ setquest 1187;
+ for(set .@i,1178; .@i<=1193; set .@i,.@i+1) {
+ if (checkquest(.@i) > -1)
+ erasequest .@i;
+ }
+ close;
+ }
+}
+
+// Nurse in Port Malaya :: malaya_bang
+//============================================================
+function script F_Malaya_Nurse {
+ if (malaya_bang == 30) {
+ mes "[Nurse Las]";
+ mes "A talisman?";
+ mes "I think you should search for something else.";
+ cutin "malaya_nurseA01",2;
+ callsub L_Warp, getarg(0);
+ } else if (malaya_bang == 31) {
+ mes "[Nurse Las]";
+ mes "A talisman and a person?";
+ cutin "malaya_nurseA01",2;
+ next;
+ mes "[Nurse Las]";
+ mes "I did see the talisman but I didn't go near it because I got a bad feeling about it.";
+ next;
+ mes "[Nurse Las]";
+ mes "Oh!";
+ mes "Speaking of talismans, wouldn't that old lady know about them, since she put some around the village?";
+ mes "I think it'll be a good idea to ask her.";
+ set malaya_bang,32;
+ changequest 11303,11304;
+ callsub L_Warp, getarg(0), 1;
+ } else if (malaya_bang == 32) {
+ mes "[Nurse Las]";
+ mes "Oh!";
+ mes "Speaking of talismans, wouldn't that old lady know about them, since she put some around the hospital?";
+ mes "I think it'll be a good idea to ask her.";
+ cutin "malaya_nurseA01",2;
+ callsub L_Warp, getarg(0), 1;
+ } else if (malaya_bang == 33) {
+ mes "[Nurse Las]";
+ mes "A shaman... Best if we met her.";
+ cutin "malaya_nurseA01",2;
+ callsub L_Warp, getarg(0), 1;
+ } else if (malaya_bang == 34) {
+ mes "[Nurse Las]";
+ mes "Oh!";
+ mes "You must have met her.";
+ mes "I feel something strong...";
+ cutin "malaya_nurseA01",2;
+ next;
+ select("Tell her about the talisman.");
+ mes "[Nurse Las]";
+ mes "Yes!";
+ mes "I have an idea.";
+ mes "How about we stick that one over the one we saw on the 2nd floor door?";
+ emotion e_ic;
+ next;
+ mes "[Nurse Las]";
+ mes "Maybe it will block the bad energy it's giving out.";
+ set malaya_bang,35;
+ changequest 11306,11307;
+ callsub L_Warp, getarg(0), 1;
+ } else if (malaya_bang == 35) {
+ mes "[Nurse Las]";
+ mes "Yes!";
+ mes "I have an idea.";
+ mes "How about we stick that one over the one we saw on the 2nd floor door?";
+ emotion e_ic;
+ cutin "malaya_nurseA01",2;
+ next;
+ mes "[Nurse Las]";
+ mes "Maybe it will block the bad energy it's giving out.";
+ callsub L_Warp, getarg(0), 1;
+ } else if (malaya_bang == 36) {
+ callsub L_Weight;
+ mes "[Nurse Maenne]";
+ mes "*Sigh*...";
+ mes "I thought it strange when you were standing behind me....";
+ cutin "malaya_nurseB",2;
+ next;
+ mes "[Nurse Maenne]";
+ mes "I didn't think you'd do something like this.";
+ emotion e_dots;
+ next;
+ mes "[Nurse Maenne]";
+ mes "We were just about to enter Bangungot's room, before we were thrown out...";
+ next;
+ switch(select("Bangungot?:Nurse Maenne?")) {
+ case 1:
+ callsub L_Bangungot;
+ select("Nurse Maenne");
+ callsub L_Maenne;
+ break;
+ case 2:
+ callsub L_Maenne;
+ select("Bangungot");
+ callsub L_Bangungot;
+ break;
+ }
+ callsub L_Incomplete;
+ set malaya_bang,42;
+ changequest 11308,11309;
+ callsub L_Reward;
+ callsub L_Warp, getarg(0), 1;
+ } else if (malaya_bang == 40) {
+ callsub L_Weight;
+ if (checkquest(11309,HUNTING) == 2) {
+ callsub L_Complete;
+ set malaya_bang,41;
+ completequest 11309;
+ callsub L_Reward;
+ callsub L_Warp, getarg(0), 1;
+ } else {
+ callsub L_Incomplete;
+ set malaya_bang,42;
+ callsub L_Reward;
+ callsub L_Warp, getarg(0);
+ }
+ } else if (malaya_bang > 40) {
+ if (malaya_bang == 42) {
+ if (checkquest(11309,HUNTING) == 2) {
+ callsub L_Complete;
+ set malaya_bang,41;
+ completequest 11309;
+ callsub L_Warp, getarg(0), 1;
+ } else {
+ callsub L_Incomplete;
+ callsub L_Warp, getarg(0);
+ }
+ }
+ callsub L_Incomplete;
+ switch(getarg(0)) {
+ case 1:
+ next;
+ switch(select("Enter the hospital.:Quit.")) {
+ case 1:
+ callsub L_Warp, getarg(0);
+ case 2:
+ mes "[Nurse Maenne]";
+ mes "Hmmm...";
+ close2;
+ cutin "",255;
+ end;
+ }
+ case 2:
+ callsub L_Warp, getarg(0);
+ }
+ }
+ return;
+
+L_Weight:
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait !! -";
+ mes "- You have too many items. -";
+ mes "- Cannot receive item. -";
+ mes "- Please lighten your bag -";
+ mes "- and try again. -";
+ close;
+ }
+ if (MaxWeight - Weight < 1000) {
+ mes "- Wait !! -";
+ mes "- You are carrying too many items. -";
+ mes "- Cannot receive item. -";
+ mes "- Please lighten your bag -";
+ mes "- and try again. -";
+ close;
+ }
+ return;
+
+L_Warp:
+ switch(getarg(0)) {
+ case 1:
+ close2;
+ cutin "",255;
+ if (getarg(1,0) == 0)
+ warp "ma_dun01",33,110;
+ end;
+ case 2:
+ next;
+ switch(select("Go outside.:Quit.")) {
+ case 1:
+ close2;
+ cutin "",255;
+ warp "malaya",58,76;
+ end;
+ case 2:
+ mes "[Nurse Las]";
+ mes "Tsk...";
+ close2;
+ cutin "",255;
+ end;
+ }
+ }
+
+L_Reward:
+// if (IsPremiumPcCafe == 10) {
+ getitem 6499,5; //Ancient_Grudge
+ getitem 6497,10; //Lesser_Agimat
+// } else {
+// getitem 6499,3; //Ancient_Grudge
+// getitem 6497,5; //Lesser_Agimat
+// }
+ getitem 617,1; //Old_Violet_Box
+ getexp 1000000,0;
+ return;
+
+L_Bangungot:
+ mes "[Nurse Maenne]";
+ mes "It's a vicious monster roaming this hospital.";
+ next;
+ mes "[Nurse Maenne]";
+ mes "Hmmmm...";
+ mes "It's not exactly a monster....";
+ mes "More like a curse or disease...";
+ next;
+ mes "[Nurse Maenne]";
+ mes "There's a story saying that it used to be a wood fairy.";
+ next;
+ mes "[Nurse Maenne]";
+ mes "Anyway, it doesnt change the fact that she killed the patients of this hospital and turned them into monsters.";
+ next;
+ return;
+
+L_Maenne:
+ mes "[Nurse Maenne]";
+ mes "Me?";
+ mes "As you can see, I'm the new nurse here.";
+ mes "I'm a nurse who specializes in 'this' kind of work, instead of looking after patients.";
+ cutin "malaya_nurseB",2;
+ next;
+ mes "[Nurse Maenne]";
+ mes "Oh!";
+ mes "The Bangungot pretended to be me?";
+ next;
+ mes "[Nurse Maenne]";
+ mes "Seeing how much it rattled you.";
+ mes "It's a rather smart one.";
+ next;
+ mes "[Nurse Maenne]";
+ mes "Simply said, I cure unnatural phenomenon around hospitals.";
+ next;
+ mes "[Nurse Maenne]";
+ mes "Many things happen in the world.";
+ next;
+ return;
+
+L_Complete:
+ mes "[Nurse Maenne]";
+ mes "She may have rooted here deeper than I thought.";
+ mes "I can still feel her presence.";
+ cutin "malaya_nurseB",2;
+ next;
+ mes "[Nurse Maenne]";
+ mes "What you killed was a part of her...";
+ mes "But, it was a big help since you confused and damaged her at the same time.";
+ next;
+ mes "[Nurse Maenne]";
+ mes "It makes things a lot easier.";
+ mes "Thank you.";
+ return;
+
+L_Incomplete:
+ mes "[Nurse Maenne]";
+ mes "It would've been easier if she was apart from her body, but now that she returned to her room, this is going to be a little tricky.";
+ cutin "malaya_nurseB",2;
+ next;
+ mes "[Nurse Maenne]";
+ mes "Of course, don't you dare walk away from this, since you disturbed my job and led her to her room.";
+ next;
+ mes "[Nurse Maenne]";
+ mes "If you make it to the 2nd floor door, I'll open a small door to her room for you.";
+ mes "After that, she's all yours.";
+ return;
+}
+
+malaya,55,72,4 script Nurse#ma_n1 569,{
+ if (malaya_hi < 20) {
+ mes "[Nurse]";
+ mes "People of this town are too cautious of outsiders.";
+ emotion e_ag;
+ cutin "malaya_nurseA01",2;
+ next;
+ mes "[Nurse]";
+ mes "I'm sure they have their reasons, but I wish they'd tell me how to get closer...";
+ close2;
+ cutin "",255;
+ end;
+ }
+ if (BaseLevel < 100) {
+ mes "There's a nurse outside the hospital holding a large bag.";
+ mes "I don't think I can help her.";
+ close;
+ }
+ if (malaya_bang == 0) {
+ mes "[Nurse]";
+ mes "Hey, hold on.";
+ mes "Are you planning on going inside?";
+ cutin "malaya_nurseA01",2;
+ next;
+ switch(select("Yes.:No.")) {
+ case 1:
+ mes "[Nurse]";
+ mes "Oh~";
+ mes "I'm so glad!";
+ mes "I was literally waiting all day for someone to some by.";
+ cutin "malaya_nurseA02",2;
+ next;
+ switch(select("About the hospital:Reason for stalling me:Ignore.")) {
+ case 1:
+ mes "[Nurse]";
+ mes "This hospital is the only one in town.";
+ mes "And it's going to be my new job.";
+ cutin "malaya_nurseA03",2;
+ next;
+ mes "[Nurse]";
+ mes "I heard it was just built, but it seems so creepy....";
+ emotion e_swt;
+ next;
+ mes "[Nurse]";
+ mes "I was surprised when I got here too.";
+ mes "It says 'closed' all around it!";
+ next;
+ select("Reason for stalling me.");
+ mes "[Nurse]";
+ mes "I was told that they needed nurses in this town,";
+ mes "so I came here after turning down numerous proposals.";
+ next;
+ mes "[Nurse]";
+ mes "I'd heard they were really cautious of outsiders...";
+ next;
+ mes "[Nurse]";
+ mes "Not even a soul to welcome me, let alone a party!";
+ mes "Shocking!";
+ emotion e_sob;
+ next;
+ mes "[Nurse]";
+ mes "What's more, I made it here after being lost and now I'm facing a creepy and locked hospital!";
+ next;
+ break;
+ case 2:
+ mes "[Nurse]";
+ mes "I was told that they needed nurses in this town,";
+ mes "so I came here after turning down numerous proposals.";
+ cutin "malaya_nurseA03",2;
+ next;
+ mes "[Nurse]";
+ mes "I'd heard they were really cautious of outsiders...";
+ next;
+ mes "[Nurse]";
+ mes "Not even a soul to welcome me, let alone a party!";
+ mes "Shocking!";
+ emotion e_sob;
+ next;
+ mes "[Nurse]";
+ mes "What's more, I made it here after being lost and now I'm facing a creepy and locked hospital!";
+ next;
+ select("About the hospital");
+ mes "[Nurse]";
+ mes "This hospital is the only one in town.";
+ mes "And it's going to be my new job.";
+ next;
+ mes "[Nurse]";
+ mes "I heard it was just built, but it seems so creepy....";
+ emotion e_swt;
+ next;
+ mes "[Nurse]";
+ mes "I was surprised when I got here too.";
+ mes "It says 'closed' all around it!";
+ next;
+ break;
+ case 3:
+ mes "[Nurse]";
+ mes "Yes, you must be busy.";
+ mes "Oh, well.";
+ mes "I'll let you be on your way.";
+ mes "Don't mind me. *Sob*";
+ emotion e_sob;
+ cutin "malaya_nurseA03",2;
+ close2;
+ cutin "",255;
+ end;
+ }
+ break;
+ case 2:
+ mes "[Nurse]";
+ mes "Oh, I see...";
+ emotion e_sob;
+ close2;
+ cutin "",255;
+ end;
+ }
+ mes "[Nurse]";
+ mes "Now that you say it... If you're going inside, could you take me with you?";
+ cutin "malaya_nurseA04",2;
+ next;
+ mes "[Nurse]";
+ mes "Doors are locked!";
+ mes "My bags are heavy!";
+ mes "And my legs are killing me.";
+ cutin "malaya_nurseA03",2;
+ next;
+ mes "[Nurse]";
+ mes "If I knew this was going to happen, I would've worn ER night-shift shoes instead of first-day shoes... *sniff*";
+ emotion e_sob;
+ next;
+ switch(select("Help.:Don't help.")) {
+ case 1:
+ mes "[Nurse]";
+ mes "*Sob*";
+ mes "I guess this world is still worth living in.";
+ mes "You are too kind.";
+ emotion e_sob;
+ next;
+ mes "[Nurse Las]";
+ mes "I'm 'Las', who's supposed to work in this hospital.";
+ mes "By the looks of it, though, I may become jobless...";
+ next;
+ mes "[Nurse Las]";
+ mes "Let's start by getting inside.";
+ next;
+ mes "[Nurse Las]";
+ mes "Before that....";
+ mes "Could you get something to wrap my feet? I can't put my shoes on because I've got blisters.";
+ emotion e_hlp;
+ cutin "malaya_nurseA04",2;
+ next;
+ mes "[Nurse Las]";
+ mes "2 Rotten Bandages should do to wrap both my feet. They may look dirty, but they have special liquid on them that have amazing effects.";
+ set malaya_bang,1;
+ setquest 11284;
+ close2;
+ cutin "",255;
+ end;
+ case 2:
+ mes "[Nurse]";
+ mes "Yes, you must be busy.";
+ mes "Oh, well.";
+ mes "I'll let you be on your way.";
+ mes "Don't mind me. *Sob*";
+ emotion e_sob;
+ cutin "malaya_nurseA03",2;
+ close2;
+ cutin "",255;
+ end;
+ }
+ } else if (malaya_bang == 1) {
+ if (countitem(930) > 1) {
+ mes "[Nurse Las]";
+ mes "Oh......";
+ mes "I know they're effective but... Not so tempting.";
+ cutin "malaya_nurseA01",2;
+ next;
+ mes "[Nurse Las]";
+ mes "Rotten Bandages... A fit name for something that seems to have been cut fresh from a mummy.";
+ next;
+ mes "[Nurse Las]";
+ mes "I'm having second thoughts looking at them, but as I am to be a professional nurse!!";
+ mes "Here goes nothing!!!";
+ mes "Ewwww!!";
+ next;
+ mes "[Nurse Las]";
+ mes "*Squish*";
+ mes "*Squelch*";
+ delitem 930,2; //Rotten_Bandage
+ set malaya_bang,2;
+ close2;
+ cutin "",255;
+ end;
+ } else {
+ mes "[Nurse Las]";
+ mes "Before that...";
+ mes "Could you get something to wrap my feet? I can't put my shoes on because I've got blisters.";
+ emotion e_hlp;
+ cutin "malaya_nurseA03",2;
+ next;
+ mes "[Nurse Las]";
+ mes "2 Rotten Bandages should do to wrap both my feet. They may look dirty, but they have special liquid on that have with amazing effects.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ } else if (malaya_bang == 2) {
+ mes "[Nurse Las]";
+ mes "Ahhhhh...";
+ mes "My feet feel a lot better now, but it smells funny.";
+ cutin "malaya_nurseA01",2;
+ next;
+ mes "[Nurse Las]";
+ mes "Oh...... the smell......";
+ mes "My new shoes will be ruined...";
+ emotion e_swt2;
+ next;
+ mes "[Nurse Las]";
+ mes "Okay!!!!!!";
+ mes "I don't know if it's locked or stuck, let's try pushing it together!";
+ set malaya_bang,3;
+ changequest 11284,11285;
+ close2;
+ cutin "",255;
+ end;
+ } else if (malaya_bang == 3) {
+ mes "[Nurse Las]";
+ mes "Okay!!!!!!";
+ mes "I don't know if it's locked or stuck, let's try pushing it together!";
+ cutin "malaya_nurseA01",2;
+ close2;
+ cutin "",255;
+ end;
+ } else if (malaya_bang == 4) {
+ mes "["+strcharinfo(0)+"]";
+ mes "We pushed and pulled, but it won't budge.";
+ emotion e_swt2,1;
+ next;
+ mes "[Nurse Las]";
+ mes "Strange~";
+ mes "They wouldn't have sent me to a closed down hospital.";
+ cutin "malaya_nurseA03",2;
+ next;
+ mes "[Nurse Las]";
+ mes "Hmmm!";
+ mes "I can't stand it anymore!";
+ emotion e_an;
+ next;
+ mes "[Nurse Las]";
+ mes "Could you ask the townsfolk about the hospital while I contact HQ?";
+ cutin "malaya_nurseA01",2;
+ next;
+ mes "[Nurse Las]";
+ mes "Hey, why don't you start with that girl over there?";
+ mes "Perhaps she'll tell you something.";
+ set malaya_bang,5;
+ changequest 11286,11287;
+ close2;
+ cutin "",255;
+ end;
+ } else if (malaya_bang == 5) {
+ mes "[Nurse Las]";
+ mes "Could you ask the townsfolk about the hospital while I contact HQ?";
+ cutin "malaya_nurseA01",2;
+ next;
+ mes "[Nurse Las]";
+ mes "Hey, why don't you start with that girl over there?";
+ mes "Perhaps she'll tell you something.";
+ close2;
+ cutin "",255;
+ end;
+ } else if (malaya_bang == 6) {
+ mes "[Nurse Las]";
+ mes "What did she say?";
+ emotion e_what;
+ cutin "malaya_nurseA02",2;
+ next;
+ select("Tell her what she said.");
+ mes "[Nurse Las]";
+ mes "Strange.";
+ mes "HQ confirmed that I am assigned here.";
+ cutin "malaya_nurseA01",2;
+ next;
+ mes "[Nurse Las]";
+ mes "Maybe that girl doesn't know about this place?";
+ mes "HQ couldn't have sent me here and be lying about it. Could you ask someone else in town?";
+ next;
+ mes "[Nurse Las]";
+ mes "I'll contact HQ again for more info.";
+ mes "Hey, why not ask that man over there?";
+ mes "I'm sure he'll know something.";
+ set malaya_bang,7;
+ changequest 11288,11289;
+ close2;
+ cutin "",255;
+ end;
+ } else if (malaya_bang == 7) {
+ mes "[Nurse Las]";
+ mes "I'll contact HQ again for more info.";
+ mes "Hey, why not ask that man over there?";
+ mes "I'm sure he'll know something.";
+ cutin "malaya_nurseA01",2;
+ close2;
+ cutin "",255;
+ end;
+ } else if (malaya_bang == 8) {
+ mes "[Nurse Las]";
+ mes "An inn?";
+ mes "Good gracious!";
+ mes "If they'd have told me earlier I wouldn't have had to stand out here for so long!";
+ emotion e_pif;
+ cutin "malaya_nurseA01",2;
+ next;
+ mes "[Nurse Las]";
+ mes "Ummm......";
+ mes "......";
+ mes "......";
+ next;
+ mes "[Nurse Las]";
+ mes "Hey... you know what...";
+ next;
+ mes "[Nurse Las]";
+ mes "I don't think I can move anymore because of my feet. Could you go to the inn for me?";
+ emotion e_swt2;
+ cutin "malaya_nurseA03",2;
+ next;
+ mes "[Nurse Las]";
+ mes "I can't carry my bags around so I'll stay here and watch over them while I treat my feet.";
+ next;
+ mes "[Nurse Las]";
+ mes "I have to be back here again anyway.";
+ mes "Thank you.";
+ set malaya_bang,9;
+ changequest 11290,11291;
+ close2;
+ cutin "",255;
+ end;
+ } else if (malaya_bang == 9) {
+ mes "[Nurse Las]";
+ mes "I don't think I can move anymore because of my feet. Could you go to the inn for me?";
+ emotion e_swt2;
+ cutin "malaya_nurseA03",2;
+ next;
+ mes "[Nurse Las]";
+ mes "I can't carry my bags around so I'll stay here and watch over them while I treat my feet.";
+ next;
+ mes "[Nurse Las]";
+ mes "I have to be back here again anyway.";
+ mes "Thank you.";
+ close2;
+ cutin "",255;
+ end;
+ } else if (malaya_bang == 10) {
+ mes "[Nurse Las]";
+ mes "Hey~";
+ mes "How'd it go?";
+ cutin "malaya_nurseA02",2;
+ next;
+ select("Hand over the key and message.");
+ mes "[Nurse Las]";
+ mes "Keys?";
+ mes "Well this is one step closer to my goals!";
+ mes "Let's open the door right now!";
+ set malaya_bang,11;
+ close2;
+ cutin "",255;
+ end;
+ } else if (malaya_bang == 11) {
+ mes "[Nurse Las]";
+ mes "Keys?";
+ mes "Well this is one step closer to my goals!";
+ mes "Let's open the door right now!";
+ cutin "malaya_nurseA02",2;
+ close2;
+ cutin "",255;
+ end;
+ } else if (malaya_bang == 12) {
+ mes "[Nurse Las]";
+ mes "That's weird~!";
+ mes "The door's not locked?";
+ mes "How can this be?????";
+ mes "????";
+ emotion e_what;
+ emotion e_what,1;
+ cutin "malaya_nurseA04",2;
+ next;
+ mes "[Nurse Las]";
+ mes "Oh no!!!";
+ mes "Everything's falling apart.";
+ mes "Maybe we should wait for the doctor to come.....";
+ cutin "malaya_nurseA03",2;
+ next;
+ mes "[???]";
+ mes "...";
+ cutin "",255;
+ next;
+ mes "[???]";
+ mes "*Snigger*";
+ emotion e_what,1;
+ emotion e_what;
+ next;
+ mes "[???]";
+ mes "Hey "+((Sex)?"dude":"missy")+",";
+ mes "You're not getting in the hospital.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Who's there?!";
+ next;
+ mes "[???]";
+ mes "*Snigger*";
+ next;
+ mes "[???]";
+ mes "That's a secret~";
+ mes "My mom will kill me if she knew I was here!";
+ next;
+ switch(select("About entering the hospital.:About it's mom.:About ???:Quit.")) {
+ case 1:
+ mes "[???]";
+ mes "A few days ago, the old lady who lives near us went around the hospital sticking some kind of sticks into the ground.";
+ next;
+ mes "[???]";
+ mes "She was mumbling and looking around a lot.";
+ next;
+ mes "[???]";
+ mes "I was well hidden here because I wasn't supposed to be here.";
+ next;
+ break;
+ case 2:
+ mes "[???]";
+ mes "My mom once told me.";
+ mes "The old lady's daughter was hospitalized here.";
+ next;
+ mes "[???]";
+ mes "She never got out of it though...";
+ next;
+ mes "[???]";
+ mes "She wasn't the only one. There were many strange things going on at the hospital.";
+ next;
+ mes "[???]";
+ mes "That's why my mom doesn't want me coming around here.";
+ next;
+ break;
+ case 3:
+ mes "[???]";
+ mes "No way Jose!";
+ mes "I got a spanking last time I was caught around here!";
+ next;
+ mes "[???]";
+ mes "If I'm caught again, it won't end with a spanking....";
+ mes "So scary.";
+ next;
+ break;
+ case 4:
+ mes "[???]";
+ mes "Humph!!";
+ close;
+ }
+ mes "The voice seems to be coming from the bushes near the entrance of the hospital.";
+ specialeffect EF_STEAL,AREA,"Bushes#ma";
+ set malaya_bang,13;
+ changequest 11293,11294;
+ close;
+ } else if (malaya_bang == 13) {
+ mes "The voice seems to be coming from the bushes near the entrance of the hospital.";
+ mes "Let's check around.";
+ specialeffect EF_STEAL,AREA,"Bushes#ma";
+ close;
+ } else if (malaya_bang == 14) {
+ mes "[Nurse Las]";
+ mes "Hmmm... Let's look around the hospital.";
+ cutin "malaya_nurseA01",2;
+ close2;
+ cutin "",255;
+ end;
+ } else if (malaya_bang == 15) {
+ mes "[Nurse Las]";
+ mes "Hey... ummm...";
+ mes "You know...";
+ mes "Could you give that old lady a visit?";
+ cutin "malaya_nurseA04",2;
+ next;
+ mes "[Nurse Las]";
+ mes "Oh, me? I'll look be looking around here.";
+ next;
+ mes "[Nurse Las]";
+ mes "As you know, my feet hurt...";
+ mes "Yes?";
+ mes "Yes?";
+ next;
+ switch(select("Go.:Don't go.")) {
+ case 1:
+ mes "[Nurse Las]";
+ mes "Okay, off you go.";
+ mes "I think she lives on the west side of town.";
+ mes "Go on.";
+ next;
+ mes "[Nurse Las]";
+ mes "Hey you in the bushes, I'll tell on you if you don't go home now!";
+ set malaya_bang,16;
+ changequest 11296,11297;
+ close2;
+ cutin "",255;
+ end;
+ case 2:
+ mes "[Nurse Las]";
+ mes "Why!?";
+ mes "Staying here won't solve anything.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ } else if (malaya_bang == 16 || malaya_bang == 17) {
+ mes "[Nurse Las]";
+ mes "Okay, off you go.";
+ mes "I think she lives on the west side of town.";
+ mes "Go on.";
+ cutin "malaya_nurseA04",2;
+ next;
+ mes "[Nurse Las]";
+ mes "Hey you in the bushes, I'll tell on you if you don't go home now!";
+ emotion e_omg,0,"Bushes#ma";
+ close2;
+ cutin "",255;
+ end;
+ } else if (malaya_bang == 18) {
+ mes "[Nurse Las]";
+ mes "How'd it go?";
+ mes "Did you meet the old lady?";
+ cutin "malaya_nurseA02",2;
+ next;
+ mes "[Nurse Las]";
+ mes "Oh by the way, when ["+strcharinfo(0)+"], you were gone, I tried the door.";
+ mes "It did open...";
+ next;
+ mes "[Nurse Las]";
+ mes "But the way to the 2nd floor was blocked.";
+ mes "I thought the door opening was a break through, but turns out it wasn't.";
+ cutin "malaya_nurseA03",2;
+ next;
+ mes "[Nurse Las]";
+ mes "Anyway, the first floor door is open, so let's go inside.";
+ mes "Everything would be meaningless if the second floor door is not opened.";
+ emotion e_sob;
+ set malaya_bang,19;
+ changequest 11299,11300;
+ close2;
+ cutin "",255;
+ warp "ma_dun01",33,110;
+ end;
+ } else if (malaya_bang == 19) {
+ mes "[Nurse Las]";
+ mes "Anyway, the first floor door is open, so let's go inside.";
+ mes "Everything would be meaningless if the second floor door is not opened.";
+ emotion e_sob;
+ cutin "malaya_nurseA01",2;
+ close2;
+ cutin "",255;
+ warp "ma_dun01",33,110;
+ end;
+ } else if (malaya_bang < 30) {
+ mes "[Nurse Las]";
+ mes "Could you check the 2nd floor door again in case I missed something?";
+ cutin "malaya_nurseA01",2;
+ close2;
+ cutin "",255;
+ warp "ma_dun01",33,110;
+ end;
+ } else {
+ callfunc "F_Malaya_Nurse",1;
+ end;
+ }
+ mes "There's a nurse outside the hospital holding a large bag.";
+ mes "I don't think I can help her.";
+ close;
+}
+
+ma_dun01,35,108,4 script Nurse#ma_n2 569,{
+ if (malaya_bang < 19) {
+ // fall through
+ } else if (malaya_bang < 30) {
+ if (malaya_bang == 19) {
+ mes "The hospital is infested with monsters, like the old lady said.";
+ mes "How could she have gone back and forth to the 2nd floor with her feet like that....";
+ next;
+ set malaya_bang,20;
+ changequest 11300,11301;
+ }
+ mes "[Nurse Las]";
+ mes "Could you check the 2nd floor door again in case I missed something?";
+ cutin "malaya_nurseA01",2;
+ next;
+ switch(select("Go outside.:Quit.")) {
+ case 1:
+ close2;
+ cutin "",255;
+ warp "malaya",58,76;
+ end;
+ case 2:
+ mes "[Nurse Las]";
+ mes "Tsk...";
+ close2;
+ cutin "",255;
+ end;
+ }
+ } else {
+ callfunc "F_Malaya_Nurse",2;
+ end;
+ }
+ mes "[Nurse]";
+ mes "I want to be left alone.";
+ mes "Please leave.";
+ close2;
+ warp "malaya",58,76;
+ end;
+}
+
+ma_dun01,152,23,4 script Suspicious Wooden Stick::MalayaStick0 858,{
+ if (malaya_bang == 20) {
+ mes "There's a talisman similar to the ones outside the hospital.";
+ mes "Let's look around for something else.";
+ set malaya_bang,30;
+ changequest 11301,11302;
+ close;
+ } else if (malaya_bang == 30) {
+ mes "There's a talisman similar to the ones outside the hospital.";
+ mes "Let's look around for something else.";
+ close;
+ } else if (malaya_bang == 35) {
+ mes "After sticking on the talisman over the other one, the dark feeling lifted away, just like Las said.";
+ next;
+ mes "[Nurse Las]";
+ mes "*Snigger*";
+ cutin "malaya_nurseA05",2;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "?!";
+ cutin "",255;
+ next;
+ mes "[Nurse Las]";
+ mes "Yes, yes!";
+ cutin "malaya_nurseA05",2;
+ next;
+ mes "[Nurse Las]";
+ mes "The annoying talismans are gone!";
+ next;
+ mes "[Nurse Las]";
+ mes "*Giggle*";
+ next;
+ mes "[Nurse Las]";
+ mes "Human's are so dumb. You show them a pretty little helpless look and they fall for it.";
+ next;
+ mes "[Nurse Las]";
+ mes "*Snigger*";
+ next;
+ mes "[Nurse Las]";
+ mes "For your work, I shall take you to my room...";
+ mes "Darn...";
+ next;
+ mes "[Nurse Las]";
+ mes "......";
+ next;
+ mes "[Nurse Las]";
+ mes "No no no!";
+ mes "You still have those annoying talismans!!!";
+ next;
+ mes "[Nurse Las]";
+ mes "This is your lucky day!";
+ mes "*Snigger*";
+ set malaya_bang,36;
+ changequest 11307,11308;
+ close2;
+ cutin "",255;
+ warp "malaya",58,76;
+ end;
+ } else if (malaya_bang > 35) {
+ mes "Cannot feel anything evil about the talisman.";
+ mes "Only the bitter taste of being fooled around Las remains...";
+ close;
+ } else {
+ mes "No power can be felt.";
+ close;
+ }
+}
+
+malaya,48,76,4 script Hospital Door#ma_n1 844,{
+ if (malaya_bang == 3) {
+ mes "Pushed hard on the door, but it won't open.";
+ mes "It doesn't feel like it's locked or stuck, but encased by a layer of something.";
+ set malaya_bang,4;
+ changequest 11285,11286;
+ close;
+ } else if (malaya_bang == 4) {
+ mes "Pushed hard on the door, but it won't open.";
+ mes "It doesn't feel like it's locked or stuck, but encased by a layer of something.";
+ close;
+ } else if (malaya_bang == 11) {
+ mes "Put the key inside the lock of the hospital door...";
+ mes "But it's not locked as expected.";
+ next;
+ mes "Then why is the door not opening?";
+ set malaya_bang,12;
+ changequest 11292,11293;
+ close;
+ } else if (malaya_bang == 12) {
+ mes "Put the key inside the lock of the hospital door...";
+ mes "But it's not locked as expected.";
+ next;
+ mes "Then why is the door not opening?";
+ close;
+ } else if (malaya_bang > 18) {
+ if(select("Enter the hospital.:Quit.") == 1)
+ warp "ma_dun01",33,110;
+ end;
+ } else {
+ mes "The hospital door seems to be closed.";
+ close;
+ }
+}
+
+malaya,64,78,4 script Village Woman#mab 583,{
+ if (malaya_hi < 20) {
+ mes "[Village Woman]";
+ mes "......";
+ next;
+ mes "Seems very cautious about you.";
+ close;
+ }
+ if (malaya_bang == 5) {
+ mes "[Village Woman]";
+ mes "Oh~Are you an adventurer?";
+ mes "It seems like we have a lot of them in town lately.";
+ next;
+ mes "[Village Woman]";
+ mes "I was born here and never went far away from here, so I always feel like going on my adventures when I hear the stories they bring.";
+ next;
+ switch(select("Ask about the hospital.:End conversation.")) {
+ case 1:
+ mes "[Village Woman]";
+ mes "The hospital?";
+ mes "It's been closed for a very long time.";
+ mes "They don't talk about it around here.";
+ next;
+ mes "[Village Woman]";
+ mes "I never had to go to the hospital.";
+ mes "I've been there once when I had a stomach ache as a child. I remember the place being creepy.";
+ next;
+ mes "[Village Woman]";
+ mes "Children never like hospitals.";
+ next;
+ select("Ask about the nurse.");
+ mes "[Village Woman]";
+ mes "The new nurse?";
+ mes "I don't know.";
+ mes "I haven't given it a thought.";
+ mes "It is strange to have a new nurse coming to a closed hospital.";
+ set malaya_bang,6;
+ changequest 11287,11288;
+ close;
+ case 2:
+ mes "[Village Woman]";
+ mes "Have a nice day~";
+ close;
+ }
+ } else if (malaya_bang == 6) {
+ mes "[Village Woman]";
+ mes "The new nurse?";
+ mes "I don't know.";
+ mes "I haven't given it a thought.";
+ mes "It is strange to have a new nurse coming to a closed hospital.";
+ set malaya_bang,6;
+ changequest 11287,11288;
+ close;
+ } else {
+ mes "[Village Woman]";
+ mes "Oh~Are you an adventurer?";
+ mes "It seems like we have a lot of them in town lately.";
+ next;
+ mes "[Village Woman]";
+ mes "I was born here and never went far away from here, so I always feel like going on my adventures when I hear the stories they bring.";
+ close;
+ }
+}
+
+malaya,62,37,4 script Village Man#mab 582,{
+ if (malaya_hi < 20) {
+ mes "[Village Man]";
+ mes "Hmmm! Haven't seen you around?";
+ mes "What brings you to our town?";
+ next;
+ mes "Seems very cautious about you.";
+ close;
+ }
+ if (malaya_bang == 7) {
+ mes "[Village Man]";
+ mes "*Laughs*";
+ mes "An adventurer, are you?";
+ mes "When you have time, come and take a look around my pineapple farm.";
+ next;
+ mes "[Village Man]";
+ mes "Just a little bit~";
+ mes "far from the village, but I'll give you all the pineapple you want in exchange for a good story of yours!";
+ next;
+ switch(select("Ask about the hospital.:End conversation.")) {
+ case 1:
+ mes "[Village Man]";
+ mes "Ummm......";
+ mes "You mean that hospital?";
+ next;
+ mes "[Village Man]";
+ mes "It was closed down because of an accident.";
+ mes "But I wouldn't trouble an outsider with the details......";
+ mes "There's not much I can tell you.";
+ next;
+ select("Ask about the nurse.");
+ mes "[Village Man]";
+ mes "Oh!!!";
+ mes "Did you meet the nurse?!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "She was standing in front of the hospital.";
+ mes "Oh!";
+ mes "She must have gone to contact HQ.";
+ next;
+ mes "[Village Man]";
+ mes "We requested 'the nurse', and she's already here! We're saved!";
+ next;
+ select("The nurse?");
+ mes "[Village Man]";
+ mes "She was invited here to save our hospital.";
+ next;
+ mes "[Village Man]";
+ mes "Now I have to spread the good news! Could you bring her to the inn at the center of town?";
+ next;
+ mes "[Village Man]";
+ mes "That's where the doctor is staying.";
+ mes "He's been there ever since the hospital was closed.";
+ set malaya_bang,8;
+ changequest 11289,11290;
+ close;
+ case 2:
+ mes "[Village Man]";
+ mes "Whoopeee!";
+ close;
+ }
+ } else if (malaya_bang == 8) {
+ mes "[Village Man]";
+ mes "Now I have to spread the good news! Could you bring her to the inn at the center of town?";
+ next;
+ mes "[Village Man]";
+ mes "That's where the doctor is staying.";
+ mes "He's been there ever since the hospital was closed.";
+ close;
+ } else {
+ mes "[Village Man]";
+ mes "Whoopeee!";
+ mes "An adventurer, are you?";
+ mes "When you have time, come and take a look around my pineapple farm.";
+ next;
+ mes "[Village Man]";
+ mes "Just a little bit~";
+ mes "far from the village, but I'll give you all the pineapple you want in exchange for a good story of yours!";
+ close;
+ }
+}
+
+malaya,210,200,5 script Dr. Boon#ma 865,{
+ if (malaya_hi < 20) {
+ mes "[Dr. Boon]";
+ mes "......";
+ next;
+ mes "Seems very cautious about you.";
+ close;
+ }
+ if (malaya_bang == 9) {
+ mes "[Dr. Boon]";
+ mes "So~ You're the new nurse?";
+ next;
+ switch(select("Yes.:No.")) {
+ case 1:
+ mes "[Dr. Boon]";
+ mes "Nothing's more important for a nurse than their white uniform.";
+ mes "Go get changed!";
+ close;
+ case 2:
+ mes "[Dr. Boon]";
+ mes "Oh! I'm sorry.";
+ mes "We're waiting for a new nurse.";
+ mes "My bad.";
+ next;
+ select("Explain the situation.");
+ mes "[Dr. Boon]";
+ mes "Aha~";
+ mes "So that's what happened.";
+ mes "Oh, dear. I guess there was a misunderstanding.";
+ next;
+ mes "[Dr. Boon]";
+ mes "You see, I've been treating patients at the inn after what happened to the hospital.";
+ next;
+ mes "[Dr. Boon]";
+ mes "Even so, I must apologize for making her stand there so long.";
+ next;
+ mes "[Dr. Boon]";
+ mes "I can't leave right now because I have patients to look after. Why don't you go over and hand over this key?";
+ next;
+ mes "[Dr. Boon]";
+ mes "And give her a message with the key saying, 'I'll leave it to your own discretion'.";
+ next;
+ mes "[Dr. Boon]";
+ mes "I'll be there as soon as I'm done here.";
+ mes "Good luck~";
+ set malaya_bang,10;
+ changequest 11291,11292;
+ close;
+ }
+ } else if (malaya_bang == 10) {
+ mes "[Dr. Boon]";
+ mes "I can't leave right now because I have patients to look after. Why don't you go over and hand over this key?";
+ next;
+ mes "[Dr. Boon]";
+ mes "And give her a message with the key saying, 'I'll leave it to your own discretion'.";
+ next;
+ mes "[Dr. Boon]";
+ mes "I'll be there as soon as I'm done here.";
+ mes "Good luck~";
+ close;
+ } else {
+ mes "[Dr. Boon]";
+ mes "*Sigh*";
+ mes "The work... It never ends...";
+ mes "How am I supposed to handle all these patients on my own?";
+ next;
+ mes "[Dr. Boon]";
+ mes "What? What's a doctor doing in an inn?";
+ mes "Well, why not?";
+ close;
+ }
+}
+
+malaya,53,68,4 script Bushes#ma 844,{
+ if (malaya_bang < 13) {
+ mes "It's just a bush.";
+ mes "A sweet scent of wood rises when shaken.";
+ close;
+ }
+ if (malaya_bang == 13) {
+ mes "[???]";
+ mes "Don't come any closer!";
+ mes "Old "+((Sex)?"man":"lady")+"!";
+ mes "How'd you know I was here?";
+ emotion e_omg;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm not old.";
+ emotion e_an,1;
+ next;
+ switch(select("About entering the hospital.:About its mom.:About ???.:Ask about the old lady.:Ask about the hospital grounds.:Quit.")) {
+ case 1:
+ mes "[???]";
+ mes "A few days ago, the old lady who lives near us went around the hospital sticking some kind of sticks into the ground.";
+ next;
+ mes "[???]";
+ mes "She was mumbling and looking around a lot.";
+ next;
+ mes "[???]";
+ mes "I was well hidden here because I wasn't supposed to be here.";
+ next;
+ break;
+ case 2:
+ mes "[???]";
+ mes "My mom once told me.";
+ mes "The old lady's daughter was hospitalized here.";
+ next;
+ mes "[???]";
+ mes "She never got out of it though...";
+ next;
+ mes "[???]";
+ mes "She wasn't the only one. There were many strange things going on at the hospital.";
+ next;
+ mes "[???]";
+ mes "That's why my mom doesn't want me coming around here.";
+ next;
+ break;
+ case 3:
+ mes "[???]";
+ mes "No way Jose!";
+ mes "I got a spanking last time I was caught around here!";
+ next;
+ mes "[???]";
+ mes "If I'm caught again, it won't end with a spanking....";
+ mes "So scary.";
+ next;
+ break;
+ case 4:
+ mes "[???]";
+ mes "It's the lady who lives next door to us.";
+ next;
+ mes "[???]";
+ mes "I saw her a few days ago doing something around the hospital.";
+ next;
+ mes "[???]";
+ mes "I couldn't see what she was doing from here, but I found some sticks there after she'd left.";
+ set malaya_bang,14;
+ changequest 11294,11295;
+ close;
+ case 5:
+ mes "[???]";
+ mes "I dunno.";
+ mes "Nothing's different except for the sticks.";
+ next;
+ mes "[???]";
+ mes "The old lady comes back once in a while to check on the sticks.";
+ mes "My heart races when that happens!";
+ next;
+ break;
+ case 6:
+ mes "[???]";
+ mes "Humph!!";
+ emotion e_pif;
+ close;
+ }
+ mes "[???]";
+ mes "Promise me you won't tell anyone that you saw me!!!";
+ mes "Promise?!";
+ close;
+ } else if (malaya_bang == 14) {
+ mes "[???]";
+ mes "I couldn't see what she was doing from here, but I found some sticks there after she'd left.";
+ close;
+ } else if (malaya_bang == 15) {
+ mes "[???]";
+ mes "Don't come any closer!";
+ mes "Old "+((Sex)?"man":"lady")+"!";
+ mes "How'd you know I was here?";
+ emotion e_omg;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm not old.";
+ emotion e_an,1;
+ close;
+ } else {
+ mes "There's a trace of a young child.";
+ mes "Think the child's gone home now.";
+ close;
+ }
+}
+
+- script Suspicious Wooden Stick::MalayaStick -1,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait !! -";
+ mes "- You have too many items. -";
+ mes "- Cannot receive item. -";
+ mes "- Please lighten your bag -";
+ mes "- and try again. -";
+ close;
+ }
+ if (MaxWeight - Weight < 1000) {
+ mes "- Wait !! -";
+ mes "- You are carrying too many items. -";
+ mes "- Cannot receive item. -";
+ mes "- Please lighten your bag -";
+ mes "- and try again. -";
+ close;
+ }
+ if (malaya_bang == 14) {
+ mes "A strange stick is planted on the ground.";
+ mes "A mysterious force can be felt.";
+ next;
+ switch(select("Pull it out.:Leave it.")) {
+ case 1:
+ if (rand(1,5) == 4) {
+ mes "Pulled out the deeply planted stick.";
+ mes "The hospital seems to have become more gloomy.";
+ if (rand(2)) {
+ set malaya_bang,15;
+ changequest 11295,11296;
+ getitem 6497,1; //Lesser_Agimat
+ donpcevent "Tent"+replacestr(strnpcinfo(3),"MalayaStick","")+"#ma::OnEnable";
+ next;
+ mes "Better show Las the talisman.";
+ close;
+ } else {
+ getitem 6497,1; //Lesser_Agimat
+ donpcevent "Tent"+replacestr(strnpcinfo(3),"MalayaStick","")+"#ma::OnEnable";
+ close;
+ }
+ } else {
+ mes "After pulling out the deeply planted stick, an uneasy feeling washes over.";
+ donpcevent "Tent"+replacestr(strnpcinfo(3),"MalayaStick","")+"#ma::OnEnable";
+ close;
+ }
+ case 2:
+ mes "It looks ominous. Better leave it alone.";
+ close;
+ }
+ } else {
+ mes "There's a strange looking stick.";
+ close;
+ }
+ end;
+OnEnable:
+ enablenpc strnpcinfo(3); // NPC name is too long for strnpcinfo(0).
+ end;
+OnDisable:
+ disablenpc strnpcinfo(3);
+ end;
+}
+malaya,40,52,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick1 858
+malaya,31,42,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick2 858
+malaya,34,36,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick3 858
+malaya,40,32,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick4 858
+malaya,50,85,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick5 858
+malaya,46,93,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick6 858
+malaya,36,98,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick7 858
+malaya,48,79,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick8 858
+malaya,50,46,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick9 858
+malaya,59,84,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick10 858
+
+- script Tent#ma -1,{ //557
+ end;
+OnInit:
+ disablenpc strnpcinfo(0);
+ end;
+OnEnable:
+ enablenpc strnpcinfo(0);
+ initnpctimer;
+ end;
+OnDisable:
+ stopnpctimer;
+ disablenpc strnpcinfo(0);
+ end;
+OnTimer1000:
+ donpcevent "MalayaStick"+replacestr(strnpcinfo(1),"Tent","")+"::OnDisable";
+ end;
+OnTimer30000:
+ donpcevent "MalayaStick"+replacestr(strnpcinfo(1),"Tent","")+"::OnEnable";
+ donpcevent strnpcinfo(0)+"::OnDisable";
+ end;
+}
+- duplicate(Tent#ma) Tent1#ma -1
+- duplicate(Tent#ma) Tent2#ma -1
+- duplicate(Tent#ma) Tent3#ma -1
+- duplicate(Tent#ma) Tent4#ma -1
+- duplicate(Tent#ma) Tent5#ma -1
+- duplicate(Tent#ma) Tent6#ma -1
+- duplicate(Tent#ma) Tent7#ma -1
+- duplicate(Tent#ma) Tent8#ma -1
+- duplicate(Tent#ma) Tent9#ma -1
+- duplicate(Tent#ma) Tent10#ma -1
+
+malaya,114,183,3 script Bent Old Lady#ma 575,{
+ if (malaya_bang == 16) {
+ mes "[Bent Old Lady]";
+ mes "Ho ho ho ho~~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ma'am, excuse me, but can I ask you a question?";
+ next;
+ mes "[Bent Old Lady]";
+ mes "Ho ho ho ho~~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ma'am?";
+ next;
+ mes "[Bent Old Lady]";
+ mes "Ho ho ho ho~~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ma'am?";
+ next;
+ mes "[Bent Old Lady]";
+ mes "Ho ho ho ho~~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ma'am!!!!!!!!!";
+ next;
+ mes "[Bent Old Lady]";
+ mes "Who? What?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Excuse me, but can I ask you something?";
+ next;
+ mes "[Bent Old Lady]";
+ mes "What? I can't hear you.";
+ mes "Speak up!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I! Have! Something! To! Ask! You!";
+ next;
+ mes "[Bent Old Lady]";
+ mes "Oh~Yes dear~";
+ mes "I'll tell you everything I know, dear~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Do you know anything about the hospital?";
+ next;
+ mes "[Bent Old Lady]";
+ mes "Hospital?";
+ mes "........";
+ next;
+ mes "[Bent Old Lady]";
+ mes "Hospital?!?!?!?";
+ next;
+ mes "[Bent Old Lady]";
+ mes "That hospital is cursed!";
+ mes "Something wicked is living there!";
+ next;
+ mes "[Bent Old Lady]";
+ mes "The thing took away my poor little girl.";
+ next;
+ switch(select("Ask about the hospital.:Ask about her daughter.")) {
+ case 1:
+ mes "[Bent Old Lady]";
+ mes "Everybody was happy to hear about the hospital being built.";
+ next;
+ mes "[Bent Old Lady]";
+ mes "We no longer had to go to other towns for medical care.";
+ next;
+ mes "[Bent Old Lady]";
+ mes "But the one they built didn't work out so well.";
+ mes "It couldn't cure people.";
+ mes "I knew this would happen when they chopped down the old tree to build it.";
+ next;
+ mes "[Bent Old Lady]";
+ mes "But the administrator wouldn't listen.";
+ mes "Far from curing people, they started to die.";
+ mes "So did my daughter...";
+ set malaya_bang,17;
+ changequest 11297,11298;
+ close;
+ case 2:
+ mes "[Bent Old Lady]";
+ mes "She suffered from nothing life threatening.";
+ mes "It was...";
+ mes "Just a cold......";
+ next;
+ mes "[Bent Old Lady]";
+ mes "The wicked thing.... My daughter...";
+ mes "There's something in that hospital.";
+ close;
+ }
+ } else if (malaya_bang == 17) {
+ select("Show her the stick.");
+ mes "[Bent Old Lady]";
+ mes "What?";
+ mes "Arghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh";
+ emotion e_omg;
+ next;
+ mes "[Bent Old Lady]";
+ mes "Arghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh";
+ emotion e_omg;
+ next;
+ mes "[Bent Old Lady]";
+ mes "Arghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh";
+ emotion e_omg;
+ next;
+ mes "[Bent Old Lady]";
+ mes "Arghhhhhhhhhh!!!!!!!!!!!";
+ emotion e_omg;
+ next;
+ mes "[Bent Old Lady]";
+ mes "What have you done!";
+ mes "That... That was a talisman to stop the wicked thing!";
+ next;
+ mes "[Bent Old Lady]";
+ mes "If you pull them up, it will go after people again!";
+ next;
+ mes "[Bent Old Lady]";
+ mes "I saw it!";
+ mes "I saw it when they closed the hospital saying that everybody had died.";
+ next;
+ mes "[Bent Old Lady]";
+ mes "But they all knew.";
+ mes "The patients weren't all dead.";
+ next;
+ mes "[Bent Old Lady]";
+ mes "Taken alive...";
+ mes "By the thing that took my daughter...";
+ next;
+ mes "[Bent Old Lady]";
+ mes "Oh dear.";
+ next;
+ mes "Nurse Las may be in danger, standing alone in front of the hospital.";
+ mes "If I don't return quickly...";
+ set malaya_bang,18;
+ changequest 11298,11299;
+ close;
+ } else if (malaya_bang == 18) {
+ mes "Nurse Las may be in danger, standing alone in front of the hospital.";
+ mes "If I don't return quickly...";
+ close;
+ } else if (malaya_bang == 32) {
+ mes "[Bent Old Lady]";
+ mes "Yes? The talisman?";
+ mes "I asked the shaman up north of the village to make them,";
+ next;
+ mes "[Bent Old Lady]";
+ mes "Not famous, but a talented shaman.";
+ set malaya_bang,33;
+ changequest 11304,11305;
+ close;
+ } else {
+ mes "[Bent Old Lady]";
+ mes "Ho ho ho ho~~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ma'am, excuse me, but can I ask you a question?";
+ next;
+ mes "[Bent Old Lady]";
+ mes "Ho ho ho ho~~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ma'am?";
+ next;
+ mes "[Bent Old Lady]";
+ mes "Ho ho ho ho~~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ma'am?";
+ next;
+ mes "[Bent Old Lady]";
+ mes "Ho ho ho ho~~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ma'am!!!!!!!!!";
+ next;
+ mes "[Bent Old Lady]";
+ mes "Who? What?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Excuse me, but can I ask you something?";
+ next;
+ mes "[Bent Old Lady]";
+ mes "What? I can't hear you.";
+ mes "Speak up!";
+ close;
+ }
+}
+
+malaya,276,367,4 script Bent Shaman#ma 782,{
+ if (malaya_hi < 20) {
+ mes "[Bent Shaman]";
+ mes "Urgh Urgh Urghhhhhh";
+ next;
+ mes "Doesn't give even a glance...";
+ close;
+ }
+ mes "[Bent Shaman]";
+ mes "Hmmmm...";
+ mes "I feel, feel....";
+ next;
+ mes "[Bent Shaman]";
+ mes "I feel something bad from you...";
+ if (malaya_bang == 33) {
+ next;
+ mes "[Bent Shaman]";
+ mes "No no...";
+ mes "You need not say anything!";
+ mes "You'll be needing this.";
+ next;
+ mes "[Bent Shaman]";
+ mes "It's okay.";
+ mes "No need for money.";
+ mes "It's the karma this village must face...";
+ set malaya_bang,34;
+ changequest 11305,11306;
+ }
+ close;
+}
+
+// Pintados Festival :: malaya_pintados
+//============================================================
+/*
+Description
+-----------
+The Pintados Festival begins when players have accumulated 1000 Lesser Agimats,
+1000 Silver Crosses, and 300 dyestuffs, and lasts for 7 days. During that time,
+players are able to create a tattoo.
+
+Global Variables
+----------------
+$malaya_pintados_00 - Festival time limit, in 30-minute intervals. (range: 0~344)
+$malaya_pintados_01 - Number of Lesser Agimats collected. (range: 0~1000)
+$malaya_pintados_02 - Number of Silver Crosses collected. (range: 0~1000)
+$malaya_pintados_03 - Number of dyestuffs collected. (range: 0~300)
+$malaya_pintados_04$ - Last player to create a tattoo.
+*/
+
+ma_fild01,1,1,4 script Pintados Manager#pin 894,{
+ if (callfunc("F_GM_NPC",1854,0) == 1) {
+ mes "Bingo!";
+ next;
+ } else {
+ mes "Error occurred.";
+ close;
+ }
+ mes "Hi, I'm the Pintados Festival Manager. Please select an item.";
+ mes "Time Value: ("+$malaya_pintados_00+"/344)";
+ mes "Lesser Agimat Value: ("+$malaya_pintados_01+"/1,000)";
+ mes "Cross Value: ("+$malaya_pintados_02+"/1,000)";
+ mes "Dyestuffs Value: ("+$malaya_pintados_03+"/300)";
+ mes "Recent Tattoo Creator: "+$malaya_pintados_04$;
+ next;
+ switch(select("Eastern Medicine Button ? Start & End:Detail Button ? Adjust Value:Start Timer:End Timer")) {
+ case 1:
+ mes "This is the Eastern Medicine Control Button.";
+ mes "You can set the Start or End values for the festival.";
+ next;
+ switch(select("Start Pintados Festival:End Pintados Festival:NPC_ON:NPC_OFF")) {
+ case 1:
+ set $malaya_pintados_00,1;
+ donpcevent "Pintados Manager#pin::OnEnable";
+ mes "Start the Pintados Festival.";
+ close;
+ case 2:
+ donpcevent "Pintados Manager#pin::OnDisable";
+ mes "End the Pintados Festival.";
+ close;
+ case 3:
+ donpcevent "Pintados Manager#pin::OnEnableNPC";
+ mes "Add an NPC.";
+ close;
+ case 4:
+ donpcevent "Pintados Manager#pin::OnDisableNPC";
+ mes "Remove an NPC.";
+ close;
+ }
+ case 2:
+ mes "Adjust the global value. Please select the value to adjust.";
+ next;
+ while(1) {
+ switch(select("Complete Adjustment:Time ("+$malaya_pintados_00+"):Lesser Agimat ("+$malaya_pintados_01+"):Silver Cross ("+$malaya_pintados_02+"):Dyestuffs ("+$malaya_pintados_03+")")) {
+ case 1:
+ mes "Completed global adjustment.";
+ close;
+ case 2:
+ mes "Adjust Time [0~344]";
+ mes "Global Increase by 1/30 min.";
+ mes "1 - 49 -> Day 1";
+ mes "50 - 98 -> Day 2";
+ mes "99 - 147 -> Day 3";
+ mes "148 - 196 -> Day 4";
+ mes "197 - 245 -> Day 5";
+ mes "246 - 294 -> Day 6";
+ mes "295 - 343 -> Day 7";
+ mes "Global 1 = 1 hr.";
+ next;
+ input .@input;
+ if (.@input < 0 || .@input > 344)
+ close;
+ set $malaya_pintados_00, .@input;
+ break;
+ case 3:
+ mes "Adjust the accumulated value for the Lesser Agimat.";
+ mes "Values can be adjusted between 0 to 1000.";
+ next;
+ input .@input;
+ if (.@input < 0 || .@input > 1000)
+ close;
+ set $malaya_pintados_01, .@input;
+ break;
+ case 4:
+ mes "Adjust the accumulated value of the Silver Cross.";
+ mes "Values can be adjusted between 0 to 1000.";
+ next;
+ input .@input;
+ if (.@input < 0 || .@input > 1000)
+ close;
+ set $malaya_pintados_02, .@input;
+ break;
+ case 5:
+ mes "Adjust the accumulated value for the Dyestuff.";
+ mes "Values can be adjusted between 0 to 300.";
+ next;
+ input .@input;
+ if (.@input < 0 || .@input > 300)
+ close;
+ set $malaya_pintados_03, .@input;
+ break;
+ }
+ mes "Time Value: ("+$malaya_pintados_00+"/344)";
+ mes "Lesser Agimat Value: ("+$malaya_pintados_01+"/1,000)";
+ mes "Cross Value: ("+$malaya_pintados_02+"/1,000)";
+ mes "Dyestuffs Value: ("+$malaya_pintados_03+"/300)";
+ mes "This is the current value. Do you want to adjust it?";
+ next;
+ }
+ case 3:
+ initnpctimer;
+ break;
+ case 4:
+ stopnpctimer;
+ break;
+ }
+ end;
+
+// Moved to individual NPCs for smoother processing.
+//OnInit:
+// if ($malaya_pintados_00 > 0)
+// donpcevent "Pintados Manager#pin::OnEnableNPC";
+// end;
+
+OnTimer1800000:
+ set $malaya_pintados_00, $malaya_pintados_00;
+ if ($malaya_pintados_00 > 0 && $malaya_pintados_00 < 344) {
+ set $malaya_pintados_00,$malaya_pintados_00+1;
+ stopnpctimer;
+ initnpctimer;
+ } else {
+ set $malaya_pintados_00,0;
+ donpcevent "Pintados Manager#pin::OnDisable";
+ }
+ end;
+OnEnable:
+ initnpctimer;
+ donpcevent "Pintados Manager#pin::OnEnableNPC";
+ announce "The 'Pintados Festival' will be held for a week in Baryo Mahiwaga.",bc_all,"0xFB9D04",FW_NORMAL,12;
+ end;
+OnDisable:
+ stopnpctimer;
+ set $malaya_pintados_00,0;
+ set $malaya_pintados_01,0;
+ set $malaya_pintados_02,0;
+ set $malaya_pintados_03,0;
+ donpcevent "Pintados Manager#pin::OnDisableNPC";
+ announce "The 'Pintados Festival' ended with great success.",bc_all,"0xFB9D04",FW_NORMAL,12;
+ end;
+OnEnableNPC:
+ set .@str$, "::OnEnable";
+OnDisableNPC:
+ if (.@str$ == "")
+ set .@str$, "::OnDisable";
+ donpcevent "Tourist#pin01"+.@str$;
+ donpcevent "Tourist#pin02"+.@str$;
+ donpcevent "Tourist#pin03"+.@str$;
+ donpcevent "Young Tattooist#pin04"+.@str$;
+ donpcevent "Tourist#pin05"+.@str$;
+ donpcevent "Drumming Young Man#pin06"+.@str$;
+ donpcevent "Drumming Young Man#pin07"+.@str$;
+ donpcevent "Drumming Young Man#pin08"+.@str$;
+ donpcevent "Beat Catching Boy#pin09"+.@str$;
+ donpcevent "Beat Catching Boy#pin10"+.@str$;
+ donpcevent "Beat Catching Boy#pin11"+.@str$;
+ end;
+}
+
+ma_fild01,179,260,2 script Festival Helper Boy#pin 577,{
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
+ mes "Cannot proceed because you have too many items in your possession.";
+ close;
+ }
+ if ($malaya_pintados_00 == 0) {
+ if ($malaya_pintados_01 > 999 && $malaya_pintados_02 > 999 && $malaya_pintados_03 > 299) {
+ set $malaya_pintados_00,1;
+ donpcevent "Pintados Manager#pin::OnEnable";
+ emotion e_lv;
+ mes "[Isco]";
+ mes "Many adventurers helped find festival items that I returned to the village.";
+ next;
+ emotion e_ho;
+ mes "[Isco]";
+ mes "He he... Now we can hold the '^7A96E0Pintados Festival^000000'.";
+ close;
+ }
+ // fall through
+ } else {
+ mes "[Isco]";
+ mes "He he... The fun '^7A96E0Pintados Festival^000000' is in full swing.";
+ next;
+ if ($malaya_pintados_00 > 0 && $malaya_pintados_00 < 50) {
+ emotion e_ho;
+ mes "[Isco]";
+ mes "Today's the first day of the '^7A96E0Pintados Festival^000000'. The festival is held for 7 days, so have fun.";
+ close;
+ } else if ($malaya_pintados_00 > 49 && $malaya_pintados_00 < 99) {
+ mes "[Isco]";
+ mes "Oh! Did you know?";
+ mes "Village tattooists draw tattoos only during the '^7A96E0Pintados Festival^000000'.";
+ close;
+ } else if ($malaya_pintados_00 > 98 && $malaya_pintados_00 < 148) {
+ mes "[Isco]";
+ mes "Today's the third day of the '^7A96E0Pintados Festival^000000'.";
+ next;
+ mes "[Isco]";
+ mes "Villagers say that an adventurer named "+$malaya_pintados_04$+" got a tattoo at the festival.";
+ close;
+ } else if ($malaya_pintados_00 > 147 && $malaya_pintados_00 < 197) {
+ mes "[Isco]";
+ mes "Villagers say that an adventurer named "+$malaya_pintados_04$+" got a tattoo at the festival.";
+ next;
+ mes "[Isco]";
+ mes "The Tattooist is scary and doesn't draw tattoos for just anyone so the adventurer must be special.";
+ close;
+ } else if ($malaya_pintados_00 > 196 && $malaya_pintados_00 < 246) {
+ mes "[Isco]";
+ mes "An adventurer named "+$malaya_pintados_04$+" is famous in the village.";
+ next;
+ mes "[Isco]";
+ mes "Have you every seen ^FF8440Bakonawa^000000, the monster known to swallow the moon? They say he is really ferocious.";
+ close;
+ } else if ($malaya_pintados_00 > 245 && $malaya_pintados_00 < 295) {
+ emotion e_sob;
+ mes "[Isco]";
+ mes "I'm so sad. Many adventurers helped to hold the '^7A96E0Pintados Festival^000000' and now only one day is left.";
+ close;
+ } else {
+ emotion e_sob;
+ mes "[Isco]";
+ mes "Oh gosh! It's already the last day of the '^7A96E0Pintados Festival^000000'. Can't believe there won't be more festivities.";
+ close;
+ }
+ }
+ emotion e_spin;
+ mes "[Isco]";
+ mes "Oh no. What will we do with the festival coming to an end.";
+ next;
+ switch(select("What is it?:How many did you collect?:Brought back a lost belonging.")) {
+ case 1:
+ mes "[Isco]";
+ mes "There is a traditional festival held since ancient times";
+ mes "in Baryo Mahiwaga called the '^7A96E0Pintados Festival^000000'.";
+ next;
+ emotion e_otl;
+ mes "[Isco]";
+ mes "I don't think I'll make it to the festival this time.";
+ next;
+ select("Why?");
+ mes "[Isco]";
+ mes "I was going back to the village delivering 1000 Lesser Agimats, 1000 Silver Crosses, and 300 Dyestuffs as an errand from Port Malaya.";
+ next;
+ mes "[Isco]";
+ mes "But '^FF8440Bongisungisu^000000' appeared out of nowhere and took the items away from me.";
+ next;
+ select("Are you hurt?");
+ emotion e_sigh;
+ mes "[Isco]";
+ mes "Fortunately not.";
+ next;
+ mes "[Isco]";
+ mes "But I'm in deep trouble. The '^7A96E0Pintados Festival^000000' can't be held without those items. What should I do.";
+ close;
+ case 2:
+ mes "[Isco]";
+ mes "Many adventurers are helping out but only collected...";
+ next;
+ mes "[Isco]";
+ mes "Lesser Agimat "+$malaya_pintados_01+", Silver Cross "+$malaya_pintados_02+", Dyestuff "+$malaya_pintados_03+" so far.";
+ next;
+ emotion e_sigh;
+ mes "[Isco]";
+ mes "Sigh... We are still short of materials to start the '^7A96E0Pintados Festival^000000'.";
+ close;
+ case 3:
+ set .@str$, (Sex)?"Bro":"Sis";
+ break;
+ }
+ emotion e_lv;
+ mes "[Isco]";
+ mes "Oh~ Really? Wow!";
+ mes "Thanks! "+strcharinfo(0)+" "+.@str$+"!!";
+ mes "He he. What did you bring?";
+ next;
+ set .@i, select(
+ "Lesser Agimat (^FF0000"+(($malaya_pintados_01 > 999)?"Collection complete":(1000 - $malaya_pintados_01)+" short")+"^000000):"+
+ "Silver Cross (^FF0000"+(($malaya_pintados_02 > 999)?"Collection complete":(1000 - $malaya_pintados_02)+" short")+"^000000):"+
+ "Dyestuff (^FF0000"+(($malaya_pintados_03 > 299)?"Collection complete":(300 - $malaya_pintados_03)+" short")+"^000000)"
+ );
+ switch(.@i) {
+ case 1:
+ set .@item,6497; //Lesser_Agimat
+ set .@name$,"Lesser Agimats";
+ set .@total,1000;
+ break;
+ case 2:
+ set .@item,6502; //Silver_Cross
+ set .@name$,"Silver Crosses";
+ set .@total,1000;
+ break;
+ case 3:
+ setarray .@items[0],975,976,978,979,980,981,982,983;
+ set .@name$,"Dyestuffs";
+ set .@total,300;
+ break;
+ }
+ mes "[Isco]";
+ mes "Wow! "+.@str$+" You've brought "+.@name$+"!";
+ next;
+ mes "[Isco]";
+ mes "Wait. One... two...";
+ if (getd("$malaya_pintados_0"+.@i) >= .@total) {
+ mes "Eh... oh? I already have all the "+.@name$+" I need. "+.@str$+"! But thank you for helping.";
+ close;
+ }
+ if (.@i < 3) {
+ mes "I am "+(.@total - getd("$malaya_pintados_0"+.@i))+" short of "+.@name$+". How many did you bring?";
+ next;
+ switch(select("One?!:Enter quantity.")) {
+ case 1:
+ set .@amount,1;
+ mes "[Isco]";
+ mes "He he... You've brought back one.";
+ next;
+ break;
+ case 2:
+ mes "[Isco]";
+ mes "He he... I'm slow with numbers. I get lost when it's over 50. How many will you give me?";
+ next;
+ input .@amount;
+ if (.@amount < 1 || .@amount > 50) {
+ mes "[Isco]";
+ mes "Sigh~ I'm lost! I can't count if the numbers are weird.";
+ close;
+ }
+ break;
+ }
+ if (countitem(.@item) < .@amount) {
+ mes "[Isco]";
+ mes "Sigh~ "+.@str$+"! Where is the "+getitemname(.@item)+"?";
+ close;
+ }
+ } else {
+ mes "I am "+(.@total - getd("$malaya_pintados_0"+.@i))+" short of Dyestuffs. What kind of Dyestuff did you bring?";
+ next;
+ for(set .@j,0; .@j<getarraysize(.@items); set .@j,.@j+1)
+ set .@menu$, .@menu$+getitemname(.@items[.@j])+" (^FF0000"+countitem(.@items[.@j])+"^000000):";
+ set .@item, .@items[select(.@menu$)-1];
+ if (countitem(.@item) == 0) {
+ mes "[Isco]";
+ mes "Sigh~ You don't have any "+getitemname(.@item)+".";
+ close;
+ }
+ mes "[Isco]";
+ mes .@str$+"! How many Scarlet Dyestuffs can you give me from the "+countitem(.@item)+" you have?";
+ next;
+ switch(select("Enter Quantity:All")) {
+ case 1:
+ mes "[Isco]";
+ mes "He he... I'm slow with numbers. I get lost when it's over 50. How many will you give me?";
+ next;
+ input .@amount;
+ if (.@amount < 1 || .@amount > 50) {
+ mes "[Isco]";
+ mes "Sigh~ I told you I'm not good with numbers.";
+ close;
+ }
+ break;
+ case 2:
+ set .@amount, countitem(.@item);
+ break;
+ }
+ if (countitem(.@item) < .@amount) {
+ mes "[Isco]";
+ mes "Sigh... I'm short of "+getitemname(.@item)+".";
+ close;
+ }
+ }
+ delitem .@item,.@amount;
+ setd "$malaya_pintados_0"+.@i, getd("$malaya_pintados_0"+.@i)+.@amount;
+ set .@amount_left, .@total - getd("$malaya_pintados_0"+.@i);
+ mes "[Isco]";
+ mes "He he... Thanks. "+.@str$+"!";
+ if (.@amount_left <= 0)
+ mes "Whoa! We've collected all the "+.@name$+" we need. Happy~!";
+ else
+ mes "I only need "+.@amount_left+" more "+.@name$+".";
+ close;
+}
+
+ma_fild01,172,223,6 script Tattooist#pin 574,{
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
+ mes "Cannot proceed because you have too many items in your possession.";
+ close;
+ }
+ emotion e_what;
+ mes "[Tattooist]";
+ mes "Why do you want a Tattoo?";
+ next;
+ switch(select("What is a Tattoo?:I'm curious about the effect of Tattoos.:I need a Tattoo.")) {
+ case 1:
+ mes "[Tattooist]";
+ mes "A Tattoo of a powerful monster is said to increase the ability of the holder.";
+ next;
+ select("Awesome. How can I get one?");
+ mes "[Tattooist]";
+ mes "Drawing a Tattoo is a very holy task.";
+ next;
+ mes "[Tattooist]";
+ mes "10 Ancient Grudges to protect me while I draw Tattoos.";
+ next;
+ mes "[Tattooist]";
+ mes "1 Doll that looks like a powerful monster.";
+ next;
+ mes "[Tattooist]";
+ mes "And last but not least, 1 Spirit Piece to imbue the energy of a powerful monster into the Tattoo.";
+ next;
+ select("What kind of Tattoo will you draw?");
+ mes "[Tattooist]";
+ mes "I can draw 3 kinds of Tattoos.";
+ next;
+ mes "[Tattooist]";
+ mes "Bangungot Agimat Tattoo for a powerful monster that comes from an old gigantic tree in Port Malaya.";
+ next;
+ mes "[Tattooist]";
+ mes "Bakonawa Agimat Tattoo for a huge monster that can swallow the moon.";
+ next;
+ mes "[Tattooist]";
+ mes "Buwaya Agimat Tattoo for a giant alligator that kidnaps people.";
+ next;
+ select("Where can I get the Spirit Pieces and Doll?");
+ mes "[Tattooist]";
+ mes "You can get these powerful items from Buwaya, Bangungot, and Bakonawa themselves but it won't be an easy task.";
+ next;
+ mes "[Tattooist]";
+ mes "This holy task isn't done every day. Tattoos are drawn only during the '^7A96E0Pintados Festival^000000'.";
+ close;
+ case 2:
+ mes "[Tattooist]";
+ mes "Which Tattoo's effect are you curious about?";
+ next;
+ while(1) {
+ switch (select("Bangungot Agimat Tattoo:Buwaya Agimat Tattoo:Bakonawa Agimat Tattoo:I have no questions.")) {
+ case 1:
+ mes "[Tattooist]";
+ mes "Need 10 Ancient Grudges, 1 Piece of Bangungot's Spirit, and 1 Bangungot Doll to create";
+ next;
+ mes "[Tattooist]";
+ mes "The Bangungot Agimat Tattoo holds the energy of an old gigantic tree in Port Malaya.";
+ next;
+ mes "[Tattooist]";
+ mes "Increases the effect of healing others by 4% and healing from others by 7%.";
+ next;
+ break;
+ case 2:
+ mes "[Tattooist]";
+ mes "Need 10 Ancient Grudges, 1 Piece of Buwaya's Spirit, and 1 Buwaya Doll to create";
+ next;
+ mes "[Tattooist]";
+ mes "The Buwaya Agimat Tattoo contains the energy from a giant alligator.";
+ next;
+ mes "[Tattooist]";
+ mes "Increases MATK by +7% and decreases Fixed Casting by 7%.";
+ next;
+ break;
+ case 3:
+ mes "[Tattooist]";
+ mes "Need 10 Ancient Grudges, 1 Piece of Bakonawa's Spirit, and 1 Bakonawa Doll to create";
+ next;
+ mes "[Tattooist]";
+ mes "The Bakonawa Agimat Tattoo holds the energy from a gigantic monster that can swallow the moon.";
+ next;
+ mes "[Tattooist]";
+ mes "Increases ATK by +7% and ASPD by 10%.";
+ next;
+ break;
+ case 4:
+ mes "[Tattooist]";
+ mes "Looks like you've got all the answers. Hope you enjoy your journey.";
+ close;
+ }
+ mes "[Tattooist]";
+ mes "Do you have any questions about other Tattoo effects?";
+ next;
+ }
+ case 3:
+ break;
+ }
+ if ($malaya_pintados_00 == 0) {
+ mes "[Tattooist]";
+ mes "The holy task of drawing Tattoos is only done during the '^7A96E0Pintados Festival^000000'. Sorry but looks like the festival is not on.";
+ close;
+ }
+ mes "[Tattooist]";
+ mes "You've come right on time during the '^7A96E0Pintados Festival^000000'.";
+ next;
+ mes "[Tattooist]";
+ mes "There is no time like during the holy '^7A96E0Pintados Festival^000000' to draw Tattoos.";
+ next;
+ mes "[Tattooist]";
+ mes "The festival doesn't last long so I should start drawing. What Tattoo do you need?";
+ next;
+ switch(select("I will think it over.:Bangungot Agimat Tattoo:Buwaya Agimat Tattoo:Bakonawa Agimat Tattoo")) {
+ case 1:
+ mes "[Tattooist]";
+ mes "Hope you enjoy the '^7A96E0Pintados Festival^000000'.";
+ close;
+ case 2:
+ set .@tattoo,2911; //Bangungot_Tattoo
+ set .@doll,6517; //Bangungot_Doll
+ set .@spirit,6524; //Bangungot_Spirit_Piece
+ set .@name$,"Bangungot";
+ break;
+ case 3:
+ set .@tattoo,2907; //Buwaya_Tattoo
+ set .@doll,6518; //Buwaya_Doll
+ set .@spirit,6525; //Buwaya_Spirit_Piece
+ set .@name$,"Buwaya";
+ break;
+ case 4:
+ set .@tattoo,2910; //Bakonawa_Tattoo
+ set .@doll,6516; //Bakonawa_Doll
+ set .@spirit,6523; //Bakonawa_Spirit_Piece
+ set .@name$,"Bakonawa";
+ break;
+ }
+ if (countitem(6499) < 10 || countitem(.@spirit) == 0 || countitem(.@doll) == 0) {
+ mes "[Tattooist]";
+ mes "I think you are short on materials.";
+ mes "Need 10 Ancient Grudges, 1 Piece of "+.@name$+"'s Spirit, and 1 "+.@name$+" Doll to create a ^EE1D11"+.@name$+" Agimat Tattoo^000000.";
+ close;
+ }
+ emotion e_flash;
+ mes "[Tattooist]";
+ mes "The materials are full with holy energy. I'm sure we'll get a great Tattoo using these.";
+ next;
+ mes "[Tattooist]";
+ mes "Please don't interrupt while I'm working on drawing a holy Tattoo if you want it to come out right.";
+ next;
+ mes "The Tattooist placed the Ancient Grudges around the workplace.";
+ next;
+ specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#01";
+ specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#02";
+ specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#03";
+ specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#04";
+ specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#05";
+ mes "The Ancient Grudge lit up and tools starts to glow. He smiled satisfyingly at the glowing tools and materials.";
+ next;
+ mes "And then "+.@name$+" stared intensely at the doll as if to remember every detail of it in his head.";
+ next;
+ if(select("Aren't you going to start?:... ... ..") == 1) {
+ emotion e_an;
+ delitem 6499,5; //Ancient_Grudge
+ mes "[Tattooist]";
+ mes "Oh no, now you ruined it.";
+ mes "I cannot draw a Tattoo for someone like you who doesn't understand art. You can take back the remaining materials.";
+ next;
+ mes "Received back 5 Ancient Grudges, "+.@name$+" Doll, and Piece of "+.@name$+"'s Spirit.";
+ close;
+ }
+ emotion e_bzz;
+ mes "Think he will melt the doll with his eyes?";
+ next;
+ specialeffect EF_SONICBLOWHIT;
+ mes "He closed and opened his eyes slowly as if to memorize the doll in his head and then held up a glowing tool to start drawing.";
+ next;
+ mes "The "+.@name$+" Tattoo was completed almost instantly.";
+ next;
+ emotion e_an;
+ mes "But he kept on looking at each corner of the drawing as if he didn't like some of its details.";
+ next;
+ if(select("Looks good to me.:... ... ..") == 1) {
+ emotion e_an;
+ emotion e_ag;
+ delitem 6499,5; //Ancient_Grudge
+ mes "[Tattooist]";
+ mes "Ergh! I told you not to interrupt!";
+ next;
+ mes "The Tattooist ripped up the drawing irritably.";
+ next;
+ mes "[Tattooist]";
+ mes "I can't continue like this. Maybe another time. You can take back the remaining materials.";
+ next;
+ mes "Received back 5 Ancient Grudges, "+.@name$+" Doll, and Piece of "+.@name$+"'s Spirit.";
+ close;
+ }
+ mes "He looked at the drawing intensely for a long time and then nodded with a satisfied smile.";
+ next;
+ mes "Looks like he is satisfied with the "+.@name$+" drawing.";
+ next;
+ emotion e_dum;
+ mes "But now he is staring at the sky without doing anything else. What is he waiting for?";
+ next;
+ if(select("When will it be done?:... ... ..") == 1) {
+ emotion e_an;
+ emotion e_ag;
+ delitem 6499,5; //Ancient_Grudge
+ mes "[Tattooist]";
+ mes "Ergh! I told you not to interrupt!";
+ next;
+ mes "The Tattooist ripped up the drawing irritably.";
+ next;
+ mes "[Tattooist]";
+ mes "I can't continue like this. Maybe another time. You can take back the remaining materials.";
+ next;
+ mes "Received back 5 Ancient Grudges, "+.@name$+" Doll, and Piece of "+.@name$+"'s Spirit.";
+ close;
+ }
+ emotion e_dots;
+ mes "[Tattooist]";
+ mes ".";
+ next;
+ mes "[Tattooist]";
+ mes ". .";
+ next;
+ mes "[Tattooist]";
+ mes ". . .";
+ next;
+ emotion e_dots;
+ mes "[Tattooist]";
+ mes ". . . .";
+ next;
+ mes "[Tattooist]";
+ mes ". . . . .";
+ next;
+ mes "[Tattooist]";
+ mes ". . . . . .";
+ next;
+ mes "[Tattooist]";
+ mes ". . . . . . .";
+ next;
+ emotion e_flash;
+ mes "The Tattooist's eyes started to shine after staring at the sky for awhile, then he broke the Piece of "+.@name$+"'s Spirit with both his hands.";
+ next;
+ specialeffect EF_DETOXICATION;
+ mes "The Piece of "+.@name$+"'s Spirit is shattered into powder. The Tattooist's hands are glowing.";
+ next;
+ if(select("Why did you break the pieces...:... ... ..") == 1) {
+ delitem 6499,5; //Ancient_Grudge
+ delitem .@spirit,1;
+ emotion e_an;
+ emotion e_ag;
+ mes "[Tattooist]";
+ mes "Ergh! I told you not to interrupt!";
+ next;
+ mes "The glowing light from his hands faded away. He starred at his hands for a while and then ripped up the drawing irritably.";
+ next;
+ mes "[Tattooist]";
+ mes "I was this close to completing a wonderful piece but you ruined it. Not in a good mood. You can take the remaining materials.";
+ next;
+ mes "Received back 5 Ancient Grudges and the doll.";
+ close;
+ }
+ mes "He held up the powder in both hands and then blew it onto the drawing.";
+ next;
+ specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#01";
+ specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#02";
+ specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#03";
+ specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#04";
+ specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#05";
+ mes "All Ancient Grudges started to burn and then the glowing light from the "+.@name$+" drawing faded away.";
+ next;
+ specialeffect EF_LIGHTSPHERE;
+ mes "Blinking light on top of the drawing.";
+ next;
+ mes "Light faded away and the "+.@name$+" drawing is no longer the simple one it was before.";
+ next;
+ mes "The "+.@name$+" drawing looks as if it is... alive.";
+ next;
+ mes "The Tattooist is finally satisfied and is all smiles.";
+ next;
+ emotion e_heh;
+ mes "[Tattooist]";
+ mes "Ha ha. It came out great.";
+ next;
+ delitem 6499,10; //Ancient_Grudge
+ delitem .@spirit,1;
+ delitem .@doll,1;
+ getitem .@tattoo,1;
+ set $malaya_pintados_04$, strcharinfo(0);
+ mes "[Tattooist]";
+ mes "I'm sorry you had to wait for a long time. But it was worth it cause I haven't created a Tattoo of this quality in a long time.";
+ next;
+ mes "[Tattooist]";
+ mes "The ^EE1D11"+.@name$+" Agimat Tattoo^000000 you've waited for is now completed.";
+ next;
+ mes "[Tattooist]";
+ mes "Hope you enjoy the '^7A96E0Pintados Festival^000000'.";
+ close;
+}
+
+ma_fild01,171,224,0 script Ancient Grudge#01 139,{ end; }
+ma_fild01,173,224,0 duplicate(Ancient Grudge#01) Ancient Grudge#02 139
+ma_fild01,173,223,0 duplicate(Ancient Grudge#01) Ancient Grudge#03 139
+ma_fild01,172,222,0 duplicate(Ancient Grudge#01) Ancient Grudge#04 139
+ma_fild01,171,223,0 duplicate(Ancient Grudge#01) Ancient Grudge#05 139
+
+ma_fild01,192,200,8 script Tourist#pin01 58,{
+ mes "[Tourist]";
+ mes "I came from afar and dropped everything to come and enjoy the 'Pintados Festival'.";
+ next;
+ mes "[Tourist]";
+ mes "I don't regret visiting but...";
+ next;
+ mes "[Tourist]";
+ mes "I don't like the Tattoo I got after all I've gone through to get it.";
+ next;
+ mes "[Tourist]";
+ mes "I've looked at it in the light but I think the Tattooist made a mistake.";
+ next;
+ mes "[Tourist]";
+ mes "This ruined my whole visit.";
+ next;
+ mes "[Tourist]";
+ mes "Tsk!";
+ close;
+OnInit:
+ if (!$malaya_pintados_00)
+ disablenpc "Tourist#pin01";
+ end;
+OnEnable:
+ enablenpc "Tourist#pin01";
+ end;
+OnDisable:
+ disablenpc "Tourist#pin01";
+ end;
+}
+
+ma_fild01,211,200,6 script Tourist#pin02 775,{
+ mes "[Tourist]";
+ mes "I heard of the 'Pintados Festival' and came all the way from Gonryun.";
+ next;
+ mes "[Tourist]";
+ mes "Just in case you might think otherwise, this is a mask on my face and not a tattoo.";
+ close;
+OnInit:
+ if (!$malaya_pintados_00)
+ disablenpc "Tourist#pin02";
+ end;
+OnEnable:
+ enablenpc "Tourist#pin02";
+ end;
+OnDisable:
+ disablenpc "Tourist#pin02";
+ end;
+}
+
+ma_fild01,251,205,2 script Tourist#pin03 824,{
+ mes "[Tourist]";
+ mes "Hey, hear me. This isn't the Tattoo I wanted.";
+ next;
+ mes "[Tourist]";
+ mes "I asked for a Bakonawa Tattoo but the more I look at it, this is Bangungot.";
+ next;
+ mes "[Tattooist]";
+ mes "No... you said that you wanted that one. Don't be so difficult.";
+ next;
+ mes "[Tourist]";
+ mes "Don't you know that customer is king? Huh? Do you want a bad reputation?";
+ next;
+ mes "[Tattooist]";
+ mes "Ugh... Can't believe this.";
+ close;
+OnInit:
+ if (!$malaya_pintados_00)
+ disablenpc "Tourist#pin03";
+ end;
+OnEnable:
+ enablenpc "Tourist#pin03";
+ end;
+OnDisable:
+ disablenpc "Tourist#pin03";
+ end;
+}
+
+ma_fild01,249,206,6 script Young Tattooist#pin04 582,{
+ mes "[Tattooist]";
+ mes "Ah... I can't work with customers like this.";
+ next;
+ mes "[Tattooist]";
+ mes "How many times do I have to tell you, you said you wanted a Bangungot.";
+ next;
+ mes "[Tattooist]";
+ mes "Ouch, my throat... Shouting will get me nowhere.";
+ close;
+OnInit:
+ if (!$malaya_pintados_00)
+ disablenpc "Young Tattooist#pin04";
+ end;
+OnEnable:
+ enablenpc "Young Tattooist#pin04";
+ end;
+OnDisable:
+ disablenpc "Young Tattooist#pin04";
+ end;
+}
+
+ma_fild01,162,235,6 script Tourist#pin05 815,{
+ mes "[Tourist]";
+ mes "They say the Pintados Festival will only be held for one week.";
+ next;
+ mes "[Tourist]";
+ mes "I came from Louyang without knowing about the festival. Must be my lucky day.";
+ close;
+OnInit:
+ if (!$malaya_pintados_00)
+ disablenpc "Tourist#pin05";
+ end;
+OnEnable:
+ enablenpc "Tourist#pin05";
+ end;
+OnDisable:
+ disablenpc "Tourist#pin05";
+ end;
+}
+
+ma_fild01,164,234,6 script Drumming Young Man#pin06 578,{
+ mes "ba-dum-DUM- ba-dum-DUM";
+ next;
+ mes "[Drumming Young Man]";
+ mes "The Pintados Festival wouldn't be a festival without a drummer.";
+ next;
+ mes "[Drumming Young Man]";
+ mes "Why don't you join?";
+ close;
+OnInit:
+ if (!$malaya_pintados_00)
+ disablenpc "Drumming Young Man#pin06";
+ end;
+OnEnable:
+ enablenpc "Drumming Young Man#pin06";
+ end;
+OnDisable:
+ disablenpc "Drumming Young Man#pin06";
+ end;
+}
+
+ma_fild01,170,231,4 script Drumming Young Man#pin07 578,{
+ mes "ba-dum-DUM- ba-dum-DUM";
+ next;
+ mes "[Drumming Young Man]";
+ mes "The Pintados from Pintados Festival means painted in our language.";
+ next;
+ mes "[Drumming Young Man]";
+ mes "So that is probably why we have people drawing special Tattoos during the festival.";
+ close;
+OnInit:
+ if (!$malaya_pintados_00)
+ disablenpc "Drumming Young Man#pin07";
+ end;
+OnEnable:
+ enablenpc "Drumming Young Man#pin07";
+ end;
+OnDisable:
+ disablenpc "Drumming Young Man#pin07";
+ end;
+}
+
+ma_fild01,164,228,6 script Drumming Young Man#pin08 578,{
+ mes "ba-dum-DUM- ba-dum-DUM";
+ next;
+ mes "[Drumming Young Man]";
+ mes "I don't remember it accurately, but they say the Pintados Festival was to celebrate a rich harvest.";
+ close;
+OnInit:
+ if (!$malaya_pintados_00)
+ disablenpc "Drumming Young Man#pin08";
+ end;
+OnEnable:
+ enablenpc "Drumming Young Man#pin08";
+ end;
+OnDisable:
+ disablenpc "Drumming Young Man#pin08";
+ end;
+}
+
+ma_fild01,170,234,4 script Beat Catching Boy#pin09 577,{
+ mes "ba-dum-TSH- ba-dum-TSH-";
+ next;
+ mes "[Beat Catching Boy]";
+ mes "I always get energetic when I hear drums and sticks in a rhythmic beat.";
+ next;
+ mes "[Beat Catching Boy]";
+ mes "ba-dum-TSH- ba-dum-TSH- So much fun!";
+ close;
+OnInit:
+ if (!$malaya_pintados_00)
+ disablenpc "Beat Catching Boy#pin09";
+ end;
+OnEnable:
+ enablenpc "Beat Catching Boy#pin09";
+ end;
+OnDisable:
+ disablenpc "Beat Catching Boy#pin09";
+ end;
+}
+
+ma_fild01,164,231,6 script Beat Catching Boy#pin10 577,{
+ mes "ba-dum-TSH- ba-dum-TSH-";
+ next;
+ mes "[Beat Catching Boy]";
+ mes "I may be using sticks to catch the beat right now but you never know if I'll grow big enough to play the drums, right?";
+ close;
+OnInit:
+ if (!$malaya_pintados_00)
+ disablenpc strnpcinfo(0);
+ end;
+OnEnable:
+ enablenpc strnpcinfo(0);
+ end;
+OnDisable:
+ disablenpc strnpcinfo(0);
+ end;
+}
+ma_fild01,170,228,4 duplicate(Beat Catching Boy#pin10) Beat Catching Boy#pin11 577