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authorL0ne_W0lf <L0ne_W0lf@54d463be-8e91-2dee-dedb-b68131a5f0ec>2011-08-27 03:25:00 +0000
committerL0ne_W0lf <L0ne_W0lf@54d463be-8e91-2dee-dedb-b68131a5f0ec>2011-08-27 03:25:00 +0000
commit1fe2e1773b9a7218fe5e39c4d2116194216b6986 (patch)
tree31a19349a7c55280bd21eeab4831fc0b838678bc /npc
parenta2ec62d8f24cbc11dcb646712c4c16a5cf897372 (diff)
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- Implemented first version of Archbishop skills. Preliminary version, see doc/3rd_job_notes.txt for details/bugs/issues with skills.
- Implemented fixed cast time, old cast time mechanics no longer available. Added bFixedCastRate used for reducing fixed cast time mechanic. Cast time calculations probably still needs work, as the cast rate reductions are probably additive and multiplicative as they used to be. - As a result, skill_delayfix_sc() has been removed, status effects that modify cast time are now calculated DURING cast time, not after. - Implemented skill cooldown in skill_cast_db.txt. Known issue is that the cooldowns should save on logout/server shutdown/etc. - Implemented new heal calculation and started work on MATK. Added bWeaponMatk, and bEquipmentMatk for use with new MATK mechanic. - Removed custom features and their config settings: delay_dependon_dex, delay_dependon_agi, castrate_dex_scale. - Increased max_def to 9999 for now, as that is by default the largest defense increase found in the Renewal database (Ahura_mazdah, GM item) - Added shield aspd reduction from job_db1.txt-- Not 100% sure on this one yet. Should be considered a WIP. - Modified updatestatus(), to display information more in line with the client's status window. - Updated some calculations in status_calc_misc to match renewal, needs a lot of work still. - ST_CHASEWALK and HP_BASILICA no longer have 0 cast time while being canceled. * Implemented 'Boss' Decrease AGI, like 'Boss' Heal - editable in skill.conf * clif_skill_fail() now accepts a new parameter, to be used in later messages. * status_change_start() now stores tick as duration upon being called, which fixes timers calling the function from showing negative durations. * Implemented skill ALL_PARTYFLEE. 1 level, increases party member flee by 10. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/branches/renewal@14941 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc')
-rw-r--r--npc/Changelog.txt4
-rw-r--r--npc/jobs/3-1/archbishop.txt2273
-rw-r--r--npc/mobs/towns/brasilis.txt16
-rw-r--r--npc/quests/quests_brasilis.txt4600
-rw-r--r--npc/scripts_jobs.conf2
-rw-r--r--npc/scripts_monsters.conf4
-rw-r--r--npc/warps/dungeons/bra_dun.txt17
7 files changed, 6912 insertions, 4 deletions
diff --git a/npc/Changelog.txt b/npc/Changelog.txt
index d66408ae9..96fa0b0c6 100644
--- a/npc/Changelog.txt
+++ b/npc/Changelog.txt
@@ -1,7 +1,9 @@
Date Added
======
+2011/08/26
+ * Rev. 14941 Added Archbishop job quest, and missing Brasilis files. [L0ne_W0lf]
2011/08/10
- * Revv. 14931 Added scripts and NPC Brasilis updates from trunk r14928. [L0ne_W0lf]
+ * Rev. 14931 Added scripts and NPC Brasilis updates from trunk r14928. [L0ne_W0lf]
2011/07/26
* Rev. 14922 Added Renewal Guides, and made the filenames uniform. [L0ne_W0lf]
2011/07/21
diff --git a/npc/jobs/3-1/archbishop.txt b/npc/jobs/3-1/archbishop.txt
new file mode 100644
index 000000000..a01e06b69
--- /dev/null
+++ b/npc/jobs/3-1/archbishop.txt
@@ -0,0 +1,2273 @@
+prt_church,103,88,3 script Praying Minister#arch 60,{
+ if (BaseJob != Job_Priest) {
+ if (BaseJob == job_Archbishop) {
+ mes "[Praying Minister]";
+ mes "Ah! An Archbishop.";
+ mes "You have reached the state of light.";
+ mes "I hope you give happiness and honor to people during your adventures.";
+ close;
+ }
+ else {
+ mes "[Praying Minister]";
+ mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
+ next;
+ mes "[Praying Minister]";
+ mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
+ next;
+ mes "[Praying Minister]";
+ mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world.";
+ next;
+ mes "[Praying Minister]";
+ mes "If you see any of these ministers, can you ask to them to go to the church in prontera?";
+ next;
+ mes "[Praying Minister]";
+ mes "They give out a special aura so you can easily recognize them.";
+ mes "I'm going to make them ministers worthy of serving Odin.";
+ close;
+ }
+ }
+ else {
+ if (Upper == 4) {
+ mes "[Praying Minister]";
+ mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
+ next;
+ mes "[Praying Minister]";
+ mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
+ next;
+ mes "[Praying Minister]";
+ mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world.";
+ next;
+ mes "[Praying Minister]";
+ mes "If you see any of these ministers, can you ask to them to go to the church in prontera?";
+ next;
+ mes "[Praying Minister]";
+ mes "They give out a special aura so you can easily recognize them.";
+ mes "I'm going to make them ministers worthy of serving Odin.";
+ close;
+ }
+ if ((BaseLevel == 99) && (JobLevel > 49)) {
+ if (job_arch == 0) {
+ if (SkillPoint) {
+ mes "You can't change jobs without using all your skill points. Please use all of your skill points before applying to change jobs~";
+ close;
+ }
+ mes "[Praying Minister]";
+ mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
+ next;
+ mes "[Praying Minister]";
+ mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
+ next;
+ mes "[Praying Minister]";
+ if (Sex == 1)
+ mes "Brother, how has your life been?";
+ else
+ mes "Sister, how has your life been?";
+ mes "Have you lived it to it's fullest?";
+ mes "Have you served your life in the light of Odin?";
+ next;
+ mes "[Praying Minister]";
+ mes "We are ministers and our behavior is seen as acts of the Gods.";
+ mes "We should always be mindful of this.";
+ next;
+ mes "[Praying Minister]";
+ mes "We should always tell the truth.";
+ mes "We should not fall prey to lies and deceit.";
+ next;
+ mes "[Praying Minister]";
+ if (Sex == 1)
+ mes "Brother...";
+ else
+ mes "Sister...";
+ mes "Even though we serve Odin, we are normal people.";
+ mes "We can be degraded in spite of ourselves and we must realize that.";
+ next;
+ mes "[Praying Minister]";
+ mes "We always try to keep our original intention in mind and spread Odin's rule.";
+ next;
+ select("How do I become like that?");
+ mes "[Praying Minister]";
+ mes "That's a good question.";
+ mes "We have lots of methods.";
+ mes "But, I recommend this.";
+ next;
+ mes "[Praying Minister]";
+ mes "Have you ever heard of a";
+ mes "^3131FFHoly Pilgrimage^000000?";
+ mes "A Holy Pilgrimage means going to a holy place to pray to the God Odin for protection and grace.";
+ next;
+ mes "[Praying Minister]";
+ mes "When you pray to Odin in the holy place, you will feel that you are born again.";
+ next;
+ mes "[Praying Minister]";
+ mes "What do you think?";
+ mes "Would you like to do a Holy Pilgrimage?";
+ next;
+ switch(select("Yes I want to.:I'll think about it.")) {
+ case 1:
+ mes "[Praying Minister]";
+ mes "That's the correct attitude.";
+ mes "A person who lives in one's mundane life would better have a new mind and body and evolve to the way of a true minister of Odin.";
+ next;
+ mes "[Praying Minister]";
+ mes "There is a small village named Umbala far from here.";
+ mes "That village is a where a tribe lives in harmony with nature.";
+ next;
+ mes "[Praying Minister]";
+ mes "Go there and find Priest Dayan.";
+ mes "Tell him exactly, ''^3131FFI'm here for the Holy Pilgrimage^000000.''";
+ next;
+ mes "[Praying Minister]";
+ mes "He's very old so he is hard of hearing.";
+ mes "You have to speak loud and clearly. You got it?";
+ mes "I hope that this paves the way for you to live in the light of Odin......";
+ set job_arch,1;
+ setquest 2187;
+ close;
+ case 2:
+ mes "[Praying Minister]";
+ mes "A Holy Pilgrimage isn't that difficult.";
+ mes "Just be mindful that once you start the path you will be on your way to the way of a true minister of Odin.";
+ next;
+ mes "[Praying Minister]";
+ mes "Feel free to visit me if you change your mind.";
+ mes "I'll always be here for you.";
+ close;
+ }
+ }
+ else {
+ mes "[Praying Minister]";
+ mes "How's it going?";
+ mes "Did you meet Priest Dayan in Umbala?";
+ close;
+ }
+ }
+ else {
+ mes "[Praying Minister]";
+ mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
+ next;
+ mes "[Praying Minister]";
+ mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
+ next;
+ mes "[Praying Minister]";
+ mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world.";
+ next;
+ mes "[Praying Minister]";
+ mes "If you see any of these ministers, can you ask to them to go to the church in prontera?";
+ next;
+ mes "[Praying Minister]";
+ mes "They give out a special aura so you can easily recognize them.";
+ mes "I'm going to make them ministers worthy of serving Odin.";
+ close;
+ }
+ }
+}
+
+umbala,137,227,5 script Utan Boy#arch 787,{
+ mes "[Utan Boy]";
+ mes "........";
+ close;
+}
+
+umbala,139,227,3 script Priest#arch 60,{
+ if (job_arch < 1) {
+ mes "[Priest]";
+ mes "Un...ba... Unba?";
+ close;
+ }
+ else if (job_arch == 1) {
+ mes "[Priest]";
+ mes "Un...ba... Umba?";
+ next;
+ mes "[Utan Boy]";
+ mes "...............";
+ next;
+ mes "[Priest]";
+ mes "Is that... right?";
+ mes "Hmm... so...";
+ mes "Um...ma? Umau...ma?";
+ emotion e_swt,"Priest#arch";
+ next;
+ mes "[Utan Boy]";
+ mes "...............";
+ next;
+ mes "[Priest]";
+ mes "Huuuuuu......";
+ mes "Oh, dear . I feel heavy.";
+ mes "hohohoho.";
+ next;
+ mes "- mumbling~ -";
+ next;
+ mes "[Priest]";
+ mes "hahahahaha.";
+ mes "huhuhuhu. humhum.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hello. are you... Priest Dayan?";
+ next;
+ mes "[Priest]";
+ mes "Huh?";
+ next;
+ mes "He turns his head towards you.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Aren't you Priest Dayan?";
+ next;
+ mes "[Priest]";
+ mes "muttering...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Priest! Da~yan! Right!?";
+ next;
+ mes "[Priest Dayan]";
+ mes "Ah~, yes.";
+ mes "Yes, I am.";
+ if (Sex == 1)
+ mes "I'm Dayan. Nice to meet you Brother.";
+ else
+ mes "I'm Dayan. Nice to meet you Sister.";
+ next;
+ mes "The old priest gives you an ear to ear grin. ";
+ next;
+ mes "[Priest Dayan]";
+ mes "I forgot to wear my hearing aid. hehe.";
+ mes "Anyway, why have you come here?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm, I wanted to tell you...";
+ next;
+ input .@input$;
+ mes "["+strcharinfo(0)+"]";
+ mes ""+.@input$+"";
+ next;
+ set .@urans$,.@input$;
+ set .@myans$,"I'm here for the Holy Pilgrimage";
+ set .@sungzi,compare(.@urans$,.@myans$);
+ if (.@sungzi == 0) {
+ mes "Priest Dayan doesn't seem to understand you. He just stares at you and smiles.";
+ next;
+ mes "[Priest]";
+ mes "Eh? Say what?";
+ close;
+ }
+ mes "[Priest Dayan]";
+ mes "..............?";
+ next;
+ mes "He cups his ears towards you.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
+ mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
+ mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
+ mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
+ next;
+ mes "[Priest Dayan]";
+ mes "Eh... are you?";
+ mes "A pilgrimage to the Holy Land...";
+ mes "It has been a long time since I've seen such a devout minister.";
+ if (Sex == 1)
+ mes "Welcome. Brother.";
+ else
+ mes "Welcome. Sister.";
+ next;
+ mes "The old priest gives you a gracious smile.";
+ next;
+ mes "[Priest Dayan]";
+ mes "See this village with the huge forest surrounding it.";
+ mes "Can you see a giant tree?";
+ next;
+ mes "[Priest Dayan]";
+ mes "That big tree is called The ^3131FFYggdrasil^000000.";
+ mes "That tree was created from Ymir's body after Odin created the world as you know it, Rune Midgard.";
+ next;
+ mes "[Priest Dayan]";
+ mes "A fountain pours out from the end of Yggdrasil's roots that spread to every world.";
+ next;
+ mes "[Priest Dayan]";
+ mes "The roots head to Nifflheim where you can find Hvergelmir spring.";
+ mes "In Rune Midgard there is Mimir's spring. And in Asgard, the world of the Gods, there is the Word spring.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Mimir spring wells with intelligence, myth says that if Odin lets you have his eye that you will gain all of the knowledge within that spring.";
+ next;
+ mes "[Priest Dayan]";
+ if (Sex == 1)
+ mes "Brother.";
+ else
+ mes "Sister.";
+ mes "Through the Holy Pilgrimage, we can make ourselves pious by cleansing our bodies and souls.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Enter the Yggdrasil.";
+ mes "You may be assaulted by creatures in there but be mindful that their intentions are only to protect the Yggdrasil.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Follow your steps with purpose.";
+ mes "If Odin doesn't abandon you, you can reach the beginning of the world at the stem of the Yggdrasil.";
+ mes "When you arrive there, find a quiet place.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Pray for a life of faith and expiate your sins with a pious mind.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Admire Odin's omniscience and omnipotence and pray for a wisdom to choose the right path.";
+ mes "^3131FFFeel free to ask me about how to pray^000000.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Lets see, go to the place of the most famous creature from Odin.";
+ next;
+ mes "[Priest Dayan]";
+ mes "After making your pilgrimage, let's have a drink together and talk about your experience.";
+ next;
+ mes "- Priest Dayan smiles again. -";
+ set job_arch,2;
+ changequest 2187,2188;
+ close;
+ }
+ else if (job_arch == 2) {
+ mes "[Priest Dayan]";
+ mes "This place is the holiest place in the world, Yggdrasil.";
+ mes "This holy ceremony will brighten your soul.";
+ next;
+ switch(select("How should I pray?:Cancel.")) {
+ case 1:
+ mes "[Priest Dayan]";
+ mes "Through prayer, we can follow four paths.";
+ mes "Remember what I say to you now.";
+ next;
+ mes "[Priest Dayan]";
+ mes "The 1st way is the ^3131FFway of meditation^000000.";
+ mes "In the way of meditation, we have to be ready to greet Odin with a clear conscience.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Meditation starts with a ^3131FFBlessing^000000 which calms your mind down.";
+ next;
+ mes "[Priest Dayan]";
+ mes "The 2nd is the ^3131FFway of agony^000000.";
+ mes "Through the way of agony, we reflect on ourselves with confession about our retribution for the deeds of a former life.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Don't be afraid of pain. That is a necessity and will be a first step to enter a way to liquidate past wounds.";
+ next;
+ mes "[Priest Dayan]";
+ mes "The 3rd way is the ^3131FFway of joy^000000.";
+ mes "As you rid yourself of pain, your mind will suffer less and you will experience the joy of life as you help and console others.";
+ next;
+ mes "[Priest Dayan]";
+ mes "They will bless you because you are an existence of joy overcoming an affliction. We call that ^3131FFAspersio^000000.";
+ mes "You must drink a ^3131FFHoly Water^000000 with appreciation of Aspersio.";
+ next;
+ mes "[Priest Dayan]";
+ mes "The last way is the ^3131FFway of light^000000.";
+ mes "You are free from all sin because you were blessed from all creation.";
+ next;
+ mes "[Priest Dayan]";
+ mes "You were reborn as light, sing a ^3131FFGloria^000000 of joy and soul that loves you.";
+ next;
+ mes "[Priest Dayan]";
+ mes "After finishing all of these prayers, just stand up with a pious mind.";
+ mes "If your prayer is truthful, Odin will lend you his wisdom.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Are you ready?";
+ mes "Okay, it's time to leave and exculpate yourself.";
+ mes "If your prayer is finished, let's talk.";
+ close;
+ case 2:
+ mes "[Priest Dayan]";
+ mes "I hope that my prayer can weaken your agony...";
+ close;
+ }
+ close;
+ }
+ else if (job_arch == 3) {
+ mes "[Priest Dayan]";
+ mes "Oh, you've come back.";
+ mes "I can feel that you have a fresh energy. Maybe you did pray truthfully.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I feel light-hearted. Like I was just reborn...";
+ next;
+ mes "[Priest Dayan]";
+ mes "Your faith gives you confidence and courage.";
+ mes "A smile from a peaceful mind will easily rid people of their wariness.";
+ mes "Please, inspire people with love and energy.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Thanks for your kind words.";
+ next;
+ mes "[Priest Dayan]";
+ if (Sex == 1)
+ mes "Brother.";
+ else
+ mes "Sister.";
+ mes "Now, there is a place you should go to.";
+ next;
+ mes "[Priest Dayan]";
+ mes "That place is Hugel in Schwaltzvalt.";
+ mes "There is a Nun praying there named Vinue, she is a true minister who prays for the suffering people in the world.";
+ mes "But the last time I saw her she seemed sad.";
+ next;
+ mes "[Priest Dayan]";
+ mes "Can you convince her to make a pilgrimage to Yggdrasil?";
+ mes "I think she is exhausted due to praying too much. I hope the air of Yggdrasil will be helpful to her.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Don't worry.";
+ mes "I'll go and meet her.";
+ next;
+ mes "[Priest Dayan]";
+ if (Sex == 1)
+ mes "Feel free to visit here when you want to pray, brother.";
+ else
+ mes "Feel free to visit here when you want to pray, sister.";
+ mes "A visit from a friend always makes me happy.";
+ set job_arch,4;
+ changequest 2188,2189;
+ close;
+ }
+ else {
+ mes "[Dayan]";
+ mes "Did you find Vinue in Hugel?";
+ close;
+ }
+}
+
+yggdrasil01,220,47,0 script #A pilgrimage to the Ho 139,5,5,{
+OnTouch:
+ if (job_arch == 2) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Is it the spring of Hvergelmir.";
+ mes "This place is a very vivid and peaceful place.";
+ mes "It's proper to pray.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Time to genuflect...";
+ mes "Hmm, what did that priest say to me?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm... What is the first way?";
+ next;
+ switch(select("The way of silence.:The way of confession.:The way of meditation.")) {
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "";
+ mes "I don't think so.";
+ close;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "The way of confession...?";
+ mes "I don't think so.";
+ close;
+ case 3:
+ mes "["+strcharinfo(0)+"]";
+ mes "The way of meditation...?";
+ mes "Yes, it's the way of meditation.";
+ next;
+ break;
+ }
+ mes "^3131FF[Priest Dayan]^000000";
+ mes "^3131FFThe 1st way is the way of meditation.^000000";
+ mes "^3131FFIn the way of meditation, we have to be ready to greet Odin with a clear conscience.^000000";
+ next;
+ mes "^3131FF[Priest Dayan]^000000";
+ mes "^3131FFMeditation starts with a Blessing which calms your mind down.^000000";
+ next;
+ mes "- You close your eyes slowly and take a deep breath. -";
+ next;
+ mes "- * BLESSING! * -";
+ specialeffect2 EF_BLESSING;
+ next;
+ mes "Your mind is refreshed with the blessing effect.";
+ mes "You continue to meditate trying to rid your mind of any ill feelings.";
+ next;
+ mes "^3131FF[Priest Dayan]^000000";
+ mes "^3131FFThe 2nd is the way of agony^000000.";
+ mes "^3131FFThrough the way of agony, we reflect on ourselves with confession about our retribution for the deeds of a former life.^000000";
+ next;
+ mes "^3131FF[Priest Dayan]^000000";
+ mes "^3131FFDon't be afraid of pain. That is a necessity and will be a first step to enter a way to liquidate past wounds.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Pain... What kind of faults have I had?";
+ input .@input$;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I confess my guilt to the Almighty God Odin.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "^3131FF"+.@input$+".^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh benevolent Odin, Take mercy on me and pity me because I'm remiss in the discharge of my duties as a minister.";
+ mes "Please, lead the way and save a foolish minister with your wisdom.";
+ next;
+ mes "You ruminate about your confession and are lost in thought again.";
+ next;
+ mes ".............................";
+ next;
+ mes ".............................";
+ mes ".........................";
+ next;
+ mes ".............................";
+ mes ".........................";
+ mes ".....................";
+ next;
+ mes "^3131FF[Priest Dayan]^000000";
+ mes "^3131FFThe 3rd way is the way of joy.^000000";
+ mes "^3131FFAs you rid yourself of pain, your mind will suffer less and you will experience the joy of life as you help and console others.^000000";
+ next;
+ mes "^3131FF[Priest Dayan]^000000";
+ mes "^3131FFAnd also they will bless you because you are an existence of joy overcoming an affliction. We call that Aspersio^000000.";
+ mes "^3131FFYou must drink a Holy Water with appreciation of Aspersio.^000000";
+ next;
+ if (!countitem(523)) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh no! I forgot to bring a Holy Water!";
+ close;
+ }
+ mes "- You bow respectfully holding up a Holy Water and put the glass to your lips. -";
+ next;
+ mes "- * ASPERSIO ! * -";
+ specialeffect2 EF_ASPERSIO;
+ next;
+ specialeffect2 EF_RECOVERY;
+ mes ".............................";
+ next;
+ mes ".............................";
+ mes ".........................";
+ next;
+ mes ".............................";
+ mes ".........................";
+ mes ".....................";
+ next;
+ mes "^3131FF[Priest Dayan]^000000";
+ mes "^3131FFThe last way is a way of light^000000.^000000.";
+ mes "^3131FFYou are free from all sin because you were blessed from all creation.^000000";
+ next;
+ mes "^3131FF[Priest Dayan]^000000";
+ mes "^3131FFYou were reborn as light, sing a Gloria of joy and soul that love you.^000000";
+ next;
+ mes "- You breath in deep and start to sing a Gloria.";
+ mes "A chord crashs out in the spring of Hvergelmir and a waterfall sound gives you a refreshing feeling. -";
+ specialeffect2 EF_GLORIA;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "~Descendants of Heimdal gather under the Ash tree Yggdrasil.~";
+ mes "~The Curdan bird which sits on a branch brings me the wisdom of whole world.~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "~The Curdan wolf protects me from all threats in the world.~";
+ specialeffect2 EF_GLORIA;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "~The host of ballascalf, rise up from your seat. The whole world shouts for joy.~";
+ mes "~The father of light, the poet of wisdom, sing for me.~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "~The host of a glittering glass, give me a holy prediction.~";
+ specialeffect2 EF_GLORIA;
+ next;
+ mes "- After you finish the song, you feel light and strong with abundant devotion. -";
+ specialeffect2 EF_BLESSING;
+ specialeffect2 EF_RESURRECTION;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "That was refreshing.";
+ mes "I guess I should go back to Priest Dayan.";
+ set job_arch,3;
+ close2;
+ warp "umbala",138,219;
+ end;
+ }
+ else if (job_arch == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "The song is over. It's time to go back to Priest Dayan.";
+ close2;
+ warp "umbala",138,219;
+ end;
+ }
+}
+
+hu_in01,205,204,7 script Praying Nun#benew 79,{
+ if (job_arch == 4) {
+ mes "- There is a nun closing her eyes as she murmurs something which sounds like a prayer. -";
+ next;
+ switch(select("Talk to her.:Stay Quiet.")) {
+ case 1:
+ break;
+ case 2:
+ mes "- You don't feel like disturbing her -";
+ close;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "Umm, hello sister?";
+ next;
+ mes "[Vinue]";
+ mes "Ah, Welcome.";
+ mes "It's not time to have a service yet...";
+ if (Sex == 1)
+ mes "Are you here to pray, brother?";
+ else
+ mes "Are you here to pray, sister?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I came here to say hello from Priest Dayan from Prontera.";
+ next;
+ mes "[Vinue]";
+ mes "Ah, Priest Dayan.";
+ mes "Is he good?";
+ mes "He is so cute even though he's old.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "He told me that he was worried because when he saw you last time, you seemed sad.";
+ mes "He asks you to go on a Holy Pilgrimage.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Umbala has the vital power of nature!";
+ next;
+ mes "[Vinue]";
+ mes "Ah...";
+ if (Sex == 1)
+ mes "He's very kind. As are you brother.";
+ else
+ mes "He's very kind. As are you sister.";
+ next;
+ mes "[Vinue]";
+ mes "But don't worry.";
+ mes "I'm just a little tired because of a bad dream.";
+ next;
+ mes "[Vinue]";
+ mes "Evil is always watching for our souls.";
+ mes "If you are indifferent to praying, it never misses an opportunity.";
+ next;
+ switch(select("A dream? What kind of dream?:Your soul should be fine.")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Vinue]";
+ mes "Oh but that's where you're wrong.";
+ mes "My soul may be the most at risk.";
+ mes "Thank you for delivering the message.";
+ mes "I'll go back to my prayers.";
+ close;
+ }
+ mes "[Vinue]";
+ mes "That is...";
+ mes "Actually I started to have a bad dream from the date I was appointed.";
+ next;
+ mes "[Vinue]";
+ mes "At first, it was a dream that Valkyrie was sad and in darkness.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Valkyrie?";
+ next;
+ mes "[Vinue]";
+ mes "Yeah...";
+ mes "She was crying in a pitch-black room.";
+ mes "Hanging down like a bird that had its wings cut.";
+ next;
+ mes "[Vinue]";
+ mes "But, as time went by, the dream became scarier. Now Valkyrie is arrested with chains and then finally she is dashed to pieces.";
+ next;
+ mes "[Vinue]";
+ mes "What a cruel performance! I suddenly can't breathe properly and then I wake up.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "To have to see the death of Valkyrie, must be a tormenting dream.";
+ next;
+ mes "[Vinue]";
+ mes "Is it just a nightmare?";
+ mes "Or do you think it is an omen?";
+ next;
+ mes "[Vinue]";
+ mes "I've been wanting to pray at Odin's shrine to make the dream go away. But that shrine became a den of evil a long time ago.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "The shrine?";
+ mes "Nobody tried to subdue the evil?";
+ next;
+ mes "[Vinue]";
+ mes "Unfortunely, I'm a nun who doesn't have any exorcism skill...";
+ mes "Residents of Hugel just stood aghast of the sight because they are not familiar with adventure.";
+ next;
+ mes "[Vinue]";
+ mes "Thesedays, there are a lot of people because of the development of the Odin shrine, but their situation is not so good.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Is the dream related with the evil in the Odin shrine?";
+ next;
+ mes "[Vinue]";
+ mes "Hum... well.";
+ mes "I don't have any way to find out.";
+ mes "I don't have a method, so I just pray.";
+ next;
+ switch(select("I'll investgate for you.:I'll pray with you.")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Vinue]";
+ mes "Thank you.";
+ mes "I'll pray that the darkness stays away.";
+ mes "I hope you have a good time with the festival here in Hugel.";
+ close;
+ }
+ mes "[Vinue]";
+ mes "Yeah?";
+ mes "But, it'll be scary inside!";
+ mes "There are lots of devils inside!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "But I can't pretend to ignore a Sister who is in trouble?";
+ mes "I'm a minister who copes with lots of asceticism!";
+ mes "Entrust me.";
+ next;
+ mes "[Vinue]";
+ mes "Ah... I'm so worried....";
+ mes "I'll never forget your warm heart.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "How do I get to Odin shrine?";
+ next;
+ mes "[Vinue]";
+ mes "There is a ferry on the right side of the church.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ok, wait for good news!";
+ next;
+ mes "[Vinue]";
+ mes "I'll pray for your safe return.";
+ mes "I hope that Odin gives you his protection as well.";
+ set job_arch,5;
+ changequest 2189,2190;
+ close;
+ }
+ else if ((job_arch > 4) && (job_arch < 100)) {
+ mes "[Vinue]";
+ mes "I'll pray for your safe return.";
+ close;
+ }
+ else {
+ mes "[Vinue]";
+ mes "I feel refreshed.";
+ mes "It must be good news?";
+ mes "Thanks the Gods.";
+ close;
+ }
+}
+
+odin_tem02,282,263,0 script #find_val -1,3,3,{
+OnTouch:
+ if ((job_arch > 4) && (job_arch < 100))
+ enablenpc "Valkyrie Illusion#arch";
+ end;
+}
+
+odin_tem02,281,275,3 script Valkyrie Illusion#arch 403,{
+ if ((job_arch > 4) && (job_arch < 100)) {
+ mes "You can see Valkyrie who has a despairing face.";
+ next;
+ switch(select("Touch Valkyrie's Illusion.:Turn away.")) {
+ case 1:
+ mes "You lose your consciousness while getting a closer view of Valkyrie's Illusion.";
+ close2;
+ specialeffect2 EF_CLOAKING;
+ warp "job3_arch01",29,29;
+ disablenpc "Valkyrie Illusion#arch";
+ break;
+ case 2:
+ mes "Out of fear, you turn away from Valkyrie's illusion.";
+ close2;
+ disablenpc "Valkyrie Illusion#arch";
+ break;
+ }
+ }
+ end;
+
+OnInit:
+ disablenpc "Valkyrie Illusion#arch";
+ end;
+}
+
+job3_arch01,29,34,3 script Valkyrie#arch 403,{
+ if (Upper == 4) {
+ mes "[Valkyrie]";
+ //Custom translation
+ mes "You are only a child.";
+ mes "My job is very difficult, I do not need to tollerate a child's joke. Away with you!";
+ close;
+ }
+ if (!checkweight(1201,2)) {
+ //Custom translation
+ mes "- bags must be emptied before they can proceed. -";
+ close;
+ }
+ if ((BaseLevel != 99) || (JobLevel < 50)) {
+ warp "odin_tem02",282,263;
+ end;
+ }
+ if (getmercinfo(0)) {
+ mes "[Valkyrie]";
+ mes "If you want to talk with me, you have to ^3131FFcancel all contracts^000000 with any mercenaries you have.";
+ close;
+ }
+ if (SkillPoint) {
+ mes "You can't progress without using all your skill points. Please use all of your skill points before progressing~";
+ close;
+ }
+ if (BaseJob != Job_Priest) {
+ warp "odin_tem02",282,263;
+ end;
+ }
+ else {
+ if (BaseJob != Job_Archbishop) {
+ if (job_arch < 5) {
+ warp "odin_tem02",282,263;
+ end;
+ }
+ else if (job_arch == 5) {
+ mes "[Valkyrie]";
+ mes "In the heavens the sound of pipes spread out, but a bird that can't fly crawls and finally is crushed to pieces on the ground.";
+ mes "Ah, I'm resentful! so regretful!";
+ next;
+ mes "- Valkyrie holds its face, then she finds you and stares with a threatening face. -";
+ next;
+ mes "[Valkyrie]";
+ mes "You are a descendant of Heimdal living in pain as a mortal, why are you in here?";
+ mes "Are you here to ridicule my grim fate?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "No way!";
+ mes "But it's true that I'm here for you.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "...me?";
+ mes "Of course I'm staying in Midgard, but we are under the yoke of fate that can't coexist in this world.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I see, is your goal to enter Valhalla?";
+ mes "If you do, it's the wrong place for you.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I was already expelled from Asgard.";
+ mes "My duty is protecting this small island from humans trying to take it from the Gods and even I don't have any energy to do so.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "It's not that kind of problem.";
+ mes "But someone who perceives your painful situation has sent me here.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Haha! You are going to help me?!";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "...................";
+ next;
+ mes "- Valkyrie gives you a fierce scowl. -";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "In fact, I can't do anything with my body now.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Human, answer me. Are you here to sincerely help me?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Valkyrie Anguhilde]";
+ mes "I knew that I couldn't trust a human!";
+ close2;
+ warp "odin_tem02",282,263;
+ end;
+ }
+ mes "[Valkyrie Anguhilde]";
+ mes "Ok...";
+ mes "I don't have any energy to hold my own, so I have no choice but to trust you.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I was a normal Valkyrie that lead soldiers to Valhalla according to the order of Odin.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "But I harmed Freki, one of Odin's wolves, and I was expelled form Asgard without any energy as a Valkyrie with orders to protect this island.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I was disgraced, this island is important as a temple for Odin and the various Gods.";
+ mes "I tried to do my best to protect this holy place.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "But one day, the devil started to gain influence on this island.";
+ mes "I don't know why they came here and from where they came from.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "They seiged the temple and I exhausted my energy tring to fight them all myself.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "The holy shrine was tainted by the devils.";
+ mes "How long do I have to be under this dishonorable fate!";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Mortal one, what is your name?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "My name is "+strcharinfo(0)+".";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes ""+strcharinfo(0)+",";
+ mes "You told me that you want to help me, right? Even though it disgraces me, I am asking for your help.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "This place may look like it was made my humans. Actually, it's a very important monument and also a part of the God's history.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I've lost all of my energy and my body is sealed so there is no way for me to protect the shrine.";
+ mes "You have to send a message to Valhalla to ask for help from a Valkyrie quickly.";
+ next;
+ select("How can I do that?");
+ mes "[Valkyrie Anguhilde]";
+ mes "At the ^3131FFtop of the shrine^000000, You can contact to them with a ^3131FFGolden pipe^000000.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I'm going to give you a scroll of paper written in an ancient language.";
+ mes "In that scroll, there is my impersonation.";
+ mes "^3131FFIf you go outside, you can summon a Valkyrie with that scroll.^000000";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "After you summon my impersonation, you have to find a ^3131FFBroken pipe^000000.";
+ mes "Maybe it'll be spread in the shrine...";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "You have to go to the top of the shrine, collecting all broken pipes from the impersonation.";
+ mes "And then I'm going to take care of the matter.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000.";
+ mes "But you have to be careful if an imeprsonation falls down.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "When you finish preparing to go on, talk to me again.";
+ mes "It'll be a long journey...";
+ set job_arch,6;
+ close;
+ }
+ else if (job_arch == 6) {
+ if ($@archbs== 0) {
+ set $@archbs,1; //Global Variable
+ mes "[Valkyrie Anguhilde]";
+ mes ""+strcharinfo(0)+" Did you finish preparing for your way of asceticism?";
+ next;
+ set .@exampc,getmapusers("job3_arch02");
+ if (.@exampc > 0) {
+ mes "[Valkyrie Anguhilde]";
+ //Custom translation
+ mes "Ah, it seems someone is already combating the evil in the temple.";
+ mes "I will go see who it is, please wait a moment.";
+ set $@archbs,0; //Global Variable
+ close;
+ }
+ else {
+ mes "[Valkyrie Anguhilde]";
+ mes "Ok. Now I'm going to send you there.";
+ mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000. Don't forget.";
+ set $@archbs,0; //Global Variable
+ close2;
+ nude;
+ if (countitem(2798))
+ delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
+ donpcevent "start#arch::OnEnable";
+ set job_arch,7;
+ changequest 2190,2191;
+ warp "job3_arch02",119,49;
+ disablenpc "Valkyrie#arch";
+ end;
+ }
+ }
+ else {
+ mes "[Valkyrie Anguhilde]";
+ //Custom translation
+ mes "I am already talking to someone, please wait and talk to me again.";
+ close;
+ }
+ }
+ else if (job_arch == 7) {
+ if (countitem(12381))
+ delitem 12381,countitem(12381); //ValkyrieA_Scroll
+ if (countitem(12382))
+ delitem 12382,countitem(12382); //ValkyrieB_Scroll
+ if ($@archbs == 0) {
+ set $@archbs,1; //Global Variable
+ mes "[Valkyrie Anguhilde]";
+ mes "Are you ok human?";
+ mes "It was not as easy as I expected.";
+ mes "Will you challenge again?";
+ next;
+ set .@exampc,getmapusers("job3_arch02");
+ if (.@exampc > 0) {
+ set $@archbs,0; //Global Variable
+ mes "[Valkyrie Anguhilde]";
+ //Custom translation
+ mes "Ah, it seems someone is already combating the evil in the temple.";
+ mes "I will see who it is, please wait a moment.";
+ close;
+ }
+ else {
+ set $@archbs,0; //Global Variable
+ mes "[Valkyrie Anguhilde]";
+ mes "OK. now I'm going to send you there.";
+ mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000.";
+ mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000.";
+ mes "But you have to be careful if an imeprsonation falls down.";
+ close2;
+ nude;
+ if (countitem(2798))
+ delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
+ donpcevent "start#arch::OnEnable";
+ set job_arch,7;
+ warp "job3_arch02",119,49;
+ disablenpc "Valkyrie#arch";
+ end;
+ }
+ }
+ else {
+ mes "[Valkyrie Anguhilde]";
+ //Custom translation
+ mes "I am already talking to someone, please wait and talk to me again.";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+Onbc:
+ set $@archbs,0; //Global Variable
+ //Custom translation
+ mapannounce "job3_arch01", "Valkyrie's Cry: I hear the laughter of the devil, someone has fallen in the temple.",bc_map,"0xFFCE00";
+ enablenpc "Valkyrie#arch";
+ end;
+}
+
+job3_arch02,119,49,0 script #arch_1_start -1,6,6,{
+OnTouch:
+ if (!countitem(12381))
+ getitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: I feel heavy! Set me free!",bc_map,"0xFFCE00";
+ disablenpc "#arch_1_start";
+ end;
+}
+
+job3_arch02,112,73,0 script #arch_1_01 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,94,123,0 script #arch_1_02 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,93,173,0 script #arch_1_03 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,114,186,0 script #arch_1_04 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,134,201,0 script #arch_1_05 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,154,211,0 script #arch_1_06 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,175,227,0 script #arch_1_07 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,201,240,0 script #arch_1_08 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,223,252,0 script #arch_1_09 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,255,268,0 script #arch_1_10 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,269,302,0 script #arch_1_11 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,245,289,0 script #arch_1_12 -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,203,286,0 script #arch_1_boss -1,5,5,{
+OnTouch:
+ if (countitem(12381)) {
+ delitem 12381,1; //ValkyrieA_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2037) { //VALKYRIE_A
+ mapannounce "job3_arch02", "Valkyrie's Nightmare: An incompetent illusion of Valkyrie came here with the assistance of humans. You wanna have that nightmare?",bc_map,"0xFF0000";
+ donpcevent "mob#arch_1::Onkill";
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,390,390,1 script #arch_redcell 844,{
+ end;
+
+OnInit:
+ setcell "job3_arch02",276,290,280,294,cell_walkable,0;
+ setcell "job3_arch02",276,290,280,294,cell_shootable,0;
+ end;
+
+Ongreen:
+ setcell "job3_arch02",276,290,280,294,cell_walkable,1;
+ setcell "job3_arch02",276,290,280,294,cell_shootable,1;
+ end;
+
+Onred:
+ setcell "job3_arch02",276,290,280,294,cell_walkable,0;
+ setcell "job3_arch02",276,290,280,294,cell_shootable,0;
+ end;
+}
+
+job3_arch02,390,389,1 script #arch_val01 844,{
+ end;
+
+OnEnable:
+ areamonster "job3_arch02",108,322,118,332,"Valkyrie's Nightmare",2036,1,"#arch_val01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("job_arch02","#arch_val01::OnMyMobDead") < 1) {
+ donpcevent "#arch_redcell::Ongreen";
+ mapannounce "job3_arch02", "Valkyrie's Nightmare: Your win is only a false image! hahahaha!",bc_map,"0xFF0000";
+ enablenpc "Valkyrie#arch_01";
+ disablenpc "#arch_1_start";
+ disablenpc "#arch_1_01";
+ disablenpc "#arch_1_02";
+ disablenpc "#arch_1_03";
+ disablenpc "#arch_1_04";
+ disablenpc "#arch_1_05";
+ disablenpc "#arch_1_06";
+ disablenpc "#arch_1_07";
+ disablenpc "#arch_1_08";
+ disablenpc "#arch_1_09";
+ disablenpc "#arch_1_10";
+ disablenpc "#arch_1_11";
+ disablenpc "#arch_1_12";
+ disablenpc "#arch_1_boss";
+ }
+ end;
+
+Onkill:
+ killmonster "job3_arch02","#arch_val01::OnMyMobDead";
+ end;
+}
+
+job3_arch02,390,387,1 script #arch_val02 844,{
+ end;
+
+OnEnable:
+ areamonster "job3_arch02",239,41,249,51,"Valkyrie's Nightmare",2036,1,"#arch_val02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("job_arch02","#arch_val02::OnMyMobDead") < 1) {
+ mapannounce "job3_arch02", "Valkyrie's Nightmare: You are so childish. I invite you to a devil's party. I'll make sure you have a fun!",bc_map,"0xFF0000";
+ enablenpc "Valkyrie#arch_02";
+ disablenpc "#arch_2_boss";
+ viewpoint 1,279,234,1,0xFFFF99;
+ }
+ end;
+
+Onkill:
+ killmonster "job3_arch02","#arch_val02::OnMyMobDead";
+ end;
+}
+
+job3_arch02,113,327,5 script Valkyrie#arch_01 403,{
+ if (getmercinfo(0)) {
+ mes "[Valkyrie]";
+ mes "If you want to talk with me, you have to ^3131FFcancel all contracts^000000 with any mercenaries you have.";
+ close;
+ }
+ mes "[Valkyrie Anguhilde]";
+ mes "The devil always makes an effort to agitate people's mind.";
+ mes "You don't have to care about their whisperings.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Anyway I can feel my energy coming back.";
+ mes "Show me the stuff that you found.";
+ next;
+ mes "- You show a golden piece of pipe to Valkyrie. -";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Oh, It's a piece of pipe!";
+ mes "If you collect pieces, you can ask other Valkyries for help.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Because of a close battle, I could only get a little energy.";
+ mes "I'm going to give a ^3131FFnew ancient scroll^000000.";
+ mes "It'll be helpful to find the rest of pieces.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Then I look forward a good news.";
+ close2;
+ getitem 12382,1; //ValkyrieB_Scroll
+ viewpoint 1,244,46,1,0xFFFF99;
+ disablenpc "Valkyrie#arch_01";
+ donpcevent "#arch_2_start::OnEnable";
+ end;
+}
+
+job3_arch02,244,46,5 script Valkyrie#arch_02 403,{
+ mes "[Valkyrie Anguhilde]";
+ mes "Did you find the rest of the pieces?";
+ next;
+ if (countitem(6154) < 2) {
+ mes "[Valkyrie Anguhilde]";
+ mes "Hum?";
+ mes "I can see this one beside you.";
+ getitem 6154,2; //Broken_Horn_Pipe
+ next;
+ }
+ mes "[Valkyrie Anguhilde]";
+ mes "OK.";
+ mes "I'll complete the broken horn pipe!";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "But the battle is not finished yet.";
+ mes "You remember a ^3131FFruined shrine on the center of the island^000000?";
+ mes "It'll be completed only when you use a horn pipe.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I can feel the air around me is getting impure.";
+ mes "And feel the coldness of the pitch-black darkness.";
+ mes "This time will be dangerous.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I give you a necklace as a present.";
+ mes "But I'm not sure that It'll be helpful or not....";
+ mes "Take care.";
+ mes "Please, hurry up!";
+ close2;
+ getitem 2798,1; //Will_Of_Exhausted_Angel
+ disablenpc "Valkyrie#arch_02";
+ donpcevent "#arch_3_start::OnEnable";
+ end;
+}
+
+job3_arch02,279,234,0 script #arch_end -1,7,7,{
+OnInit:
+ disablenpc "#arch_end";
+ end;
+
+OnTouch:
+ donpcevent "#arch_3_01::Onkill";
+ donpcevent "#arch_3_02::Onkill";
+ donpcevent "#arch_3_03::Onkill";
+ donpcevent "mob#arch_2::Onkill";
+ enablenpc "Valkyrie Anguhilde#end";
+ if (!checkweight(1201,1)) {
+ mes "- Wait a moment! -";
+ mes "- Currently you are carrying -";
+ mes "- too many items with you. -";
+ mes "- Please come back after -";
+ mes "- you put some items into Kafra Storage. -";
+ close;
+ }
+ if (countitem(6154) < 2) {
+ mes "[Valkyrie Anguhilde]";
+ mes "Did you collect all of the pieces of my horn pipe?";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I know you bent over backwards to help me, but I can't do anything without 2 pieces of horn pipe.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "It can be dangerous, so let's go back.";
+ close;
+ nude;
+ if (countitem(2798))
+ delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
+ delitem 6154,countitem(6154); //Broken_Horn_Pipe
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ mes "[Valkyrie Anguhilde]";
+ mes "Finally we finished all the preparations.";
+ next;
+ mes "Valkyrie holds the pipe and blows towards the sky.";
+ next;
+ mes "Booo - - - -";
+ next;
+ mes "Booo - - -";
+ next;
+ enablenpc "Valkyrie of the heavens";
+ mes "[Valkyrie Anguhilde]";
+ mes "Assistance of Odin! Soldiers of Valhalla!";
+ mes "The holy place of the God Odin is tainted by darkness!";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Don't worry, Anguhilde.";
+ mes "Your desire has reached Valhalla.";
+ mes "The devils were removed by other Valkyries as you wanted.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Valkyries! Then is it safe now?";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Yes Anguhilde.";
+ mes "Even though you were expelled because of a incident before, Odin said that he is reconsidering your banishment.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Ah! I can go back to Asgard!";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Don't make a hasty generalization.";
+ mes "But I think that good news will be sent to you.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Honor to Odin!";
+ mes "I feel full of grace.";
+ mes "So bright and warm....";
+ next;
+ mes "- Shoooo -";
+ specialeffect EF_CLOAKING,"Valkyrie Anguhilde#end";
+ disablenpc "Valkyrie Anguhilde#end";
+ emotion e_omg,1;
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Set your mind at ease.";
+ mes "She went to a place where she is supposed to be.";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "I think you don't get it.";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Anguhilde is a Valkyrie who is dead for a long time ago.";
+ mes "Didn't you see a shrine covered by the devil?";
+ mes "Unfortunately, Anguhilde couldn't cope with the task and fell down.";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Here is an illusion of Anguhilde who doesn't want to be recognized.";
+ mes "She can't go to hell even when she is dead, and struggles from her constant nightmare.";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "But she is relieved by your favor.";
+ mes "Even though It's different with reality but now she may be able to rest in peace.";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Human, the Valkyries are in your debt. Thank you.";
+ mes "I can't invite you as I want, but the power given by Odin can help you.";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Now, go back to your world.";
+ mes "The sound of the horn pipe and a bird's chirpings will be spread out for you.";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Don't forget an altruistic minister's spirit like today forever.";
+ mes "I hope we see each other in Valhalla sometime.";
+ nude;
+ if (countitem(2798))
+ delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
+ delitem 6154,countitem(6154); //Broken_Horn_Pipe
+ set job_arch,100;
+ completequest 2191;
+ getitem 5747,1; //Mitra
+ getitem 2795,1; //Green_Apple_Ring
+ jobchange Job_Archbishop,Upper;
+ close;
+}
+
+job3_arch02,281,232,1 script Valkyrie Anguhilde#end 403,{
+ end;
+
+OnInit:
+ disablenpc "Valkyrie Anguhilde#end";
+ end;
+}
+
+job3_arch02,273,235,5 script Valkyrie of the heavens 811,{
+ if (job_arch == 100) {
+ mes "[Valkyrie of the heavens]";
+ mes "Now, go back to your world.";
+ mes "The sound of the horn pipe and a bird's chirpings will be spread out for you.";
+ next;
+ mes "[Valkyrie of the heavens]";
+ mes "Don't forget an altruistic minister's spirit like today forever.";
+ mes "I hope we see each other in Valhalla sometime.";
+ close2;
+ mapwarp "job3_arch02","job_arch01",29,29;
+ }
+ end;
+
+OnInit:
+ disablenpc "Valkyrie of the heavens";
+ end;
+}
+
+job3_arch02,132,323,0 script #arch_2_01 -1,5,5,{
+OnTouch:
+ if (countitem(12382))
+ mapannounce "job3_arch02", "Whispering of Valkyrie: I see a new ancient scroll!",bc_map,"0x000000";
+ end;
+}
+
+job3_arch02,167,313,0 script #arch_2_02 -1,5,5,{
+OnTouch:
+ if (countitem(12382)) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2038) { //VALKYRIE_B
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
+ else
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,127,304,0 script #arch_2_03 -1,5,5,{
+OnTouch:
+ if (countitem(12382)) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2038) { //VALKYRIE_B
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
+ else
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,207,279,0 script #arch_2_04 -1,5,5,{
+OnTouch:
+ if (countitem(12382)) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2038) { //VALKYRIE_B
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
+ else
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,239,281,0 script #arch_2_05 -1,5,5,{
+OnTouch:
+ if (countitem(12382)) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2038) { //VALKYRIE_B
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
+ else
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,269,303,0 script #arch_2_06 -1,5,5,{
+OnTouch:
+ if (countitem(12382)) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2038) { //VALKYRIE_B
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
+ else
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,288,283,0 script #arch_2_07 -1,5,5,{
+OnTouch:
+ if (countitem(12382)) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2038) { //VALKYRIE_B
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
+ else
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,278,234,0 script #arch_2_08 -1,5,5,{
+OnTouch:
+ if (countitem(12382)) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2038) { //VALKYRIE_B
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
+ else
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,234,179,0 script #arch_2_09 -1,5,5,{
+OnTouch:
+ if (countitem(12382)) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2038) { //VALKYRIE_B
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
+ else
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,227,169,0 script #arch_2_10 -1,5,5,{
+OnTouch:
+ if (countitem(12382)) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2038) { //VALKYRIE_B
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
+ else
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,190,146,0 script #arch_2_11 -1,5,5,{
+OnTouch:
+ if (countitem(12382)) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2038) { //VALKYRIE_B
+ set .@randht,rand(1,10);
+ if (.@randht < 8)
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
+ else if ((.@randht == 8) && (.@randht == 9))
+ mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
+ else
+ mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
+ end;
+ }
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ }
+}
+
+job3_arch02,206,113,0 script #arch_2_boss -1,5,5,{
+OnTouch:
+ if (countitem(12382)) {
+ delitem 12382,1; //ValkyrieB_Scroll
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ end;
+ }
+ else {
+ if (getmercinfo(1) == 2038) //VALKYRIE_B
+ mapannounce "job3_arch02", "A shout of devil: You are so childish. I invite you a party of devil. I'll make you have a fun!",bc_map,"0xFF0000";
+ else {
+ mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ }
+ end;
+ }
+}
+
+job3_arch02,284,159,0 script #arch_3_01 -1,20,20,{
+OnInit:
+ enablenpc "#arch_3_01";
+ end;
+
+OnTouch:
+ if (BaseJob != Job_Priest) {
+ mapannounce "job3_arch02", "Frus: Do you want to see God? Okay, I'll send you to the land of the dead by myself!",bc_map,"0xFF0000";
+ areamonster "job3_arch02",239,41,249,51,"Frus",1762,1,"#arch_3_01::OnMyMobDead";
+ }
+ disablenpc "#arch_3_01";
+ end;
+
+Onkill:
+ killmonster "job3_arch02","#arch_3_01::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+job3_arch02,307,200,0 script #arch_3_02 -1,5,5,{
+OnInit:
+ enablenpc "#arch_3_02";
+ end;
+
+OnTouch:
+ if (BaseJob == Job_Priest) {
+ mapannounce "job3_arch02", "Skogul: You are my guest!",bc_map,"0xFF0000";
+ areamonster "job3_arch02",306,199,308,201,"Skogul",1761,1,"#arch_3_02::OnMyMobDead";
+ }
+ disablenpc "#arch_3_02";
+ end;
+
+Onkill:
+ killmonster "job3_arch02","#arch_3_02::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+job3_arch02,296,216,0 script #arch_3_03 -1,5,5,{
+OnInit:
+ disablenpc "#arch_3_03";
+ end;
+
+OnTouch:
+ mapannounce "job3_arch02", "Frus: I like your face... Can I steal it?",bc_map,"0xFF0000";
+ areamonster "job3_arch02",295,215,297,217,"Frus",1762,1,"#arch_3_03::OnMyMobDead";
+ disablenpc "#arch_3_03";
+ end;
+
+Onkill:
+ killmonster "job3_arch02","#arch_3_03::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+job3_arch02,389,390,1 script mob#arch_1 844,{
+OnEnable:
+ areamonster "job3_arch02",99,101,101,103,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
+ areamonster "job3_arch02",89,130,91,132,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
+ areamonster "job3_arch02",90,169,92,171,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
+ areamonster "job3_arch02",103,182,105,184,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
+ areamonster "job3_arch02",137,204,139,206,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
+ areamonster "job3_arch02",160,214,162,216,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
+ areamonster "job3_arch02",164,214,166,216,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
+ areamonster "job3_arch02",200,235,202,237,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
+ areamonster "job3_arch02",217,249,219,251,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
+ areamonster "job3_arch02",253,292,255,294,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
+ end;
+
+Onkill:
+ killmonster "job3_arch02","mob#arch_1::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+job3_arch02,389,389,1 script mob#arch_2 844,{
+OnEnable:
+ areamonster "job3_arch02",155,320,157,322,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
+ areamonster "job3_arch02",169,304,171,306,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
+ areamonster "job3_arch02",182,292,184,294,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
+ areamonster "job3_arch02",199,286,201,288,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
+ areamonster "job3_arch02",255,292,257,294,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
+ areamonster "job3_arch02",285,283,287,285,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
+ areamonster "job3_arch02",277,235,279,237,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
+ areamonster "job3_arch02",291,184,293,186,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
+ areamonster "job3_arch02",280,169,282,171,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
+ areamonster "job3_arch02",226,165,228,167,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
+ areamonster "job3_arch02",189,145,191,147,"Shrine Invader",1480,1,"mob#arch_2::OnMyMobDead";
+ areamonster "job3_arch02",203,176,205,178,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
+ end;
+
+Onkill:
+ killmonster "job3_arch02","mob#arch_2::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ end;
+}
+
+job3_arch02,389,388,1 script start#arch 844,{
+ end;
+
+OnInit:
+ mapwarp "job3_arch02","job3_arch02",29,29;
+ end;
+
+OnEnable:
+ mapwarp "job3_arch02","job3_arch02",29,29;
+ enablenpc "#arch_1_start";
+ enablenpc "#arch_1_01";
+ enablenpc "#arch_1_02";
+ enablenpc "#arch_1_03";
+ enablenpc "#arch_1_04";
+ enablenpc "#arch_1_05";
+ enablenpc "#arch_1_06";
+ enablenpc "#arch_1_07";
+ enablenpc "#arch_1_08";
+ enablenpc "#arch_1_09";
+ enablenpc "#arch_1_10";
+ enablenpc "#arch_1_11";
+ enablenpc "#arch_1_12";
+ enablenpc "#arch_1_boss";
+ disablenpc "#arch_2_01";
+ disablenpc "#arch_2_02";
+ disablenpc "#arch_2_03";
+ disablenpc "#arch_2_04";
+ disablenpc "#arch_2_05";
+ disablenpc "#arch_2_06";
+ disablenpc "#arch_2_07";
+ disablenpc "#arch_2_08";
+ disablenpc "#arch_2_09";
+ disablenpc "#arch_2_10";
+ disablenpc "#arch_2_11";
+ disablenpc "#arch_2_boss";
+ disablenpc "#arch_3_01";
+ disablenpc "#arch_3_02";
+ disablenpc "#arch_3_03";
+ donpcevent "#arch_3_01::Onkill";
+ donpcevent "#arch_3_02::Onkill";
+ donpcevent "#arch_3_03::Onkill";
+ disablenpc "#arch_end";
+ disablenpc "Valkyrie#arch_01";
+ disablenpc "Valkyrie#arch_02";
+ disablenpc "Valkyrie Anguhilde#end";
+ disablenpc "Valkyrie of the heavens";
+ donpcevent "#arch_redcell::Onred";
+ donpcevent "mob#arch_1::Onkill";
+ donpcevent "mob#arch_2::Onkill";
+ donpcevent "start#arch::Ontimeoff";
+ donpcevent "start#arch::Ontimeon";
+ donpcevent "#arch_val01::Onkill";
+ donpcevent "#arch_val02::Onkill";
+ donpcevent "mob#arch_1::Onkill";
+ donpcevent "mob#arch_2::Onkill";
+ donpcevent "mob#arch_1::OnEnable";
+ donpcevent "#arch_val01::OnEnable";
+ end;
+
+Ontimeon:
+ initnpctimer;
+ end;
+
+Ontimeoff:
+ stopnpctimer;
+ end;
+
+OnTimer60000:
+OnTimer120000:
+OnTimer180000:
+OnTimer240000:
+OnTimer300000:
+OnTimer360000:
+OnTimer420000:
+OnTimer480000:
+OnTimer540000:
+ set .@mapcount,getmapusers("job3_arch02");
+ if (.@mapcount == 0) {
+ mapwarp "job3_arch02","job_arch01",29,29;
+ donpcevent "Valkyrie#arch::Onbc";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer600000:
+ mapannounce "job3_arch02", "Demons cry: Too boring, can no longer imagine what will happen! Friends, we went to lessons learned that could fool arrogant guy, OK?",bc_map,"0xFF0000";
+ end;
+
+OnTimer605000:
+ mapannounce "job3_arch02", "Valkyrie's voice: No! This can not be. I will send you back soon!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job_arch01",29,29;
+ donpcevent "Valkyrie#arch::Onbc";
+ stopnpctimer;
+ end;
+}
+
+job3_arch02,390,388,1 script #arch_2_start 844,{
+ end;
+
+OnInit:
+ disablenpc "#arch_2_01";
+ disablenpc "#arch_2_02";
+ disablenpc "#arch_2_03";
+ disablenpc "#arch_2_04";
+ disablenpc "#arch_2_05";
+ disablenpc "#arch_2_06";
+ disablenpc "#arch_2_07";
+ disablenpc "#arch_2_08";
+ disablenpc "#arch_2_09";
+ disablenpc "#arch_2_10";
+ disablenpc "#arch_2_11";
+ disablenpc "#arch_2_boss";
+ end;
+
+OnEnable:
+ enablenpc "#arch_2_01";
+ enablenpc "#arch_2_02";
+ enablenpc "#arch_2_03";
+ enablenpc "#arch_2_04";
+ enablenpc "#arch_2_05";
+ enablenpc "#arch_2_06";
+ enablenpc "#arch_2_07";
+ enablenpc "#arch_2_08";
+ enablenpc "#arch_2_09";
+ enablenpc "#arch_2_10";
+ enablenpc "#arch_2_11";
+ enablenpc "#arch_2_boss";
+ donpcevent "#arch_val02::OnEnable";
+ donpcevent "mob#arch_2::OnEnable";
+ end;
+}
+
+job3_arch02,390,386,1 script #arch_3_start 844,{
+ end;
+
+OnEnable:
+ enablenpc "#arch_3_01";
+ enablenpc "#arch_3_02";
+ enablenpc "#arch_3_03";
+ enablenpc "#arch_end";
+ enablenpc "#arch_end_eff";
+ end;
+}
+
+job3_arch02,290,221,0 script #arch_end_eff 139,5,5,{
+OnTouch:
+ specialeffect EF_MAPPILLAR2,"#arch_end";
+ end;
+}
+
+job3_arch01,29,24,0 warp #archout 1,1,odin_tem02,282,263
+
+/*
+job3_arch01,1,1,1 script ¿ØÖÆ#arch 844,{
+ mes "[Íç¹̵ÄÊÞÈË]";
+ mes "ÇëÊäÈëÃÜÂ롣";
+ next;
+ input .@input; //,0,9999;
+ if (input == 1854) {
+ set archglo,090219_archbs;
+ mes "[ͨÐÐ]";
+ mes "ÏÖÔڵÄȫ¾ֱäÁ¿ֵΪ";
+ mes "" + archglo + "¡£";
+ mes "ÄãÏëÐ޸ÄÂð?";
+ next;
+ switch(select("0:1")) {
+ case 1:
+ set $@archbs,0; //Global Variable
+ enablenpc "Valkyrie#arch";
+ break;
+ case 2:
+ set $@archbs,1; //Global Variable
+ enablenpc "Valkyrie#arch";
+ break;
+ }
+ }
+ else {
+ mes "[Íç¹̵ÄÊÞÈË]";
+ mes "ÎҲ»ÊÇ˵¹ýÃÜÂëҪÊäÈëÕýȷÂ𣡣¡";
+ close;
+ }
+}
+*/
+
+odin_tem02,30,181,0 script #wherearch01 -1,10,10,{
+OnTouch:
+ if (job_arch == 5)
+ viewpoint 1,282,263,1,0xFFFF99;
+ end;
+}
+
+odin_tem02,30,335,0 script #wherearch02 -1,10,10,{
+OnTouch:
+ if (job_arch == 5)
+ viewpoint 1,282,263,1,0xFFFF99;
+ end;
+}
diff --git a/npc/mobs/towns/brasilis.txt b/npc/mobs/towns/brasilis.txt
new file mode 100644
index 000000000..6d2eef8c9
--- /dev/null
+++ b/npc/mobs/towns/brasilis.txt
@@ -0,0 +1,16 @@
+//===== eAthena Script =======================================
+//= Brasilis Quest Monsters
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= 1.0 First version
+//============================================================
+
+brasilis,283,88,6,6 monster Strange Hydra 2081,5,5000,0,0
+brasilis,284,104,6,6 monster Strange Hydra 2081,4,5000,0,0
+brasilis,215,80,6,6 monster Strange Hydra 2081,4,5000,0,0
+brasilis,96,50,8,8 monster Strange Hydra 2081,5,5000,0,0 \ No newline at end of file
diff --git a/npc/quests/quests_brasilis.txt b/npc/quests/quests_brasilis.txt
new file mode 100644
index 000000000..5aec32d49
--- /dev/null
+++ b/npc/quests/quests_brasilis.txt
@@ -0,0 +1,4600 @@
+//===== eAthena Script =======================================
+//= Brasilis Qiests
+//===== By ===================================================
+//= L0ne_W0lf
+//===== Version ==============================================
+//= 1.0
+//===== Compatible With ======================================
+//= eAthena SVN
+//===== Description ==========================================
+//= [Aegis COnversion]
+//= Lost Puppies (Repeatable, 24 hours.)
+//= Suspicious Beach (Repeatable, 24 hours / iRO/cRO version.)
+//= Guarana Candy Quest
+//= Brasilis Water Lily Quest
+//= Brasilis Dungeon Access Quest
+//= Iara (Buff reward. Repeatable, 24 hours.)
+//===== Comments =============================================
+//= 1.0 First version.
+//============================================================
+
+// Lost Puppies, Original file: dogdog.sc
+//============================================================
+brasilis,297,307,5 script Angelo#br 50,{
+ set .@pongku,checkquest(9032,PLAYTIME);
+ set .@br1,checkquest(9030);
+ set .@br2,checkquest(9031);
+ if (BaseLevel < 40) {
+ mes "[Angelo]";
+ mes "Pets went out the village~!!";
+ mes "Gosh... what can I do... ?";
+ close;
+ }
+ else {
+ if ((.@pongku == 0) || (.@pongku == 1)) {
+ mes "[Angelo]";
+ mes "The day is not finished yet.";
+ mes "You can only help once a day. Hehe.";
+ close;
+ }
+ else {
+ if (checkquest(9032) > -1) erasequest 9032;
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ mes "[Angelo]";
+ mes "My pets are in the field outside of the village.";
+ mes "Why did they leave? Please find them.";
+ close;
+ }
+ else {
+ if ((.@br2 == 0) || (.@br2 == 1)) {
+ mes "[Angelo]";
+ mes "Oh, thank you. You found all of 3 puppies.";
+ mes "Thanks a lot.";
+ mes "I hope this is useful to you. hoho.";
+ getexp 50000,0;
+ erasequest 9031;
+ setquest 9032;
+ set .@bosang,rand(1,10);
+ if (.@bosang < 5) {
+ specialeffect2 EF_ASSUMPTIO;
+ percentheal 100,100;
+ //ConsumeSpecialItem Yggdrasilberry
+ }
+ else if (.@bosang < 9) {
+ specialeffect2 EF_ASSUMPTIO;
+ //ConsumeSpecialItem Yggdrasilberry
+ percentheal 100,100;
+ getitem 504,2; //White_Potion
+ }
+ else {
+ specialeffect2 EF_ASSUMPTIO;
+ //ConsumeSpecialItem Yggdrasilberry
+ percentheal 100,100;
+ getitem 608,1; //Seed_Of_Yggdrasil
+ }
+ close;
+ }
+ else {
+ mes "[Angelo]";
+ mes "Are you an adventurer? You came here right on time.";
+ mes "Puppies have been disappearing.";
+ mes "And someone said that they saw them out on the field just outside the village....";
+ next;
+ mes "[Angelo]";
+ mes "It's pretty difficult and dangerous to find 'em.";
+ mes "You have to find ^0000FF3 puppies^000000.";
+ setquest 9030;
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ initnpctimer;
+ end;
+
+OnTimer10000:
+ stopnpctimer;
+ donpcevent "Angelo#br::Ongo";
+ end;
+
+Ongo:
+ emotion e_gasp;
+ initnpctimer;
+ end;
+}
+
+//Puppya1
+bra_fild01,98,96,3 script Puppy#a1 81,{
+ set .@br1,checkquest(9030);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#a2::OnEnable";
+ disablenpc "Puppy#a1";
+ }
+ else {
+ donpcevent "Puppy#a3::OnEnable";
+ disablenpc "Puppy#a1";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#a2::OnEnable";
+ disablenpc "Puppy#a1";
+ }
+ else {
+ donpcevent "Puppy#a3::OnEnable";
+ disablenpc "Puppy#a1";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+
+OnEnable:
+ enablenpc "Puppy#a1";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#a1";
+ end;
+}
+
+//Puppya2
+bra_fild01,59,116,5 script Puppy#a2 81,{
+ set .@br1,checkquest(9030);
+ set name,strcharinfo(0);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#a1::OnEnable";
+ disablenpc "Puppy#a2";
+ }
+ else {
+ donpcevent "Puppy#a3::OnEnable";
+ disablenpc "Puppy#a2";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#a1::OnEnable";
+ disablenpc "Puppy#a2";
+ }
+ else {
+ donpcevent "Puppy#a3::OnEnable";
+ disablenpc "Puppy#a2";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+
+OnInit:
+ disablenpc "Puppy#a2";
+ end;
+
+OnEnable:
+ enablenpc "Puppy#a2";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#a2";
+ end;
+}
+
+//Puppya3
+bra_fild01,62,142,3 script Puppy#a3 81,{
+ set .@br1,checkquest(9030);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#a1::OnEnable";
+ disablenpc "Puppy#a3";
+ }
+ else {
+ donpcevent "Puppy#a2::OnEnable";
+ disablenpc "Puppy#a3";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#a1::OnEnable";
+ disablenpc "Puppy#a3";
+ }
+ else {
+ donpcevent "Puppy#a2::OnEnable";
+ disablenpc "Puppy#a3";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+
+OnInit:
+ disablenpc "Puppy#a3";
+ end;
+
+OnEnable:
+ enablenpc "Puppy#a3";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#a3";
+ end;
+}
+
+//Puppy b1
+bra_fild01,80,163,3 script Puppy#b1 81,{
+ set .@br1,checkquest(9030);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#b2::OnEnable";
+ disablenpc "Puppy#b1";
+ }
+ else {
+ donpcevent "Puppy#b3::OnEnable";
+ disablenpc "Puppy#b1";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#b2::OnEnable";
+ disablenpc "Puppy#b1";
+ }
+ else {
+ donpcevent "Puppy#b3::OnEnable";
+ disablenpc "Puppy#b1";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+
+OnEnable:
+ enablenpc "Puppy#b1";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#b1";
+ end;
+}
+
+//Puppy b2
+bra_fild01,73,210,3 script Puppy#b2 81,{
+ set .@br1,checkquest(9030);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#b1::OnEnable";
+ disablenpc "Puppy#b2";
+ }
+ else {
+ donpcevent "Puppy#b3::OnEnable";
+ disablenpc "Puppy#b2";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#b1::OnEnable";
+ disablenpc "Puppy#b2";
+ }
+ else {
+ donpcevent "Puppy#b3::OnEnable";
+ disablenpc "Puppy#b2";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+
+OnInit:
+ disablenpc "Puppy#b2";
+ end;
+
+OnEnable:
+ enablenpc "Puppy#b2";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#b2";
+ end;
+}
+
+//Puppy b3
+bra_fild01,80,210,3 script Puppy#b3 81,{
+ set .@br1,checkquest(9030);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#b1::OnEnable";
+ disablenpc "Puppy#b3";
+ }
+ else {
+ donpcevent "Puppy#b2::OnEnable";
+ disablenpc "Puppy#b3";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#b1::OnEnable";
+ disablenpc "Puppy#b3";
+ }
+ else {
+ donpcevent "Puppy#b2::OnEnable";
+ disablenpc "Puppy#b3";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+
+OnInit:
+ disablenpc "Puppy#b3";
+ end;
+
+OnEnable:
+ enablenpc "Puppy#b3";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#b3";
+ end;
+}
+
+//Puppyc1
+bra_fild01,38,235,3 script Puppy#c1 81,{
+ set .@br1,checkquest(9030);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#c2::OnEnable";
+ disablenpc "Puppy#c1";
+ }
+ else {
+ donpcevent "Puppy#c3::OnEnable";
+ disablenpc "Puppy#c1";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#c2::OnEnable";
+ disablenpc "Puppy#c1";
+ }
+ else {
+ donpcevent "Puppy#c3::OnEnable";
+ disablenpc "Puppy#c1";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+
+OnEnable:
+ enablenpc "Puppy#c1";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#c1";
+ end;
+}
+
+//Puppy c2
+bra_fild01,307,64,3 script Puppy#c2 81,{
+ set .@br1,checkquest(9030);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#c1::OnEnable";
+ disablenpc "Puppy#c2";
+ }
+ else {
+ donpcevent "Puppy#c3::OnEnable";
+ disablenpc "Puppy#c2";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#c1::OnEnable";
+ disablenpc "Puppy#c2";
+ }
+ else {
+ donpcevent "Puppy#c3::OnEnable";
+ disablenpc "Puppy#c2";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+
+OnInit:
+ disablenpc "Puppy#c2";
+ end;
+
+OnEnable:
+ enablenpc "Puppy#c2";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#c2";
+ end;
+}
+
+//Puppy c3
+bra_fild01,260,60,3 script Puppy#c3 81,{
+ set .@br1,checkquest(9030);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#c1::OnEnable";
+ disablenpc "Puppy#c3";
+ }
+ else {
+ donpcevent "Puppy#c2::OnEnable";
+ disablenpc "Puppy#c3";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#c1::OnEnable";
+ disablenpc "Puppy#c3";
+ }
+ else {
+ donpcevent "Puppy#c2::OnEnable";
+ disablenpc "Puppy#c3";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+ OnInit:
+ disablenpc "Puppy#c3";
+ end;
+
+OnEnable:
+ enablenpc "Puppy#c3";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#c3";
+ end;
+}
+
+//Puppyd1
+bra_fild01,234,101,3 script Puppy#d1 81,{
+ set .@br1,checkquest(9030);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#d2::OnEnable";
+ disablenpc "Puppy#d1";
+ }
+ else {
+ donpcevent "Puppy#d3::OnEnable";
+ disablenpc "Puppy#d1";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#d2::OnEnable";
+ disablenpc "Puppy#d1";
+ }
+ else {
+ donpcevent "Puppy#d3::OnEnable";
+ disablenpc "Puppy#d1";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+
+OnEnable:
+ enablenpc "Puppy#d1";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#d1";
+ end;
+}
+
+//Puppy d2
+bra_fild01,200,84,3 script Puppy#d2 81,{
+ set .@br1,checkquest(9030);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#d1::OnEnable";
+ disablenpc "Puppy#d2";
+ }
+ else {
+ donpcevent "Puppy#d3::OnEnable";
+ disablenpc "Puppy#d2";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#d1::OnEnable";
+ disablenpc "Puppy#d2";
+ }
+ else {
+ donpcevent "Puppy#d3::OnEnable";
+ disablenpc "Puppy#d2";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+
+OnInit:
+ disablenpc "Puppy#d2";
+ end;
+
+OnEnable:
+ enablenpc "Puppy#d2";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#d2";
+ end;
+}
+
+//Puppy d3
+bra_fild01,176,63,5 script Puppy#d3 81,{
+ set .@br1,checkquest(9030);
+ if ((.@br1 == 0) || (.@br1 == 1)) {
+ if (brazil_kid < 3) {
+ mes "[Puppy]";
+ mes "bow wow bow wow!!";
+ next;
+ set brazil_kid,brazil_kid+1;
+ if (brazil_kid == 3) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Good. I found all 3 puppies.";
+ mes "Now I need to go tell Angelo.";
+ set brazil_kid,0;
+ erasequest 9030;
+ setquest 9031;
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#d1::OnEnable";
+ disablenpc "Puppy#d3";
+ }
+ else {
+ donpcevent "Puppy#d2::OnEnable";
+ disablenpc "Puppy#d3";
+ }
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah... who's a good puppy?";
+ mes "Ok, where are the others?";
+ set .@pk,rand(1,2);
+ if (.@pk == 1) {
+ donpcevent "Puppy#d1::OnEnable";
+ disablenpc "Puppy#d3";
+ }
+ else {
+ donpcevent "Puppy#d2::OnEnable";
+ disablenpc "Puppy#d3";
+ }
+ }
+ close;
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ }
+ else {
+ mes "[Puppy]";
+ mes "bow! wow wow!";
+ close;
+ }
+ end;
+
+OnInit:
+ disablenpc "Puppy#d3";
+ end;
+
+OnEnable:
+ enablenpc "Puppy#d3";
+ end;
+
+OnDisable:
+ disablenpc "Puppy#d3";
+ end;
+}
+
+// Suspicious Beach, original file: Suspicious_Beach.sc
+//============================================================
+brasilis,192,133,6 script Lucia#brasilis 478,{
+ /*
+ if (countitem(12408) > 0) {
+ delitem 12408,1; //Leaf_Cat_Ball
+ getitem 12408,1; //Leaf_Cat_Ball
+ }
+ else if (countitem(6221) > 0) {
+ delitem 6221,1; //Mystic_Leaf_Cat_Ball
+ getitem 6221,1; //Mystic_Leaf_Cat_Ball
+ }
+ */
+ if (BaseLevel < 40) {
+ mes "[Lucia]";
+ mes "Hello.";
+ mes "I'm worried about ^FF0000Strange Hydra^000000's on";
+ mes "the south beach.";
+ mes "I hope some experienced adventurers";
+ mes "will come to help.";
+ emotion e_sigh;
+ close;
+ }
+ else {
+ set .@nQState1,checkquest(9028);
+ set .@nQState2,checkquest(9029);
+ if (.@nQState1 == 0) {
+ mes "[Lucia]";
+ mes "Hello.";
+ mes "Have you come here to hunt ^FF0000Strange Hydra^000000s?";
+ next;
+ switch(select("Yes.:No.:^006400What is happening here?^000000")) {
+ case 1:
+ setquest 9028;
+ getitem 12408,1; //Leaf_Cat_Ball
+ mes "[Lucia]";
+ mes "Here, take this ^006400Hydra Ball^000000.";
+ mes "Use it to capture a ^FF0000Strange Hydra^8B4513.^000000";
+ mes "I hope you can do it~!";
+ close;
+ case 2:
+ mes "[Lucia]";
+ mes "Ah, I misunderstood.";
+ mes "See you then.";
+ close;
+ case 3:
+ mes "[Lucia]";
+ mes "One day ^FF0000Strange Hydra^000000s";
+ mes "came here and surrounded the town.";
+ mes "We're not sure what attracted them but some say that it's because of you adventurers.";
+ next;
+ mes "[Lucia]";
+ mes "In any case, to contain the ^FF0000Strange Hydra^000000s,";
+ mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000";
+ next;
+ mes "[Lucia]";
+ mes "If you still have the ^006400Hydra Ball^000000,";
+ mes "please use it on the ^FF0000Strange Hydra^000000s that";
+ mes "you can find at the beach.";
+ mes "If you are lucky, the tool will work perfectly.";
+ next;
+ mes "[Lucia]";
+ mes "I hope many adventurers";
+ mes "volunteer for this job.";
+ mes " ";
+ mes "I really hate Hydra!";
+ emotion e_sob;
+ close;
+ }
+ }
+ else if ((.@nQState1 == 0) || (.@nQState1 == 1)) {
+ if (countitem(6221) > 0) {
+ mes "[Lucia]";
+ mes "Hello, you really did it!";
+ if (checkweight(11502,3)) {
+ //mes "I don't have enough ^006400Hydra Ball^000000s to give you."; //Poorly translated by iRO?
+ mes "I hope you will come";
+ mes "again to help me.";
+ mes "Have a nice day~!";
+ delitem 6221,1; //Mystic_Leaf_Cat_Ball
+ completequest 9028;
+ //recall_completequest 9029;
+ if (.@nQState2 > -1) erasequest 9029;
+ setquest 9029;
+ //ConsumeSpecialItem Yggdrasilberry
+ percentheal 100,100;
+ //ConsumeSpecialItem Luk_Dish05
+ sc_start SC_LUKFOOD, 1200000, 5; percentheal 5,2;
+ //ConsumeSpecialItem Vit_Dish05
+ sc_start SC_VITFOOD, 1200000, 5; percentheal 10,0;
+ //ConsumeSpecialItem Dex_Dish05
+ sc_start SC_DEXFOOD, 1200000, 5; percentheal 5,5;
+ getitem 11502,3; //Light_Blue_Pot
+ close;
+ }
+ else {
+ mes " ";
+ mes "I'd like to reward you,";
+ mes "however your bags are full.";
+ mes "Please make room and come back!";
+ close;
+ }
+ }
+ else {
+ mes "[Lucia]";
+ if (countitem(12408) < 1) {
+ mes "Did you need another ^006400Hydra Ball^000000?";
+ mes "I will give you one more.";
+ getitem 12408,1; //Leaf_Cat_Ball
+ close;
+ }
+ else {
+ mes "Any problems?";
+ next;
+ switch(select("No.:^006400Tell me again what happened^000000")) {
+ case 1:
+ mes "[Lucia]";
+ mes "Ok, please do me a favor.";
+ close;
+ case 2:
+ mes "[Lucia]";
+ mes "One day ^FF0000Strange Hydra^000000s";
+ mes "came here and surrounded the town.";
+ mes "We're not sure what attracted them but some say that it's because of you adventurers.";
+ next;
+ mes "[Lucia]";
+ mes "In any case, to contain the ^FF0000Strange Hydra^000000s,";
+ mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000";
+ next;
+ mes "[Lucia]";
+ mes "If you still have the ^006400Hydra Ball^000000,";
+ mes "please use it on the ^FF0000Strange Hydra^000000s that";
+ mes "you can find at the beach.";
+ mes "If you are lucky, the tool will work perfectly.";
+ next;
+ mes "[Lucia]";
+ mes "I hope many adventurers";
+ mes "volunteer for this job.";
+ mes " ";
+ mes "I really hate Hydra!";
+ emotion e_sob;
+ close;
+ }
+ }
+ }
+ }
+ else {
+ mes "[Lucia]";
+ mes "Oh, ^0000FF"+strcharinfo(0)+"^000000 you're back.";
+ set .@nCheckTime,checkquest(9029,PLAYTIME);
+ if ((.@nCheckTime == 0) || (.@nCheckTime == 1)) {
+ mes "I'm so grateful for your help.";
+ mes "Each ^006400Hydra Ball^000000 is provided ^006400every 24 hours^000000";
+ mes "Please come at the appropriate time.";
+ close;
+ }
+ else {
+ //recall_completequest 9028;
+ if (.@nQState1 > -1) erasequest 9028;
+ completequest 9029;
+ mes "Did you come here to hunt ^FF0000Strange Hydra^000000s?";
+ next;
+ switch(select("Yes.:No.:^006400What is happening here?^000000")) {
+ case 1:
+ setquest 9028;
+ getitem 12408,1; //Leaf_Cat_Ball
+ mes "[Lucia]";
+ mes "Here, take this ^006400Hydra Ball^000000.";
+ mes "Use it to capture a ^FF0000Strange Hydra^8B4513.^000000";
+ mes "I hope you can do it~!";
+ close;
+ case 2:
+ mes "[Lucia]";
+ mes "Ah, I misunderstood.";
+ mes "See you then.";
+ close;
+ case 3:
+ mes "[Lucia]";
+ mes "One day ^FF0000Strange Hydra^000000s";
+ mes "came here and surrounded the town.";
+ mes "We're not sure what attracted them but some say that it's because of you adventurers.";
+ next;
+ mes "[Lucia]";
+ mes "In any case, to contain the ^FF0000Strange Hydra^000000s,";
+ mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000";
+ next;
+ mes "[Lucia]";
+ mes "If you still have the ^006400Hydra Ball^000000,";
+ mes "please use it on the ^FF0000Strange Hydra^000000s that";
+ mes "you can find at the beach.";
+ mes "If you are lucky, the tool will work perfectly.";
+ next;
+ mes "[Lucia]";
+ mes "I hope many adventurers";
+ mes "volunteer for this job.";
+ mes " ";
+ mes "I really hate Hydra!";
+ emotion e_sob;
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+ initnpctimer;
+ end;
+
+OnTimer7000:
+ emotion e_gasp;
+ stopnpctimer;
+ initnpctimer;
+ end;
+}
+
+// Guarana Quest, Original file: brazil_tre.sc
+//============================================================
+brasilis,187,162,5 script Candy Maker 476,{
+ if (!checkweight(1201,1)) {
+ mes "- You can't start the quest. Please reduce the weight in your inventory. -";
+ close;
+ }
+ if (brazil_gua == 0) {
+ mes "[Candy Maker]";
+ mes "Yo, do you know a berry called ^FF0000Guarana^000000?";
+ next;
+ mes "[Candy Maker]";
+ mes "Guarana is a really special berry raised in a specific area, it relieves physical fatigue, and gives power to the body. It even detoxes waste from the body.";
+ next;
+ mes "[Candy Maker]";
+ mes "I used to sell the candy made of it back in the day.";
+ mes "I got a prize sometimes every year in the <annual best product contest>. Those were the good 'ol days.";
+ next;
+ mes "[Candy Maker]";
+ mes "Since then, the output of that fruit has reduced and the price has gone up so now candy ingredients were changed to coconuts or other tropical fruits instead. I miss the guarana candy.";
+ next;
+ switch(select("How can I taste this guarana candy?:End conversation.")) {
+ case 1:
+ mes "[Candy Maker]";
+ mes "Hmm? I already sold out of all my old supply.";
+ next;
+ mes "[Candy Maker]";
+ mes "But if you can find some guarana, I can make it for you.";
+ next;
+ switch(select("How do I find guarana?:End conversation.")) {
+ case 1:
+ mes "[Candy Maker]";
+ mes "Will you find the guarana?? Hoooooh~";
+ next;
+ mes "[Candy Maker]";
+ mes "Can you find it?";
+ mes "It's probably very expensive.";
+ mes "Trading isn't my thing. Let me think.";
+ next;
+ mes "[Candy Maker]";
+ mes "Let me introduce you to someone with whom I used to do guarana business with.";
+ mes "He might still be dealing it.";
+ next;
+ mes "[Candy Maker]";
+ mes "His name is Cherto.";
+ mes "If you can't find him in the city, go to museum.";
+ mes "He's a vain person so he likes to act big.";
+ mes "He's probably wandering in the museum trying to show off to someone for sure.";
+ set brazil_gua,1;
+ setquest 2192;
+ close;
+ case 2:
+ mes "[Candy Maker]";
+ mes "Don't you want to try the guarana candy?";
+ close;
+ }
+ case 2:
+ mes "[Candy Maker]";
+ mes "Those were the good 'ole days...";
+ close;
+ }
+ }
+ else if (brazil_gua == 1) {
+ mes "[Candy Maker]";
+ mes "If you want to get the guarana, find Cherto.";
+ mes "Maybe he will be in the museum.";
+ close;
+ }
+ else if (brazil_gua == 10) {
+ if (!countitem(6237)) {
+ mes "- The guarana that I had has disappeared. -";
+ close;
+ }
+ delitem 6237,1; //Guarana_Fruit
+ mes "[Candy Maker]";
+ mes "Did you get the guarana?";
+ next;
+ mes "- You give the guarana to him. -";
+ next;
+ mes "[Candy Maker]";
+ mes "Wow! You have special talent.";
+ mes "It's the best thing I have ever seen so far. Cool~!";
+ next;
+ mes "[Candy Maker]";
+ mes "Good, let's make the candy~!";
+ mes "Long time no see my wonderful guarana candy...";
+ next;
+ mes "- hash hash hash hash hash hash -";
+ mes "- hash hash hash hash hash hash -";
+ next;
+ mes "[Candy Maker]";
+ mes "Look! It's the popular guarana candy.";
+ mes "Try to savor its amazing taste hey~ take it easy. hahaha!!";
+ set brazil_gua,11;
+ completequest 2200;
+ getitem 12414,1; //Guarana_Candy
+ getexp 70000,10000;
+ close;
+ }
+ else if (brazil_gua == 11) {
+ mes "[Candy Maker]";
+ mes "Guarana candy. That was the most unique masterpiece in my life for sure!";
+ next;
+ mes "[Candy Maker]";
+ mes "Since you helped me, guarana supply has been steadily rising.";
+ mes "So, naturally I'm back to making guarana candy.";
+ next;
+ mes "[Candy Maker]";
+ mes "What about it? Wanna buy some?";
+ mes "It's 4000 zeny each.";
+ next;
+ switch(select("Buy a Guarana Candy.:Cancel.")) {
+ case 1:
+ if (Zeny > 3999) {
+ mes "[Candy Maker]";
+ mes "Here is a delicious guarana candy.";
+ set zeny,zeny-4000;
+ getitem 12414,1; //Guarana_Candy
+ close;
+ }
+ else {
+ mes "[Candy Maker]";
+ mes "What? You should say before if you don't have money!";
+ mes "Even if you are poor, I can't give this away for free.";
+ close;
+ }
+ case 2:
+ mes "[Candy Maker]";
+ mes "Sometimes some people don't like it due to it's arousal effect.";
+ close;
+ }
+ close;
+ }
+ else {
+ mes "[Candy Maker]";
+ mes "Guarana candy. That was the most unique masterpiece in my life for sure!";
+ close;
+ }
+}
+
+bra_in01,95,179,3 script Cherto 477,{
+ if (brazil_gua == 0) {
+ mes "[Cherto]";
+ mes "Hmm... hey man, you are from outside, aren't you?";
+ next;
+ mes "[Cherto]";
+ mes "Cherto can figure it out even if it's the first time. You can't trick Cherto.";
+ mes "Cherto has sharp eyes like an eagle! Hahaha!";
+ next;
+ mes "[Cherto]";
+ mes "Ok, ok. Yes, yes. I see!";
+ next;
+ mes "[Cherto]";
+ mes "Anyway, you arrived in Brasilis but don't know what to do?";
+ mes "Am I right?";
+ mes "You don't know how fortunate you are to have found a really proper helper as myself.";
+ next;
+ mes "[Cherto]";
+ mes "Cherto takes it by your expression that you want to say, ''You are a master!'' Right?";
+ mes "Cherto, I can read and figure out all at once! That is written in your face!";
+ next;
+ mes "[Cherto]";
+ mes "Cherto would love to stay here and explain everything to you but he is a busy man.";
+ close;
+ }
+ else if (brazil_gua == 1) {
+ mes "[Cherto]";
+ mes "Hmm... hey man, you are from outside, aren't you?";
+ next;
+ mes "[Cherto]";
+ mes "Cherto can figure it out even if it's the first time. You can't trick Cherto.";
+ mes "Cherto has sharp eyes like an eagle! Hahaha!";
+ next;
+ mes "[Cherto]";
+ mes "Ok, ok. Yes, yes. I see!";
+ next;
+ mes "[Cherto]";
+ mes "Anyway, you arrived in Brasilis but don't know what to do?";
+ mes "Am I right?";
+ mes "You don't know how fortunate you are to have found a really proper helper as myself.";
+ next;
+ mes "[Cherto]";
+ mes "Cherto takes it by your expression that you want to say, ''You are a master!'' Right?";
+ mes "Cherto, I can read and figure out all at once! That is written in your face!";
+ next;
+ mes "[Cherto]";
+ mes "If you have a curious thing to ask to Cherto. Cherto will be kind enough to answer.";
+ next;
+ select("Guarana?");
+ mes "[Cherto]";
+ mes "What? Do you want to find a guarana?";
+ next;
+ mes "[Cherto]";
+ mes "Guarana is only raised in this area, it has a soft inside and is coverd with a light fur.";
+ mes "It seems a little bit weird but the flower is really big and smells beautiful.";
+ next;
+ mes "[Cherto]";
+ mes "A long time ago, guarana was used to relieve desease and thirst. But recently it's getting popular to revitalize body power and increase blood circulation.";
+ next;
+ mes "[Cherto]";
+ mes "Although it has such great effects, Cherto is sorry to inform you that we can't get it anymore.";
+ next;
+ select("Whaaaat??");
+ mes "[Cherto]";
+ mes "For a while now, guarana berries haven't been growing here.";
+ next;
+ mes "[Cherto]";
+ mes "Even if Cherto managed to find one, it will rot quickly.";
+ next;
+ mes "[Cherto]";
+ mes "If only it didn't happen!";
+ next;
+ select("What are you talking about?");
+ mes "[Cherto]";
+ mes "Quiet!!!!!!!!!!!!!!!!";
+ mes "This story has been forbidden! Someone might be listening to our conversation...";
+ next;
+ mes "[Cherto]";
+ mes "If Cherto tells you, you might get us into trouble. But you look like you really wanna know so let me give you a tip.";
+ mes "Come closer. Cherto will whisper so nobody can listen in.";
+ set brazil_gua,2;
+ close;
+ }
+ else if (brazil_gua == 2) {
+ mes "[Cherto]";
+ mes "A Guarana boy was born.";
+ next;
+ select("Guarana kid?");
+ mes "[Cherto]";
+ mes "There was woman who was an expert botanist.";
+ mes "The woman was really popular to all living creatures.";
+ next;
+ mes "[Cherto]";
+ mes "At around the time her baby was born, she started a guarana farm. For some reason, her brothers were jealous so they destroyed the farm and disappeared.";
+ mes "That kind of story...";
+ next;
+ mes "[Cherto]";
+ mes "We can't be sure that baby was born in the world but since that time, all guarana in Brasilis disappeared.";
+ next;
+ mes "[Cherto]";
+ mes "Who is the guarana kid?";
+ mes "Pedro who is famous as a greedy man?";
+ mes "Meto who can't endure about all the fruits?";
+ mes "Hovenue who is gloomy?";
+ mes "They might know~!";
+ next;
+ mes "[Cherto]";
+ mes "What about you?";
+ mes "Who is the guarana kid?";
+ mes "Will you figure out it? hohohhhhh~";
+ set brazil_gua,3;
+ changequest 2192,2193;
+ close;
+ }
+ else if (brazil_gua == 3) {
+ mes "[Cherto]";
+ mes "Can you find the guarana kid?";
+ mes "Maybe yes? Maybe no?";
+ close;
+ }
+ else if (brazil_gua == 4) {
+ mes "[Cherto]";
+ mes "Did you find guarana kid?";
+ next;
+ mes "- I tell Cherto about the kid making animal-like sounds. -";
+ next;
+ mes "[Cherto]";
+ mes "Hoooh. That's unbelivable.";
+ mes "That kid might be a guarana kid. Sure...";
+ mes "According to the story the kid can have conversations with animals.";
+ next;
+ mes "[Cherto]";
+ mes "If he can make crying sounds of animals, they might be able to converse!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Now, what can I do?";
+ mes "If he is the kid from the legend, is there any way to raise the guarana again?";
+ next;
+ mes "[Cherto]";
+ mes "Haha!! What'd Cherto say?";
+ mes "Cherto knows all~!!";
+ mes "Cherto's already thought";
+ mes "of the next step.";
+ next;
+ mes "[Cherto]";
+ mes "In Brasilis there is an expert Mage.";
+ mes "His name is Paje.";
+ mes "Take this note over to him.";
+ mes "He will show the solution for you and the kid.";
+ set brazil_gua,5;
+ changequest 2194,2195;
+ close;
+ }
+ else {
+ mes "[Cherto]";
+ mes "hoho tickle~tickle~~~~!!!";
+ close;
+ }
+}
+
+brasilis,203,64,3 script Strange Kid#bra 706,{
+ if (brazil_gua < 3) {
+ mes "[Strange Kid]";
+ mes "................";
+ close;
+ }
+ else if (brazil_gua == 3) {
+ mes "[Strange Kid]";
+ mes "................";
+ next;
+ switch(select("Try to talk.:Pretend to pass by.")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Strange Kid]";
+ mes "................";
+ close;
+ }
+ mes "What can I say to him?";
+ next;
+ while(1) {
+ switch(select("What's your name?:How old are you?:What are you doing?:End conversation.")) {
+ case 1:
+ mes "[Strange Kid]";
+ mes "Kaaaaaaao~";
+ mes "Grrrrrrrrr - kaaan-";
+ next;
+ break;
+ case 2:
+ mes "[Strange Kid]";
+ mes "Booooowoooooo-";
+ mes "Booooowoooooo- -";
+ next;
+ break;
+ case 3:
+ mes "[Strange Kid]";
+ mes "chamber pot braeee chamber pot brae chamber pot brae -";
+ mes "Bbeeeebbeee -";
+ next;
+ break;
+ case 4:
+ mes "[Strange Kid]";
+ mes "Kaaaaaaao~";
+ mes "Grrrrrrrrr - kaaan-";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "He makes strange sound like an animals.";
+ mes "Should I ask advice from Cherto?";
+ set brazil_gua,4;
+ changequest 2193,2194;
+ close;
+ }
+ }
+ }
+ else if (brazil_gua == 4) {
+ mes "["+strcharinfo(0)+"]";
+ mes "He makes strange sounds like an animal.";
+ mes "Should I ask advice from Cherto?";
+ close;
+ }
+ else if ((brazil_gua > 4) && (brazil_gua < 9)) {
+ mes "[Strange Kid]";
+ mes "Ah...? ah.....?";
+ close;
+ }
+ else if (brazil_gua == 9) {
+ mes "[Strange Kid]";
+ mes "ah... ahah.....";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I don't have a story but there are lots of friends waiting outside.";
+ next;
+ mes "- You give the feather, fresh meat and branch of grapes to the kid -";
+ next;
+ mes "[Strange Kid]";
+ mes "Ah.............";
+ next;
+ mes "[Strange Kid]";
+ mes "Un, uhh....";
+ mes "mooo... mommy.....";
+ next;
+ mes "[Strange Kid]";
+ mes "Ah..........";
+ mes "bird....";
+ mes "mon, mon, mon...key......";
+ mes "boo, booow...........";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Dog?!";
+ mes "kkk yes. Lots of friends want to meet you.";
+ mes "Don't be lonely anymore and be happy with your friends.";
+ next;
+ mes "[Strange Kid]";
+ mes "ah....he...hehe....";
+ next;
+ mes "- He starts to smile lightly and laughs. -";
+ next;
+ mes "[Strange Kid]";
+ mes "Ye......yes.......";
+ mes "tha... than......thank......yo.........you.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Alright such a cute smile!";
+ mes "Be a happy kid as always.";
+ next;
+ mes "[Strange Kid]";
+ mes "Uh......";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "what?";
+ next;
+ mes "[Strange Kid]";
+ mes "hey..........";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Do you want to say anything?";
+ next;
+ mes "- You get closer and pretend to take caution. -";
+ next;
+ emotion e_kis;
+ mes "(kiss~)";
+ next;
+ mes "- The kid laughs again lightly then puts something in your hand. -";
+ next;
+ mes "- It's a fresh berry that's colored red and hard. -";
+ next;
+ mes "[Strange Kid]";
+ mes "ga...ra..........na...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oops, guarana berry?";
+ mes "Ah! Thank you very much!";
+ emotion e_kis2,1;
+ emotion e_heh;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "If I have this, I can make a guarana candy.";
+ mes "I better find that Candy Maker!";
+ set brazil_gua,10;
+ changequest 2199,2200;
+ getitem 6237,1; //Guarana_Fruit
+ close;
+ }
+ else if (brazil_gua == 10) {
+ if (!countitem(6237)) {
+ mes "[Strange Kid]";
+ mes "He.........";
+ getitem 6237,1; //Guarana_Fruit
+ close;
+ }
+ }
+ else {
+ mes "- The kid is smiling. -";
+ close;
+ }
+ end;
+}
+
+brasilis,56,224,7 script Mage Paje#bra 704,{
+ if (brazil_gua < 5) {
+ mes "[Mage Paje]";
+ mes "Abracadabra~";
+ set .@cspr_bra,rand(1,3);
+ if (.@cspr_bra == 1) {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",876;
+ }
+ else if (.@cspr_bra == 2) {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",800;
+ }
+ else {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",909;
+ }
+ close;
+ }
+ else if (brazil_gua == 5) {
+ mes "[Mage Paje]";
+ mes "Abracadabra~";
+ set .@cspr_bra,rand(1,3);
+ if (.@cspr_bra == 1) {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",876;
+ }
+ else if (.@cspr_bra == 2) {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",800;
+ }
+ else {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",909;
+ }
+ next;
+ mes "[Mage Paje]";
+ mes "Ohoooh~!";
+ mes "I have a guest.";
+ mes "Good to see you.";
+ mes "I am the Mage Paje.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hello. Mr. Cherto told me to find you.";
+ next;
+ mes "[Mage Paje]";
+ mes "Um.. Mr. Cherto? What's happened?";
+ mes "Have you come here to ask about lots of weird rumors?";
+ next;
+ mes "- You give the note to Paje-";
+ next;
+ mes "[Mage Paje]";
+ mes "Ohoooh~";
+ mes "Hmm gosh.. that's what happened.";
+ next;
+ mes "[Mage Paje]";
+ mes "I can't help you directly.";
+ mes "But I will give you simple magic so you can figure it out by yourself.";
+ next;
+ select("What kind of magic?");
+ mes "[Mage Paje]";
+ mes "It's a magic that will make you appear as an animal to other animals. Pretty cool huh?";
+ next;
+ mes "[Mage Paje]";
+ mes "Ok~ I will give you the magic.";
+ mes "Most animals are really sensitive so they might be aware of it. Find a Toucan in the field that's oblivious to the spell. You'll know when you talk to it.";
+ next;
+ mes "[Mage Paje]";
+ mes "Good luck~!";
+ set brazil_gua,6;
+ changequest 2195,2196;
+ specialeffect2 EF_ASSUMPTIO;
+ close;
+ }
+ else {
+ mes "[Mage Paje]";
+ mes "Abrakatabra~";
+ set .@cspr_bra,rand(1,3);
+ if (.@cspr_bra == 1) {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",876;
+ }
+ else if (.@cspr_bra == 2) {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",800;
+ }
+ else {
+ specialeffect EF_POISONHIT,AREA,"Poring#bra";
+ setnpcdisplay "Poring#bra",909;
+ }
+ close;
+ }
+ end;
+}
+
+brasilis,59,226,3 script Poring#bra 909,{
+ end;
+}
+
+bra_fild01,75,83,5 script Toucan#bra 2073,2,2,{
+OnTouch:
+ if (brazil_gua == 6) {
+ mes "[Toucan]";
+ mes "Baaeecc!";
+ mes "I've never seen you before.";
+ mes "Baaeec!";
+ next;
+ mes "[Toucan]";
+ mes "It's the middle of the new and old continent... I know I've never seen you before but you seem familiar, like a woman dancing a samba. ";
+ next;
+ select("What are you talking about?");
+ mes "[Toucan]";
+ mes "I can feel some similar power like guarana kid. bbaaaeeeccc!";
+ next;
+ mes "[Toucan]";
+ mes "That kid has had a really lonely time, baaecc! Perhaps you are a friend of him? Baaeec!!";
+ next;
+ select("Not yet... but I want to be a friend.");
+ mes "[Toucan]";
+ mes "The kid who received care from guarana woman is also a friend of animals. Bbaaeecc!";
+ next;
+ mes "[Toucan]";
+ mes "I'd like to give the symbol of a toucan representative for the kid. Bbaaeecc!";
+ next;
+ mes "[Toucan]";
+ mes "If you want to relieve his loneliness, can you help me?";
+ next;
+ select("Absolutely!");
+ mes "[Toucan]";
+ mes "It's my feather.";
+ mes "Send it to the kid.";
+ mes "We will keep our promise of friendship between guarana kid and Toucan forever. Bbaaeecc!";
+ next;
+ mes "- You take a feather from Toucan. - ";
+ next;
+ mes "[Toucan]";
+ mes "There have to be others around here like me.";
+ mes "Why don't you find a jaguar Bbaaeecc!";
+ next;
+ mes "[Toucan]";
+ mes "I will give a blessing from Toucan to you.";
+ next;
+ mes "[Toucan]";
+ mes "Fly fly far away. bbaaaeeeccckkk--!";
+ set brazil_gua,7;
+ changequest 2196,2197;
+ specialeffect2 EF_SEISMICWEAPON;
+ close2;
+ warp "bra_fild01",68,146;
+ end;
+ }
+ else {
+ mes "[Toucan]";
+ mes "Bbbaaeec~! Baaeec~!";
+ close;
+ }
+ end;
+}
+
+bra_fild01,34,184,5 script Jaguar#bra 2072,2,2,{
+OnTouch_:
+ if (brazil_gua == 7) {
+ mes "[Jaguar]";
+ mes "Hhooww..hhooww.....";
+ next;
+ mes "[Jaguar]";
+ mes "Smelling! This smell is from a human!";
+ mes "Somewhere, a human!";
+ mes "I got it. You are!!!";
+ specialeffect EF_HIT1,AREA,"Jaguar#bra";
+ emotion e_omg,1;
+ next;
+ mes "[Jaguar]";
+ mes "Don't be afraid human.";
+ mes "I don't have enough power to hunt humans, just waiting time to end my lifetime in this jungle.";
+ next;
+ mes "[Jaguar]";
+ mes "Anyway you can talk with me, are you a guarana kid?";
+ next;
+ select("Yes? N...o......actually....");
+ mes "[Jaguar]";
+ mes "The son of guarana woman became our friend also.";
+ mes "They treated all life preciously.";
+ mes "I hope you are same the as her.";
+ next;
+ mes "[Jaguar]";
+ mes "Bird's chirpings informed me.";
+ mes "The son of guarana woman has a diseased heart.";
+ mes "Her brothers made him lonely, don't you think?";
+ next;
+ mes "[Jaguar]";
+ mes "Here is fresh meat that I hunted just a few days ago.";
+ mes "Take it and give it to the poor kid.";
+ next;
+ mes "[Jaguar]";
+ mes "I can give this tiny thing to you so, don't forget it.";
+ mes "The jungle will welcome you whenever!";
+ next;
+ mes "- You get fresh meat from Jaguar. -";
+ next;
+ mes "[Jaguar]";
+ mes "Monkey, who's always meddling with others, wants to meet you.";
+ next;
+ mes "[Jaguar]";
+ mes "I will give you a Jaguar's high blessing.";
+ mes "Go to monkey by flowing through the wind like a bee.";
+ mes "Let's meet again my friend!";
+ set brazil_gua,8;
+ changequest 2197,2198;
+ close2;
+ //ConsumeSpecialItem Speed_Up_Potion
+ sc_start SC_SpeedUp1,5000,0;
+ end;
+ }
+ else {
+ mes "[Jaguar]";
+ mes "krrrrrr....";
+ close;
+ }
+ end;
+}
+
+bra_fild01,245,53,3 script #Monkeybra 1057,{
+ end;
+}
+
+bra_fild01,245,52,3 script Monkey#bra 111,{
+ if (brazil_gua == 8) {
+ mes "[Monkey]";
+ mes "What is it??!!";
+ mes "We don't tolerate humans? Get out~!!";
+ next;
+ mes "[Monkey]";
+ mes "Nono... wait.... that scent!!";
+ mes "I can smell Jaguar from you, who are you?";
+ mes "Gosh, maybe there's no jaguar without fur and weird shape!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "........................";
+ mes "Are you saying that I look like an animal?!?!";
+ next;
+ mes "[Monkey]";
+ mes "Uh? Aren't you a jaguar?";
+ next;
+ mes "[Monkey]";
+ mes "Ahhha. Jaguar send you to me, right?? kkkikkki";
+ mes "But you don't look like guarana kid.";
+ next;
+ select("I've come here to help him.");
+ mes "[Monkey]";
+ mes "I heard guarana kid became lonely, is he?";
+ mes "We are experts in acrobatic acts, does kid like it?? kkkickkksk!";
+ next;
+ mes "[Monkey]";
+ mes "Give this branch of grapes to guarana kid.";
+ mes "We will make him have fun during the whole night whenever he comes to us!! kkkickkksk!";
+ next;
+ mes "- You get a bunch of grapes from Monkey. -";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Good~ Now it's time to go back to the kid~!!";
+ set brazil_gua,9;
+ changequest 2198,2199;
+ close;
+ }
+ else {
+ mes "[Monkey]";
+ mes "kkkickkksk!";
+ close;
+ }
+}
+
+// Water Lily Quest, Original file: brazil_tre.sc
+//============================================================
+brasilis,203,286,3 script Botanist Karmen#bra 893,{
+ if (brazil_regia == 0) {
+ mes "[Karmen]";
+ mes "Brasilis' climate is special.";
+ mes "This climate offers special cases in botany classes different from any other regions of the world.";
+ next;
+ mes "[Karmen]";
+ mes "The plants here have robust frames and are clear and colorful.";
+ mes "Here the plants are really huge and we can feel their presence.";
+ next;
+ mes "[Karmen]";
+ mes "One of them, a Water Lily, is a really gorgeous and unique plant.";
+ mes "This flower is quite sensitive so it doesn't bloom everywhere.";
+ next;
+ switch(select("Interesting.:End conversation.")) {
+ case 1:
+ break;
+ case 2:
+ mes "[Karmen]";
+ mes "I guess you aren't interested in botany.";
+ close;
+ }
+ mes "[Karmen]";
+ mes "It doesn't appear easily and it is a mysterious flower even to the natives, so the Brasilis people believe that a person will get great luck if someone finds it.";
+ next;
+ mes "[Karmen]";
+ mes "As a botanist, I have been hanging around here to find the lucky flower but as I expected, it hasn't shown itself yet.";
+ next;
+ mes "[Karmen]";
+ mes "I believe that with enough perseverence, this flower will show me it's beautiful brilliance.";
+ next;
+ mes "[Karmen]";
+ mes "Ah, if you are interested more in the Water Lily story, find someone named Marta.";
+ mes "She is wise and knows lots of stories here in Brasilis.";
+ set brazil_regia,1;
+ setquest 2201;
+ close;
+ }
+ else if (brazil_regia == 1) {
+ mes "[Karmen]";
+ mes "Ah, if you are interested more in the Water Lily story, find someone named Marta.";
+ mes "She is wise and knows lots of stories here in Brasilis.";
+ close;
+ }
+ else if (brazil_regia == 9) {
+ mes "- You show a lotus flower to Karmen and talk about the story so far. -";
+ next;
+ mes "[Karmen]";
+ mes "Wow!! You had a really good experience.";
+ mes "So~~~ the water lily lives in the depths of brasilis, right?";
+ mes "I wil try to find it again by myself, I won't give up!!";
+ next;
+ mes "[Karmen]";
+ mes "I am so grateful that I met you.";
+ mes "The water lily must truly be a lucky flower. hahaha";
+ set brazil_regia,10;
+ completequest 2207;
+ getexp 50000,10000;
+ close;
+ }
+ else {
+ mes "[Karmen]";
+ mes "This climate offers special cases in botany classes different from any other regions of the world.";
+ next;
+ mes "[Karmen]";
+ mes "The plants here have robust frames and are clear and colorful.";
+ mes "Here the plants are really huge and we can feel their presence.";
+ next;
+ mes "[Karmen]";
+ mes "It's a botanist's dream.";
+ close;
+ }
+}
+
+bra_in01,142,27,5 script Marta#bra 474,{
+ if (brazil_regia == 1) {
+ mes "[Brasilis Boy]";
+ mes "Grandma! That person has a weird smell.";
+ next;
+ mes "[Marta]";
+ mes "This person isn't from here.";
+ mes "Say hello to our guest.";
+ next;
+ mes "[Brasilis Boy]";
+ mes "heee~ hi!!";
+ mes "I am Kaka!!";
+ mes "Whats your name?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I am "+strcharinfo(0)+".";
+ next;
+ mes "[Brasilis Boy]";
+ mes "The outsider has a weird name!";
+ mes "Thas ok! If we keep talking we'll be friends! Cheer up!";
+ next;
+ mes "[Marta]";
+ mes "Hehe...";
+ mes "So, why have you come here stranger~?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I heard you knows lots of stories, is that true?";
+ next;
+ mes "[Kaka]";
+ mes "Wooo! how you know my grandma knows lots of stories, amazing~?";
+ mes "Grandma is really wise and kind so, I heard lotsa things.";
+ next;
+ mes "[Marta]";
+ mes "Hehe. Kaka always listens to many stories every night, he really likes my stories.";
+ mes "Kaka always makes me happy because he asks so many curious things. That is pure happiness.";
+ next;
+ mes "[Marta]";
+ mes "Ok, Kaka why don't you invite our guest today to our small meeting?";
+ next;
+ mes "[Kaka]";
+ mes "Ok grandma~!!";
+ next;
+ mes "[Marta]";
+ mes "Hey~ do you have special story that you want to listen to?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "About the mysterious water lily?";
+ next;
+ mes "[Marta]";
+ mes "Water lily....";
+ mes "It's from a long long time ago.";
+ next;
+ mes "[Marta]";
+ mes "Before Brasilis was established.";
+ mes "A tribe that lived with the giant waterfall and jungle as friends spent their whole time with nature.";
+ next;
+ mes "[Marta]";
+ mes "One of tribe chiefs had a pretty daughter called 'Naia'.";
+ next;
+ mes "[Marta]";
+ mes "Naia liked listening to stories like Kaka so, her mom told her stories every night about nature and gods.";
+ next;
+ mes "[Kaka]";
+ mes "Woooa, she's just like me!";
+ mes "Maybe she would be pretty... hehe.";
+ next;
+ mes "[Marta]";
+ mes "According to her mother...";
+ mes "If the moon in the sky loves some woman in the earth, he turns her into a star so that they can stay together forever.";
+ next;
+ mes "[Marta]";
+ mes "After Naia heard this story, she went to her dad to ask if it was true or not.";
+ next;
+ mes "[Kaka]";
+ mes "So, what did he say?";
+ next;
+ mes "[Marta]";
+ mes "^3131FF'My dear, Naia the moon is one of the bravest men. But he can no longer have a bride. So you can't become a star... Sorry~.^000000";
+ next;
+ mes "[Kaka]";
+ mes "Did Naia wants to be the bride of the man?";
+ next;
+ mes "[Marta]";
+ mes "Yes Kaka, imagine the moon how beautiful and mysterious, that's just ideal for girls.";
+ next;
+ mes "[Kaka]";
+ mes "But the moon doesn't meet a human as his wife anymore? What was going on with Naia?";
+ next;
+ mes "[Marta]";
+ mes "Naia was really a nice girl.";
+ next;
+ mes "[Marta]";
+ mes "Although her parents tried to prevent her, she still went to the forest to meet the moon every night.";
+ mes "Sadly, even with all of her effort, the moon didn't show any reaction to her.";
+ next;
+ mes "[Marta]";
+ mes "One day she also went to the top of the mountain to be closer to him. She decided to take a rest for a while around the lake.";
+ next;
+ mes "[Marta]";
+ mes "That's when.. Naia saw it.";
+ mes "It was the moon he was shining beautifully over the waving lake lightly.";
+ next;
+ mes "[Kaka]";
+ mes "I know, it's just the moon reflecting on the water. Right?!";
+ next;
+ mes "[Marta]";
+ mes "Yes, but to her, the image made her fall into the lake without hesitating and drowned.";
+ next;
+ mes "[Kaka]";
+ mes "Oh no.";
+ next;
+ mes "[Marta]";
+ mes "The moon was also watching her from the sky.";
+ mes "He felt sad and pitied her. So he decided to turn her into a beautiful flower to thank her for her love.";
+ next;
+ mes "[Marta]";
+ mes "That is the story of the mysterious flower people called the Brasilis Water Flower.";
+ mes "This Naia flower appears as light white during daytime but in the night turns into red due to it's love connection to the moon.";
+ next;
+ mes "[Kaka]";
+ mes "How sad but beautiful!";
+ next;
+ mes "[Marta]";
+ mes "How about you stranger?";
+ mes "Did you enjoy this story?";
+ mes "If you want to listen to another story, just come to me.";
+ mes "If you don't mind playing with my grandson a ~ little. hoohoo.";
+ set brazil_regia,2;
+ close;
+ }
+ else if (brazil_regia > 1) {
+ mes "[Kaka]";
+ mes "My grandma is really a bit tired doing some tribe stuff!";
+ mes "Could you come another day?";
+ close;
+ }
+ else {
+ mes "[Marta]";
+ mes "You are not from around here.";
+ mes "I can sense a strange earth smell.";
+ next;
+ mes "[Marta]";
+ mes "But your eyes shine with strength.";
+ mes "Indeed you are spreading out spirit and will from your whole body.";
+ next;
+ mes "[Marta]";
+ mes "If you work at it you will be a great person someday.";
+ close;
+ }
+}
+
+bra_in01,145,27,3 script Brasilis Boy#bra 472,{
+ if (brazil_regia == 1) {
+ mes "[Brasilis Boy]";
+ mes "Grandma! That person has a weird smell.";
+ next;
+ mes "[Marta]";
+ mes "This person isn't from here.";
+ mes "Say hello to our guest.";
+ next;
+ mes "[Brasilis Boy]";
+ mes "heee~ hi!!";
+ mes "I am Kaka!!";
+ mes "Whats your name?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I am "+strcharinfo(0)+".";
+ next;
+ mes "[Brasilis Boy]";
+ mes "The outsider has a weird name!";
+ mes "Thas ok! If we keep talking we'll be friends! Cheer up!";
+ next;
+ mes "[Marta]";
+ mes "Hehe...";
+ mes "So, why have you come here stranger~?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I heard you knows lots of stories, is that true?";
+ next;
+ mes "[Kaka]";
+ mes "Wooo! how you know my grandma knows lots of stories, amazing~?";
+ mes "Grandma is really wise and kind so, I heard lotsa things.";
+ next;
+ mes "[Marta]";
+ mes "Hehe. Kaka always listens to many stories every night, he really likes my stories.";
+ mes "Kaka always makes me happy because he asks so many curious things. That is pure happiness.";
+ next;
+ mes "[Marta]";
+ mes "Ok, Kaka why don't you invite our guest today to our small meeting?";
+ next;
+ mes "[Kaka]";
+ mes "Ok grandma~!!";
+ next;
+ mes "[Marta]";
+ mes "Hey~ do you have special story that you want to listen to?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "About the mysterious water lily?";
+ next;
+ mes "[Marta]";
+ mes "Water lily....";
+ mes "It's from a long long time ago.";
+ next;
+ mes "[Marta]";
+ mes "Before Brasilis was established.";
+ mes "A tribe that lived with the giant waterfall and jungle as friends spent their whole time with nature.";
+ next;
+ mes "[Marta]";
+ mes "One of tribe chiefs had a pretty daughter called 'Naia'.";
+ next;
+ mes "[Marta]";
+ mes "Naia liked listening to stories like Kaka so, her mom told her stories every night about nature and gods.";
+ next;
+ mes "[Kaka]";
+ mes "Woooa, she's just like me!";
+ mes "Maybe she would be pretty... hehe.";
+ next;
+ mes "[Marta]";
+ mes "According to her mother...";
+ mes "If the moon in the sky loves some woman in the earth, he turns her into a star so that they can stay together forever.";
+ next;
+ mes "[Marta]";
+ mes "After Naia heard this story, she went to her dad to ask if it was true or not.";
+ next;
+ mes "[Kaka]";
+ mes "So, what did he say?";
+ next;
+ mes "[Marta]";
+ mes "^3131FF'My dear, Naia the moon is one of the bravest men. But he can no longer have a bride. So you can't become a star... Sorry~.^000000";
+ next;
+ mes "[Kaka]";
+ mes "Did Naia wants to be the bride of the man?";
+ next;
+ mes "[Marta]";
+ mes "Yes Kaka, imagine the moon how beautiful and mysterious, that's just ideal for girls.";
+ next;
+ mes "[Kaka]";
+ mes "But the moon doesn't meet a human as his wife anymore? What was going on with Naia?";
+ next;
+ mes "[Marta]";
+ mes "Naia was really a nice girl.";
+ next;
+ mes "[Marta]";
+ mes "Although her parents tried to prevent her, she still went to the forest to meet the moon every night.";
+ mes "Sadly, even with all of her effort, the moon didn't show any reaction to her.";
+ next;
+ mes "[Marta]";
+ mes "One day she also went to the top of the mountain to be closer to him. She decided to take a rest for a while around the lake.";
+ next;
+ mes "[Marta]";
+ mes "That's when.. Naia saw it.";
+ mes "It was the moon he was shining beautifully over the waving lake lightly.";
+ next;
+ mes "[Kaka]";
+ mes "I know, it's just the moon reflecting on the water. Right?!";
+ next;
+ mes "[Marta]";
+ mes "Yes, but to her, the image made her fall into the lake without hesitating and drowned.";
+ next;
+ mes "[Kaka]";
+ mes "Oh no.";
+ next;
+ mes "[Marta]";
+ mes "The moon was also watching her from the sky.";
+ mes "He felt sad and pitied her. So he decided to turn her into a beautiful flower to thank her for her love.";
+ next;
+ mes "[Marta]";
+ mes "That is the story of the mysterious flower people called the Brasilis Water Flower.";
+ mes "This Naia flower appears as light white during daytime but in the night turns into red due to it's love connection to the moon.";
+ next;
+ mes "[Kaka]";
+ mes "How sad but beautiful!";
+ next;
+ mes "[Marta]";
+ mes "How about you stranger?";
+ mes "Did you enjoy this story?";
+ mes "If you want to listen to another story, just come to me.";
+ mes "If you don't mind playing with my grandson a ~ little. hoohoo.";
+ set brazil_regia,2;
+ close;
+ }
+ else if (brazil_regia > 1) {
+ mes "[Kaka]";
+ mes "My grandma is really a bit tired doing some tribe stuff!";
+ mes "Could you come another day?";
+ close;
+ }
+ else {
+ mes "[Marta]";
+ mes "You are not from around here.";
+ mes "I can sense a strange earth smell.";
+ next;
+ mes "[Marta]";
+ mes "But your eyes shine with strength.";
+ mes "Indeed you are spreading out spirit and will from your whole body.";
+ next;
+ mes "[Marta]";
+ mes "If you work at it you will be a great person someday.";
+ close;
+ }
+}
+
+brasilis,270,145,5 script Brasilis Girl#bra 473,5,5,{
+ if (!checkweight(1201,1)) {
+ mes "- wait a second!! -";
+ mes "- you have too many items -";
+ mes "- so you can't get any more items. -";
+ mes "- make your body lighter -";
+ mes "- then try again. -";
+ close;
+ }
+ if (brazil_regia == 2) {
+ mes "[Distant Sound]";
+ mes "Jasira!!!";
+ mes "Where are you going again?!!";
+ mes "come back~, please!!";
+ next;
+ mes "[Brasilis Girl]";
+ mes "Mom, I have to go out!!";
+ next;
+ mes "[Distant Sound]";
+ mes "No way~!! You shouldn't!!";
+ next;
+ mes "[Brasilis Girl]";
+ mes "Gosh.. today also failed.";
+ next;
+ mes "[Brasilis Girl]";
+ mes "......";
+ mes "What's up? Why are you looking at me?";
+ mes "I don't want to be a showgirl!! Get out!!";
+ next;
+ switch(select("Nothing, sorry.:What's wrong?")) {
+ case 1:
+ mes "[Brasilis Girl]";
+ mes "I am so sad!!!";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Brasilis Girl]";
+ mes "It's not your business.";
+ mes "You are just an outsider!";
+ next;
+ switch(select("How rude!:Just trying to help.")) {
+ case 1:
+ mes "[Brasilis Girl]";
+ mes "What's it matter to you that I'm rude??!!";
+ close;
+ case 2:
+ break;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "I know that I'm just passing by but I might be able to help you. What do you think?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "This kind of meeting could be more than just a coincidence.";
+ next;
+ mes "[Brasilis Girl]";
+ mes "......................";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm can you tell me your name?";
+ next;
+ mes "[Brasilis Girl]";
+ mes "ja...";
+ mes "Jasira.";
+ mes "My name is Jasira.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Nice name~.";
+ mes "Jasira what's going on?";
+ next;
+ mes "[Jasira]";
+ mes ".............";
+ next;
+ mes "[Jasira]";
+ mes "I have to meet 'Jasi' but I can't go out....";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "who is Jasi?";
+ mes "Your.... lover?";
+ next;
+ emotion e_omg;
+ mes "[Jasira]";
+ mes "l...o...v...e...lover??!!";
+ mes "No way~";
+ next;
+ mes "[Jasira]";
+ mes "If he is my lover, it would be great... but...";
+ next;
+ mes "[Jasira]";
+ mes "Jasi is......";
+ mes "the great moon.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "The moon?";
+ mes "Maybe... are you talking about the moon from the story?";
+ next;
+ mes "[Jasira]";
+ mes "Yeah!";
+ mes "Dear Jasi is from the moon from the sky!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Why are you thinking like that?";
+ next;
+ mes "[Jasira]";
+ mes "Cuz' Jasi is really gorgeous and the most important thing is he is taking care of the water lily in Brasilis.";
+ next;
+ emotion e_omg,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "Brasilis water lily??!!";
+ mes "Isn't it the uniqe flower?";
+ next;
+ mes "[Jasira]";
+ mes "Right. It's a really mysterious flower and difficult to find.";
+ mes "But around Jasi there are lots of water lilies.";
+ mes "That's why I believe Jasi is the moon.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Where is Jasi?";
+ next;
+ mes "[Jasira]";
+ mes "He is deep inside the Jungle.";
+ mes "As you can see I am so weak so, I've been staying home. But once, I was strong enough to leave this village.";
+ next;
+ mes "[Jasira]";
+ mes "I just wandered the jungle and fell down somewhere and that's where I saw him.";
+ mes "He was so nice. He helped heal me and guided me back home.";
+ mes "That was really really great time.";
+ next;
+ mes "[Jasira]";
+ mes "Since I came back home, my parents punished me.";
+ mes "I can understand why they are worrying but i missed Jasi a lot!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Why don't you meet him after recovering your strength?";
+ next;
+ mes "[Jasira]";
+ mes ".................";
+ mes "I wanna see him right now...";
+ next;
+ switch(select("Help Jasira.:Ignore her.")) {
+ case 1:
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Sorry I can't help you. Cheer up!";
+ next;
+ mes "[Jasira]";
+ mes "Crying........";
+ close;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "Jasira I came here to find the Brasilis water lily.";
+ mes "Don't you think fate has brought us together?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "If you tell me how to find Jasi, I can help you.";
+ next;
+ mes "[Jasira]";
+ mes "Really? But I don't know exactly how to get there. I was just wandering around when I met him.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Can't you remember anything?";
+ mes "If you know something you've gotta tell me.";
+ next;
+ mes "[Jasira]";
+ mes "Let's see... I was wandering around a waterfall then fell down into the water then I was sucked into somewhere.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Good, that's better than nothing! I will look for a similar place.";
+ next;
+ mes "[Jasira]";
+ mes "I gave you your information, so can you do me a favor?";
+ mes "It's really simple...";
+ next;
+ mes "[Jasira]";
+ mes "I'd like to give a delicious fruit.";
+ mes "The place where Jas seemed cozy but I didn't see any food around... So if he sees a yummy fruit he will be happy!";
+ next;
+ mes "[Jasira]";
+ mes "Give him 10 Banana and tell him that I really miss him.";
+ mes "Sorry for ignoring you before. Please, only you can help me!";
+ set brazil_regia,3;
+ changequest 2201,2202;
+ close;
+ }
+ else if ((brazil_regia == 3) || (brazil_regia == 4)) {
+ mes "[Jasira]";
+ mes "If you meet Jasi, give him 10 Bananas.";
+ mes "Let's see... I was wandering around a waterfall then fell down into the water then I was sucked into somewhere.";
+ next;
+ mes "[Jasira]";
+ mes "If you can't find the way, go up to the waterfall and ask the kids in Brasilis village.";
+ mes "I heard one of the children went to a strange place before. He might've gone to the same place as me!";
+ close;
+ }
+ else if (brazil_regia == 5) {
+ mes "[Jasira]";
+ mes "Did you meet Jasi?";
+ mes "Did you talk about me?";
+ mes "You didn't? Uh? Stupid! Gosh~!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey girl~ you've got a short temper.";
+ mes "I did see him and I talked about you!";
+ next;
+ mes "[Jasira]";
+ mes "Did you?";
+ mes "What did he say?";
+ mes "Does he remember me?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "That you have a really good heart~";
+ mes "I told him that you will try to meet him when your condition gets better.";
+ next;
+ mes "[Jasira]";
+ mes "Yeahhhhh!!";
+ mes "Thank you! You are more reliable than I thought you would be.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Anyway, I'm looking for a fruit that's brown and has a hard shell.";
+ mes "It has juice inside and can be used as a cup to drink out of.";
+ next;
+ mes "[Jasira]";
+ mes "Duh! You mean a coconut right?!";
+ mes "They're everywhere here in Brasilis.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Thanks Jasira!";
+ set brazil_regia,6;
+ changequest 2204,2205;
+ close;
+ }
+ else if ((brazil_regia == 6) || (brazil_regia == 7)) {
+ mes "[Jasira]";
+ mes "I should take care of my strength by myself!";
+ mes "I can't just lie in my bed forever. Don't you agree?";
+ close;
+ }
+ else if (brazil_regia == 8) {
+ mes "[Jasira]";
+ mes "Uh? Why have you come back?";
+ next;
+ mes "- You tell her what Jasi told you to tell her -";
+ next;
+ mes "[Jasira]";
+ mes "Oh... really?";
+ mes "Did he say that?";
+ mes "Gosh! Gosh!!!";
+ mes "Kkkkkaaaaa - !!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Thanks to you, I was able to get a flower.";
+ mes "Thanks a lot!!";
+ next;
+ mes "[Jasira]";
+ mes "Wooow. It's so beautiful.";
+ next;
+ mes "[Jasira]";
+ mes "Ah... can I see it for a second?";
+ next;
+ mes "[Jasira]";
+ mes "Surprise~!!";
+ mes "I've been working on this hat while you were gone and now it's complete with the water lily flower!";
+ next;
+ mes "[Jasira]";
+ mes "I know, I know! I'm the best...";
+ delitem 7553,1; //Lotus_Flower
+ set brazil_regia,9;
+ changequest 2206,2207;
+ set .@regiahat,rand(1,3);
+ if (.@regiahat == 1)
+ getitem2 5302,1,1,0,0,4195,0,0,0; //Lotus_Flower_Hat, Leaf_Cat_Card
+ else if (.@regiahat == 2)
+ getitem2 5302,1,1,0,0,4177,0,0,0; //Lotus_Flower_Hat, Dryad_Card
+ else
+ getitem2 5302,1,1,0,0,4188,0,0,0; //Lotus_Flower_Hat, Leib_Olmai_Card
+ close;
+ }
+ else if (brazil_regia > 8) {
+ mes "[Jasira]";
+ mes "I just need to get a little bit stronger!";
+ mes "I can't just lie in bed forever. My Jasi is waiting for me~";
+ close;
+ }
+ else {
+ mes "[Distant Sound]";
+ mes "Jasira!!!";
+ mes "Where are you going again?!!";
+ mes "Come back~, please!!";
+ next;
+ mes "[Brasilis Girl]";
+ mes "Please mom~!";
+ mes "Please let me go!";
+ close;
+ }
+ end;
+
+OnTouch:
+ if (brazil_regia == 2) {
+ emotion e_an;
+ }
+ end;
+}
+
+bra_dun02,67,205,5 script Recluse#bra 475,3,3,{
+ if (brazil_regia == 3) {
+ mes "[Recluse]";
+ mes "Oh, I haven't seen another person in such a long time.";
+ next;
+ switch(select("Keep going.:Are you the moon?")) {
+ case 1:
+ mes "[Recluse]";
+ mes "You don't have specific business with me.";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Recluse]";
+ mes "Moon?";
+ mes "My name is Jasi.";
+ mes "My family has worked to take care of the water lily from generation to generation.";
+ next;
+ mes "[Jasi]";
+ mes "Basically the Brasilis water lily is too shy to appear in front of people so, they only bloom in rare places. I guess they like it here, though, that's why I've been staying here for such a long time.";
+ next;
+ mes "[Jasi]";
+ mes "My family has taken care of the water lily calmly to prevent harm from people's hand or monsters.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Do you remember a girl named Jasi.";
+ next;
+ mes "[Jasi]";
+ mes "Ja...si..........";
+ mes "Ah!! a hurry scurry girl. ";
+ mes "Gosh.. I was in trouble due to that girl.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Trouble?";
+ next;
+ mes "[Jasi]";
+ mes "One day a young lady appeared with lots of scars so I helped her. Then suddenly she tried to pick up the water lily and asked me to accept her as my wife or make her into a water lily what a nutcase!";
+ next;
+ mes "[Jasi]";
+ mes "I was barely able to calm down and send her to the village.";
+ mes "My life is that water lily so I didn't want anything embarrassing to happen.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "This is a gift from Jasira to say sorry for that time.";
+ mes "She is really sad that can't come here by herself due to private difficulties.";
+ next;
+ if (countitem(513) < 10) {
+ mes "[Jasi]";
+ mes "What are you saying?";
+ next;
+ mes "- Oh yeah, I forgot to bring 10 Bananas -";
+ close;
+ }
+ mes "[Jasi]";
+ mes "Ah! Bananas! Wow it's been a long time. She's pretty considerate isn't she?";
+ next;
+ mes "[Jasi]";
+ mes "Anyway is that all the business you have with me?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Umm honestly I was wondering to find water lily and met you by coincidence. Jasira told me her sad story so that's what led me here.";
+ next;
+ mes "[Jasi]";
+ mes "I got it.";
+ mes "As you can see, there are lots of Brasilis water lily around here.";
+ mes "If you make sure that you won't destroy them you can appreciate them as you wish.";
+ set brazil_regia,4;
+ changequest 2202,2203;
+ close;
+ }
+ else if (brazil_regia == 4) {
+ mes "[Jasi]";
+ mes "Did you enjoy the water lily?";
+ close;
+ }
+ else if (brazil_regia == 5) {
+ mes "[Jasi]";
+ mes "I forgot what the name of that fruit was...";
+ close;
+ }
+ else if (brazil_regia == 6) {
+ if (countitem(11515) < 5) {
+ mes "[Jasi]";
+ mes "I forgot what the name of that fruit was...";
+ close;
+ }
+ else {
+ mes "[Jasi]";
+ mes "Did you find the fruit?";
+ mes "Oh right this is....?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "It's called a 'coconut'.";
+ next;
+ mes "[Jasi]";
+ mes "Ahah! COCONUT!!";
+ mes "Now I remember thank you very much. I can't remember the last time I had this fruit.";
+ next;
+ mes "[Jasi]";
+ mes "I guess I should keep my promise.";
+ mes "You can take one Water lily.";
+ next;
+ mes "[Jasi]";
+ mes "I hope the Brasilis water lily will understand me.";
+ mes "You better grab the flower while you have a chance~";
+ next;
+ mes "[Jasi]";
+ mes "Oh, can you tell that girl Jasira something for me?";
+ mes "Tell her that I am not the moon from the story, but I want to become the moon to shine only for her.";
+ delitem 11515,5; //Coconut
+ set brazil_regia,7;
+ changequest 2205,2206;
+ close;
+ }
+ }
+ else {
+ mes "[Jasi]";
+ mes "The flowers blooming from the Water lily today is wonderful.";
+ close;
+ }
+ end;
+
+OnTouchNPC:
+ warp "bra_dun02",67,215;
+ end;
+}
+
+bra_dun02,71,200,3 script Water lily#bra 111,{
+ if (brazil_regia == 4) {
+ mes "An unusual Water lily is blooming here. You can't stop staring at it, knowing that few people have seen this flower bloom.";
+ next;
+ switch(select("Pick up the flower.:Keep gazing.")) {
+ case 1:
+ break;
+ case 2:
+ mes "- You can't avoid staring at it's beauty. -";
+ close;
+ }
+ mes "[Jasi]";
+ mes "Uh! What are you doing??!!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "There is a person who really needs this flower, can I just take one of 'em?";
+ next;
+ mes "[Jasi]";
+ mes "As I said earlier, I am the guardian of this water lily.";
+ mes "I can't just stand by here and watch you pluck even a single flower from it.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey man~ I brought these delicious fruits for you... try it! They are really well matured and fresh bananas.";
+ next;
+ if (countitem(513) < 10) {
+ mes "[Jasi]";
+ mes "What are you saying?";
+ next;
+ mes "- Oh yeah, I forgot to bring 10 Bananas -";
+ close;
+ }
+ mes "[Jasi]";
+ mes "Hmm... It's been so long since I've had this fruit.";
+ next;
+ mes "[Jasi]";
+ mes "I will just try one. That's all.";
+ next;
+ mes "- munch -";
+ mes "- mumble mumble mumble -";
+ specialeffect EF_POTION7,AREA,"Recluse#bra";
+ next;
+ mes "[Jasi]";
+ mes "Uh, this taste... is!";
+ mes "I remember my mom baking these into a tasty bread!";
+ next;
+ mes "[Jasi]";
+ mes "It makes me miss my childhood.";
+ next;
+ emotion e_omg,0,"Recluse#bra";
+ mes "[Jasi]";
+ mes "Hoho!!!!";
+ mes "I've been here for as long as I can remember...";
+ mes "I don't have enough time to even do simple things like eat delicious fruit.";
+ next;
+ mes "[Jasi]";
+ mes "It was a really delicious banana.";
+ mes "But rules are rules!";
+ mes "I must do my duty.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Please! I just need one flower~ What can I do to convince you?";
+ next;
+ mes "[Jasi]";
+ mes "Rules are rules, what do you want from me?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Didn't that banana remind you of your childhood? What can I get for you?";
+ next;
+ mes "[Jasi]";
+ mes "Now that you mention it, there is one fruit that I really miss.";
+ mes "It was my favorite when I was young but I don't remember what it was called.";
+ next;
+ mes "[Jasi]";
+ mes "It's brown and has a hard shell around it. It has juice inside and you can use it as a cup when you're done eating the fruit.";
+ mes "Do you know what it is?";
+ next;
+ mes "[Jasi]";
+ mes "If you bring 5 of those things, I will reconsider your suggestion.";
+ delitem 513,10; //Banana
+ set brazil_regia,5;
+ changequest 2203,2204;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ok so I have to bring 5 fruits with hard shells.";
+ mes "Hmm what is it?";
+ close;
+ }
+ else if (brazil_regia == 5) {
+ mes "[Jasi]";
+ mes "It was my favorite when I was young but I don't remember what it was called.";
+ next;
+ mes "[Jasi]";
+ mes "It's brown and has a hard shell around it. It has juice inside and you can use it as a cup when you're done eating the fruit.";
+ mes "Do you know what it is?";
+ close;
+ }
+ else if (brazil_regia == 7) {
+ if (!checkweight(1201,1)) {
+ mes "- wait a second!! -";
+ mes "- you have too many items -";
+ mes "- so you can't get any more items. -";
+ mes "- make your body lighter -";
+ mes "- then try again. -";
+ close;
+ }
+ mes "- You take a beautiful water lily carefully in your hands. -";
+ set brazil_regia,8;
+ getitem 7553,1; //Lotus_Flower
+ close;
+ }
+}
+
+// Dungeon Access Quest, Original file: brazil_tre.sc
+//============================================================
+brasilis,185,246,5 script Pedro#bra 62,{
+ if (brazil_ghost == 0) {
+ mes "[Pedro]";
+ mes "Wow it's really a great statue!";
+ next;
+ mes "[Mariana]";
+ mes "It is, isn't it?";
+ mes "This statue is called Verass Monument.";
+ next;
+ mes "[Mariana]";
+ mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city.";
+ next;
+ mes "[Pedro]";
+ mes "Awesome!!";
+ mes "i wanna become a real man like Verass.";
+ next;
+ mes "[Mariana]";
+ mes "Pedro, you can become whatever you want.";
+ next;
+ mes "[Pedro]";
+ mes "Mariana is so smart, isn't she? hehe.";
+ next;
+ mes "[Fabio]";
+ mes "Ooooh! You love her don't you!";
+ next;
+ mes "[Daniel]";
+ mes "Wooooaaaa Pedro and Mari sitting in a tree!";
+ next;
+ mes "[Fabio]";
+ mes "Woooo k-i-s-s-i-n-g~!!!";
+ next;
+ mes "[Daniel]";
+ mes "Nya nya nya!";
+ next;
+ mes "[Fabio]";
+ mes "Hahahahaha.";
+ next;
+ mes "[Pedro]";
+ mes "Stop acting like babies!";
+ next;
+ mes "[Mariana]";
+ mes "Boys~!";
+ next;
+ mes "[Daniel]";
+ mes "Yah yah...";
+ mes "Hey guys, did you hear that something happened a few days ago?";
+ next;
+ mes "[Mariana]";
+ mes "Oh yeah~ I heard that something really scary happened.";
+ next;
+ mes "[Fabio]";
+ mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~";
+ next;
+ mes "[Daniel]";
+ mes "Ha ha ha! Smelly Mari!";
+ next;
+ mes "[Mariana]";
+ mes "I hate you~!";
+ mes "Stop spreading rumors about me. I'm not scared of the bathroom.";
+ mes "Pedro, do you think that I stink?";
+ next;
+ mes "[Pedro]";
+ mes "Uh? Uh?";
+ mes "N......no... no way.";
+ mes "Hey guys~ be nice to her~";
+ next;
+ mes "[Fabio]";
+ mes "kkkickkkkkkkkick";
+ next;
+ mes "[Daniel]";
+ mes "kkkickkkkkkkk";
+ next;
+ switch(select("Walk by.:Ask about the gossip.")) {
+ case 1:
+ mes "[Fabio]";
+ mes "Mariana~ smells~ Nya nya~";
+ next;
+ mes "[Daniel]";
+ mes "Oh man you stink too~! Nya nya~";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Fabio]";
+ mes "Haven't you heard?";
+ mes "The ghost story in the art museum.";
+ next;
+ mes "[Daniel]";
+ mes "Ooohhhh! Scary~~~!";
+ next;
+ select("Can you tell me more?");
+ mes "[Fabio]";
+ mes "A coupla days ago we went to the art museum for a picnic at school.";
+ mes "You know nothing special, just a ordinary field trip.";
+ next;
+ mes "[Fabio]";
+ mes "Museums are boring so me and some friends snuck away from the group~!";
+ next;
+ mes "[Fabio]";
+ mes "That's when we heard a scream echoing through the whole museum.";
+ next;
+ mes "[Daniel]";
+ mes "kkakkakkaaaah!!";
+ mes "kkieeeeeeh!";
+ mes "kehkeh..";
+ next;
+ mes "[Mariana]";
+ mes "I heard the scream too...";
+ mes "You boys are always making noises where you're not supposed to.";
+ next;
+ mes "[Pedro]";
+ mes "What else are we supposed to do? If we don't do it someone else will.";
+ next;
+ emotion e_an,0,"Mariana#bra";
+ mes "[Mariana]";
+ mes "Argh~ Boys are so frustrating sometimes.";
+ next;
+ select("So then what happened?");
+ mes "[Fabio]";
+ mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from.";
+ next;
+ mes "[Fabio]";
+ mes "They were coming from the bathroom.";
+ mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad.";
+ next;
+ mes "[Daniel]";
+ mes "I think you pissed or pooped your pants. It smelled freakin' gross.";
+ next;
+ mes "[Fabio]";
+ mes "Nah uh~ Your mom pissed her pants~ Nyah!";
+ next;
+ mes "[Daniel]";
+ mes "Nah uh~ You~ pissed your pants~";
+ next;
+ mes "[Fabio]";
+ mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started.";
+ next;
+ mes "[Daniel]";
+ mes "Liar, there's no such thing as ghosts~";
+ next;
+ select("So was it a ghost?");
+ mes "[Fabio]";
+ mes "How should I know?";
+ mes "No one could say they saw one and no one wanted to get in trouble from the teachers.";
+ next;
+ mes "[Pedro]";
+ mes "I heard if you say special magic words that the ghost will come out.";
+ next;
+ mes "[Daniel]";
+ mes "Quit butting into our conversation Pedro.";
+ next;
+ mes "[Fabio]";
+ mes "Yah, what are you talking about, Pedro?";
+ mes "So did you see the ghost?";
+ next;
+ mes "[Pedro]";
+ mes "N... no. I'm scared of ghosts.";
+ mes "But my friends said they saw one and they're not liars.";
+ next;
+ select("Did anyone tell you the magic words?");
+ mes "[Pedro]";
+ mes "I heard it in a kind of song.";
+ mes "the special magic words are...";
+ next;
+ mes "[Pedro]";
+ mes "'^3131FFMother the door won't open!^000000'";
+ mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
+ mes "";
+ mes "'^3131FFMother the water is flooding!^000000'";
+ mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
+ mes "";
+ mes "'^3131FFMother the drought has started!^000000'";
+ mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
+ mes "";
+ mes "'^3131FFMother where are my friends?^000000'";
+ mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
+ mes "";
+ mes "'^3131FFWhere are you mom?^000000'";
+ next;
+ mes "[Mariana]";
+ mes "Umm it seems like a riddle.";
+ next;
+ select("Wanna help me find this ghost?");
+ mes "[Pedro]";
+ mes "You're on your own pal~.";
+ next;
+ mes "[Mariana]";
+ mes "I don't like scary things!";
+ next;
+ mes "[Fabio]";
+ mes "Pfft, I can't believe you're gonna believe that story.";
+ next;
+ mes "[Daniel]";
+ mes "I'll do whatever Fabio does, as always!";
+ next;
+ mes "[Fabio]";
+ mes "Maybe you're just scared...";
+ set brazil_ghost,1;
+ setquest 2208;
+ close;
+ }
+ else if (brazil_ghost == 1) {
+ mes "[Pedro]";
+ mes "Do you wanna hear the magic words again?";
+ next;
+ mes "[Pedro]";
+ mes "'^3131FFMother the door won't open!^000000'";
+ mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
+ mes "";
+ mes "'^3131FFMother the water is flooding!^000000'";
+ mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
+ mes "";
+ mes "'^3131FFMother the drought has started!^000000'";
+ mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
+ mes "";
+ mes "'^3131FFMother where are my friends?^000000'";
+ mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
+ mes "";
+ mes "'^3131FFWhere are you mom?^000000'";
+ close;
+ }
+ else {
+ mes "[Pedro]";
+ mes "I wonder what I need to do to have a statue made of me?";
+ close;
+ }
+}
+
+brasilis,187,244,1 script Mariana#bra 72,{
+ if (brazil_ghost == 0) {
+ mes "[Pedro]";
+ mes "Wow it's really a great statue!";
+ next;
+ mes "[Mariana]";
+ mes "It is, isn't it?";
+ mes "This statue is called Verass Monument.";
+ next;
+ mes "[Mariana]";
+ mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city.";
+ next;
+ mes "[Pedro]";
+ mes "Awesome!!";
+ mes "i wanna become a real man like Verass.";
+ next;
+ mes "[Mariana]";
+ mes "Pedro, you can become whatever you want.";
+ next;
+ mes "[Pedro]";
+ mes "Mariana is so smart, isn't she? hehe.";
+ next;
+ mes "[Fabio]";
+ mes "Ooooh! You love her don't you!";
+ next;
+ mes "[Daniel]";
+ mes "Wooooaaaa Pedro and Mari sitting in a tree!";
+ next;
+ mes "[Fabio]";
+ mes "Woooo k-i-s-s-i-n-g~!!!";
+ next;
+ mes "[Daniel]";
+ mes "Nya nya nya!";
+ next;
+ mes "[Fabio]";
+ mes "Hahahahaha.";
+ next;
+ mes "[Pedro]";
+ mes "Stop acting like babies!";
+ next;
+ mes "[Mariana]";
+ mes "Boys~!";
+ next;
+ mes "[Daniel]";
+ mes "Yah yah...";
+ mes "Hey guys, did you hear that something happened a few days ago?";
+ next;
+ mes "[Mariana]";
+ mes "Oh yeah~ I heard that something really scary happened.";
+ next;
+ mes "[Fabio]";
+ mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~";
+ next;
+ mes "[Daniel]";
+ mes "Ha ha ha! Smelly Mari!";
+ next;
+ mes "[Mariana]";
+ mes "I hate you~!";
+ mes "Stop spreading rumors about me. I'm not scared of the bathroom.";
+ mes "Pedro, do you think that I stink?";
+ next;
+ mes "[Pedro]";
+ mes "Uh? Uh?";
+ mes "N......no... no way.";
+ mes "Hey guys~ be nice to her~";
+ next;
+ mes "[Fabio]";
+ mes "kkkickkkkkkkkick";
+ next;
+ mes "[Daniel]";
+ mes "kkkickkkkkkkk";
+ next;
+ switch(select("Walk by.:Ask about the gossip.")) {
+ case 1:
+ mes "[Fabio]";
+ mes "Mariana~ smells~ Nya nya~";
+ next;
+ mes "[Daniel]";
+ mes "Oh man you stink too~! Nya nya~";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Fabio]";
+ mes "Haven't you heard?";
+ mes "The ghost story in the art museum.";
+ next;
+ mes "[Daniel]";
+ mes "Ooohhhh! Scary~~~!";
+ next;
+ select("Can you tell me more?");
+ mes "[Fabio]";
+ mes "A coupla days ago we went to the art museum for a picnic at school.";
+ mes "You know nothing special, just a ordinary field trip.";
+ next;
+ mes "[Fabio]";
+ mes "Museums are boring so me and some friends snuck away from the group~!";
+ next;
+ mes "[Fabio]";
+ mes "That's when we heard a scream echoing through the whole museum.";
+ next;
+ mes "[Daniel]";
+ mes "kkakkakkaaaah!!";
+ mes "kkieeeeeeh!";
+ mes "kehkeh..";
+ next;
+ mes "[Mariana]";
+ mes "I heard the scream too...";
+ mes "You boys are always making noises where you're not supposed to.";
+ next;
+ mes "[Pedro]";
+ mes "What else are we supposed to do? If we don't do it someone else will.";
+ next;
+ emotion e_an,0,"Mariana#bra";
+ mes "[Mariana]";
+ mes "Argh~ Boys are so frustrating sometimes.";
+ next;
+ select("So then what happened?");
+ mes "[Fabio]";
+ mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from.";
+ next;
+ mes "[Fabio]";
+ mes "They were coming from the bathroom.";
+ mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad.";
+ next;
+ mes "[Daniel]";
+ mes "I think you pissed or pooped your pants. It smelled freakin' gross.";
+ next;
+ mes "[Fabio]";
+ mes "Nah uh~ Your mom pissed her pants~ Nyah!";
+ next;
+ mes "[Daniel]";
+ mes "Nah uh~ You~ pissed your pants~";
+ next;
+ mes "[Fabio]";
+ mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started.";
+ next;
+ mes "[Daniel]";
+ mes "Liar, there's no such thing as ghosts~";
+ next;
+ select("So was it a ghost?");
+ mes "[Fabio]";
+ mes "How should I know?";
+ mes "No one could say they saw one and no one wanted to get in trouble from the teachers.";
+ next;
+ mes "[Pedro]";
+ mes "I heard if you say special magic words that the ghost will come out.";
+ next;
+ mes "[Daniel]";
+ mes "Quit butting into our conversation Pedro.";
+ next;
+ mes "[Fabio]";
+ mes "Yah, what are you talking about, Pedro?";
+ mes "So did you see the ghost?";
+ next;
+ mes "[Pedro]";
+ mes "N... no. I'm scared of ghosts.";
+ mes "But my friends said they saw one and they're not liars.";
+ next;
+ select("Did anyone tell you the magic words?");
+ mes "[Pedro]";
+ mes "I heard it in a kind of song.";
+ mes "the special magic words are...";
+ next;
+ mes "[Pedro]";
+ mes "'^3131FFMother the door won't open!^000000'";
+ mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
+ mes "";
+ mes "'^3131FFMother the water is flooding!^000000'";
+ mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
+ mes "";
+ mes "'^3131FFMother the drought has started!^000000'";
+ mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
+ mes "";
+ mes "'^3131FFMother where are my friends?^000000'";
+ mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
+ mes "";
+ mes "'^3131FFWhere are you mom?^000000'";
+ next;
+ mes "[Mariana]";
+ mes "Umm it seems like a riddle.";
+ next;
+ select("Wanna help me find this ghost?");
+ mes "[Pedro]";
+ mes "You're on your own pal~.";
+ next;
+ mes "[Mariana]";
+ mes "I don't like scary things!";
+ next;
+ mes "[Fabio]";
+ mes "Pfft, I can't believe you're gonna believe that story.";
+ next;
+ mes "[Daniel]";
+ mes "I'll do whatever Fabio does, as always!";
+ next;
+ mes "[Fabio]";
+ mes "Maybe you're just scared...";
+ set brazil_ghost,1;
+ setquest 2208;
+ close;
+ }
+ else if (brazil_ghost == 1) {
+ mes "[Mariana]";
+ mes "Can you guys stop talking about the ghosts?";
+ mes "I've already got goosebumps all over.";
+ close;
+ }
+ else {
+ mes "[Mariana]";
+ mes "Why do Fabio and Daniel always bother us?";
+ close;
+ }
+}
+
+brasilis,181,250,5 script Fabio#bra 706,{
+ if (brazil_ghost == 0) {
+ mes "[Pedro]";
+ mes "Wow it's really a great statue!";
+ next;
+ mes "[Mariana]";
+ mes "It is, isn't it?";
+ mes "This statue is called Verass Monument.";
+ next;
+ mes "[Mariana]";
+ mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city.";
+ next;
+ mes "[Pedro]";
+ mes "Awesome!!";
+ mes "i wanna become a real man like Verass.";
+ next;
+ mes "[Mariana]";
+ mes "Pedro, you can become whatever you want.";
+ next;
+ mes "[Pedro]";
+ mes "Mariana is so smart, isn't she? hehe.";
+ next;
+ mes "[Fabio]";
+ mes "Ooooh! You love her don't you!";
+ next;
+ mes "[Daniel]";
+ mes "Wooooaaaa Pedro and Mari sitting in a tree!";
+ next;
+ mes "[Fabio]";
+ mes "Woooo k-i-s-s-i-n-g~!!!";
+ next;
+ mes "[Daniel]";
+ mes "Nya nya nya!";
+ next;
+ mes "[Fabio]";
+ mes "Hahahahaha.";
+ next;
+ mes "[Pedro]";
+ mes "Stop acting like babies!";
+ next;
+ mes "[Mariana]";
+ mes "Boys~!";
+ next;
+ mes "[Daniel]";
+ mes "Yah yah...";
+ mes "Hey guys, did you hear that something happened a few days ago?";
+ next;
+ mes "[Mariana]";
+ mes "Oh yeah~ I heard that something really scary happened.";
+ next;
+ mes "[Fabio]";
+ mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~";
+ next;
+ mes "[Daniel]";
+ mes "Ha ha ha! Smelly Mari!";
+ next;
+ mes "[Mariana]";
+ mes "I hate you~!";
+ mes "Stop spreading rumors about me. I'm not scared of the bathroom.";
+ mes "Pedro, do you think that I stink?";
+ next;
+ mes "[Pedro]";
+ mes "Uh? Uh?";
+ mes "N......no... no way.";
+ mes "Hey guys~ be nice to her~";
+ next;
+ mes "[Fabio]";
+ mes "kkkickkkkkkkkick";
+ next;
+ mes "[Daniel]";
+ mes "kkkickkkkkkkk";
+ next;
+ switch(select("Walk by.:Ask about the gossip.")) {
+ case 1:
+ mes "[Fabio]";
+ mes "Mariana~ smells~ Nya nya~";
+ next;
+ mes "[Daniel]";
+ mes "Oh man you stink too~! Nya nya~";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Fabio]";
+ mes "Haven't you heard?";
+ mes "The ghost story in the art museum.";
+ next;
+ mes "[Daniel]";
+ mes "Ooohhhh! Scary~~~!";
+ next;
+ select("Can you tell me more?");
+ mes "[Fabio]";
+ mes "A coupla days ago we went to the art museum for a picnic at school.";
+ mes "You know nothing special, just a ordinary field trip.";
+ next;
+ mes "[Fabio]";
+ mes "Museums are boring so me and some friends snuck away from the group~!";
+ next;
+ mes "[Fabio]";
+ mes "That's when we heard a scream echoing through the whole museum.";
+ next;
+ mes "[Daniel]";
+ mes "kkakkakkaaaah!!";
+ mes "kkieeeeeeh!";
+ mes "kehkeh..";
+ next;
+ mes "[Mariana]";
+ mes "I heard the scream too...";
+ mes "You boys are always making noises where you're not supposed to.";
+ next;
+ mes "[Pedro]";
+ mes "What else are we supposed to do? If we don't do it someone else will.";
+ next;
+ emotion e_an,0,"Mariana#bra";
+ mes "[Mariana]";
+ mes "Argh~ Boys are so frustrating sometimes.";
+ next;
+ select("So then what happened?");
+ mes "[Fabio]";
+ mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from.";
+ next;
+ mes "[Fabio]";
+ mes "They were coming from the bathroom.";
+ mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad.";
+ next;
+ mes "[Daniel]";
+ mes "I think you pissed or pooped your pants. It smelled freakin' gross.";
+ next;
+ mes "[Fabio]";
+ mes "Nah uh~ Your mom pissed her pants~ Nyah!";
+ next;
+ mes "[Daniel]";
+ mes "Nah uh~ You~ pissed your pants~";
+ next;
+ mes "[Fabio]";
+ mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started.";
+ next;
+ mes "[Daniel]";
+ mes "Liar, there's no such thing as ghosts~";
+ next;
+ select("So was it a ghost?");
+ mes "[Fabio]";
+ mes "How should I know?";
+ mes "No one could say they saw one and no one wanted to get in trouble from the teachers.";
+ next;
+ mes "[Pedro]";
+ mes "I heard if you say special magic words that the ghost will come out.";
+ next;
+ mes "[Daniel]";
+ mes "Quit butting into our conversation Pedro.";
+ next;
+ mes "[Fabio]";
+ mes "Yah, what are you talking about, Pedro?";
+ mes "So did you see the ghost?";
+ next;
+ mes "[Pedro]";
+ mes "N... no. I'm scared of ghosts.";
+ mes "But my friends said they saw one and they're not liars.";
+ next;
+ select("Did anyone tell you the magic words?");
+ mes "[Pedro]";
+ mes "I heard it in a kind of song.";
+ mes "the special magic words are...";
+ next;
+ mes "[Pedro]";
+ mes "'^3131FFMother the door won't open!^000000'";
+ mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
+ mes "";
+ mes "'^3131FFMother the water is flooding!^000000'";
+ mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
+ mes "";
+ mes "'^3131FFMother the drought has started!^000000'";
+ mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
+ mes "";
+ mes "'^3131FFMother where are my friends?^000000'";
+ mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
+ mes "";
+ mes "'^3131FFWhere are you mom?^000000'";
+ next;
+ mes "[Mariana]";
+ mes "Umm it seems like a riddle.";
+ next;
+ select("Wanna help me find this ghost?");
+ mes "[Pedro]";
+ mes "You're on your own pal~.";
+ next;
+ mes "[Mariana]";
+ mes "I don't like scary things!";
+ next;
+ mes "[Fabio]";
+ mes "Pfft, I can't believe you're gonna believe that story.";
+ next;
+ mes "[Daniel]";
+ mes "I'll do whatever Fabio does, as always!";
+ next;
+ mes "[Fabio]";
+ mes "Maybe you're just scared...";
+ set brazil_ghost,1;
+ setquest 2208;
+ close;
+ }
+ else if (brazil_ghost == 1) {
+ mes "[Fabio]";
+ mes "You still wasting your time with that ghost story?";
+ close;
+ }
+ else {
+ mes "[Fabio]";
+ mes "Mariana, wanna see something cool?";
+ next;
+ mes "[Mariana]";
+ mes "kkkkkkkaaaaaacck!! Bugs!! Get 'em away!";
+ close;
+ }
+}
+
+brasilis,180,249,5 script Daniel#bra 706,{
+ if (brazil_ghost == 0) {
+ mes "[Pedro]";
+ mes "Wow it's really a great statue!";
+ next;
+ mes "[Mariana]";
+ mes "It is, isn't it?";
+ mes "This statue is called Verass Monument.";
+ next;
+ mes "[Mariana]";
+ mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city.";
+ next;
+ mes "[Pedro]";
+ mes "Awesome!!";
+ mes "i wanna become a real man like Verass.";
+ next;
+ mes "[Mariana]";
+ mes "Pedro, you can become whatever you want.";
+ next;
+ mes "[Pedro]";
+ mes "Mariana is so smart, isn't she? hehe.";
+ next;
+ mes "[Fabio]";
+ mes "Ooooh! You love her don't you!";
+ next;
+ mes "[Daniel]";
+ mes "Wooooaaaa Pedro and Mari sitting in a tree!";
+ next;
+ mes "[Fabio]";
+ mes "Woooo k-i-s-s-i-n-g~!!!";
+ next;
+ mes "[Daniel]";
+ mes "Nya nya nya!";
+ next;
+ mes "[Fabio]";
+ mes "Hahahahaha.";
+ next;
+ mes "[Pedro]";
+ mes "Stop acting like babies!";
+ next;
+ mes "[Mariana]";
+ mes "Boys~!";
+ next;
+ mes "[Daniel]";
+ mes "Yah yah...";
+ mes "Hey guys, did you hear that something happened a few days ago?";
+ next;
+ mes "[Mariana]";
+ mes "Oh yeah~ I heard that something really scary happened.";
+ next;
+ mes "[Fabio]";
+ mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~";
+ next;
+ mes "[Daniel]";
+ mes "Ha ha ha! Smelly Mari!";
+ next;
+ mes "[Mariana]";
+ mes "I hate you~!";
+ mes "Stop spreading rumors about me. I'm not scared of the bathroom.";
+ mes "Pedro, do you think that I stink?";
+ next;
+ mes "[Pedro]";
+ mes "Uh? Uh?";
+ mes "N......no... no way.";
+ mes "Hey guys~ be nice to her~";
+ next;
+ mes "[Fabio]";
+ mes "kkkickkkkkkkkick";
+ next;
+ mes "[Daniel]";
+ mes "kkkickkkkkkkk";
+ next;
+ switch(select("Walk by.:Ask about the gossip.")) {
+ case 1:
+ mes "[Fabio]";
+ mes "Mariana~ smells~ Nya nya~";
+ next;
+ mes "[Daniel]";
+ mes "Oh man you stink too~! Nya nya~";
+ close;
+ case 2:
+ break;
+ }
+ mes "[Fabio]";
+ mes "Haven't you heard?";
+ mes "The ghost story in the art museum.";
+ next;
+ mes "[Daniel]";
+ mes "Ooohhhh! Scary~~~!";
+ next;
+ select("Can you tell me more?");
+ mes "[Fabio]";
+ mes "A coupla days ago we went to the art museum for a picnic at school.";
+ mes "You know nothing special, just a ordinary field trip.";
+ next;
+ mes "[Fabio]";
+ mes "Museums are boring so me and some friends snuck away from the group~!";
+ next;
+ mes "[Fabio]";
+ mes "That's when we heard a scream echoing through the whole museum.";
+ next;
+ mes "[Daniel]";
+ mes "kkakkakkaaaah!!";
+ mes "kkieeeeeeh!";
+ mes "kehkeh..";
+ next;
+ mes "[Mariana]";
+ mes "I heard the scream too...";
+ mes "You boys are always making noises where you're not supposed to.";
+ next;
+ mes "[Pedro]";
+ mes "What else are we supposed to do? If we don't do it someone else will.";
+ next;
+ emotion e_an,0,"Mariana#bra";
+ mes "[Mariana]";
+ mes "Argh~ Boys are so frustrating sometimes.";
+ next;
+ select("So then what happened?");
+ mes "[Fabio]";
+ mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from.";
+ next;
+ mes "[Fabio]";
+ mes "They were coming from the bathroom.";
+ mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad.";
+ next;
+ mes "[Daniel]";
+ mes "I think you pissed or pooped your pants. It smelled freakin' gross.";
+ next;
+ mes "[Fabio]";
+ mes "Nah uh~ Your mom pissed her pants~ Nyah!";
+ next;
+ mes "[Daniel]";
+ mes "Nah uh~ You~ pissed your pants~";
+ next;
+ mes "[Fabio]";
+ mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started.";
+ next;
+ mes "[Daniel]";
+ mes "Liar, there's no such thing as ghosts~";
+ next;
+ select("So was it a ghost?");
+ mes "[Fabio]";
+ mes "How should I know?";
+ mes "No one could say they saw one and no one wanted to get in trouble from the teachers.";
+ next;
+ mes "[Pedro]";
+ mes "I heard if you say special magic words that the ghost will come out.";
+ next;
+ mes "[Daniel]";
+ mes "Quit butting into our conversation Pedro.";
+ next;
+ mes "[Fabio]";
+ mes "Yah, what are you talking about, Pedro?";
+ mes "So did you see the ghost?";
+ next;
+ mes "[Pedro]";
+ mes "N... no. I'm scared of ghosts.";
+ mes "But my friends said they saw one and they're not liars.";
+ next;
+ select("Did anyone tell you the magic words?");
+ mes "[Pedro]";
+ mes "I heard it in a kind of song.";
+ mes "the special magic words are...";
+ next;
+ mes "[Pedro]";
+ mes "'^3131FFMother the door won't open!^000000'";
+ mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
+ mes "";
+ mes "'^3131FFMother the water is flooding!^000000'";
+ mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
+ mes "";
+ mes "'^3131FFMother the drought has started!^000000'";
+ mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
+ mes "";
+ mes "'^3131FFMother where are my friends?^000000'";
+ mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
+ mes "";
+ mes "'^3131FFWhere are you mom?^000000'";
+ next;
+ mes "[Mariana]";
+ mes "Umm it seems like a riddle.";
+ next;
+ select("Wanna help me find this ghost?");
+ mes "[Pedro]";
+ mes "You're on your own pal~.";
+ next;
+ mes "[Mariana]";
+ mes "I don't like scary things!";
+ next;
+ mes "[Fabio]";
+ mes "Pfft, I can't believe you're gonna believe that story.";
+ next;
+ mes "[Daniel]";
+ mes "I'll do whatever Fabio does, as always!";
+ next;
+ mes "[Fabio]";
+ mes "Maybe you're just scared...";
+ set brazil_ghost,1;
+ setquest 2208;
+ close;
+ }
+ else if (brazil_ghost == 1) {
+ mes "[Daniel]";
+ mes "Nyah nyah nyah~";
+ close;
+ }
+ else {
+ mes "[Daniel]";
+ mes "Keke Here~ I found more bugs~";
+ close;
+ }
+}
+
+bra_in01,149,184,3 script Door#bra 844,{
+ if (brazil_ghost > 0) {
+ mes "- A key is inserted in the locked door.-";
+ next;
+ switch(select("Turn the key.:Ignore it.")) {
+ case 1:
+ mes "You start saying the first line of the magic words.";
+ input .@input$;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes ""+.@input$+"";
+ next;
+ set .@braspell$,"Mother the door won't open!";
+ set .@chkspell,compare(.@braspell$,.@input$);
+ if (!.@chkspell) {
+ mes "Seems like you said something wrong.";
+ close;
+ }
+ else {
+ if (brazil_ghost == 2) {
+ mes "[Sobbing Voice]";
+ mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
+ next;
+ switch(select("Open the door:Knock on the door.:Turn the key.:Take the key out.")) {
+ case 1:
+ mes "The door is locked.";
+ mes "So nothing happens.";
+ close;
+ case 2:
+ mes "How many times should I try to knock?";
+ input .@input,0,999;
+ next;
+ mes "You knocked on the door "+.@input+" times.";
+ next;
+ mes "But, nothing happens.";
+ close;
+ case 3:
+ mes "How many times should I turn the key?";
+ input .@input,0,999;
+ next;
+ if (.@input == 7) {
+ mes "You turn the key 7 times.";
+ next;
+ mes "Click! Click! Click!";
+ mes "Click! Click! Click!";
+ mes "Click...!";
+ next;
+ mes "[Distant Sound]";
+ mes "^FF0000kkkkhee- hihihihi!!!^000000";
+ mes "You hear water flushing.";
+ next;
+ specialeffect2 EF_VENOMDUST;
+ mes "Faint laughing can be heard off in the direction of the toilet.";
+ set brazil_ghost,3;
+ changequest 2208,60351;
+ close;
+ }
+ else {
+ mes "You turned over the key "+.@input+" times.";
+ next;
+ mes "But nothing doesn't happened.";
+ close;
+ }
+ case 4:
+ mes "How many times should I insert the key into the door?";
+ input .@input,0,999;
+ next;
+ mes "You inserted the key "+.@input+" times.";
+ next;
+ mes "But nothing happened.";
+ close;
+ }
+ }
+ else {
+ mes "Mother the door won't open!";
+ close;
+ }
+ }
+ case 2:
+ mes "You do nothing.";
+ close;
+ }
+ }
+ else {
+ mes "- A key is inserted in the locked door.-";
+ close;
+ }
+}
+
+bra_in01,144,187,3 script Toilet#bra 844,{
+ if (brazil_ghost > 0) {
+ mes "- Looks like an ordinary toilet -";
+ next;
+ if (brazil_ghost > 6) {
+ switch(select("Flush the toilet.:Doing nothing.")) {
+ case 1:
+ mes "After flushing the toilet, you suddenly feel dizzy and are suddenly swept away somewhere.";
+ specialeffect2 EF_WATERFALL_SMALL_T2_90;
+ close2;
+ warp "bra_in01",206,102;
+ end;
+ case 2:
+ mes "The water in the toilet looks gross.";
+ close;
+ }
+ }
+ switch(select("Use the toilet:Ignore.")) {
+ case 1:
+ mes "- What was the second line to that spell now? -";
+ input .@input$;
+ next;
+ set urspell,inputstr;
+ mes "["+strcharinfo(0)+"]";
+ mes ""+.@input$+"";
+ next;
+ set .@braspell$,"Mother the water is flooding!";
+ set .@chkspell,compare(.@braspell$,.@input$);
+ if (!.@chkspell) {
+ mes "Seems like you said something wrong.";
+ close;
+ }
+ else {
+ if (brazil_ghost == 3) {
+ mes "[Sobbing Voice]";
+ mes "^FF0000If the moon disappears 3 times... don't worry.....^000000";
+ next;
+ switch(select("Flush the toilet.:Close the lid.")) {
+ case 1:
+ mes "How many times should I flush?";
+ input .@input,0,999;
+ next;
+ if (.@input == 3) {
+ mes "You flush the toilet 3 times.";
+ next;
+ mes "qwaaaaaaaaa!";
+ mes "kwaaaaaaaaaa!";
+ mes "kwaaaaaaaaaaaaaaaaaaa!";
+ next;
+ mes "[Distant Sound]";
+ mes "^FF0000kkkkhee- hihihihi!!!^000000";
+ mes "Suddenly the sink sounds like water is flowing freely from it.";
+ next;
+ specialeffect2 EF_VENOMDUST;
+ mes "Faint laughing can be heard off in the direction of the faucet.";
+ set brazil_ghost,4;
+ changequest 60351,60352;
+ close;
+ }
+ else {
+ mes "You flush the toilet "+.@input+" times.";
+ next;
+ mes "But nothing happens.";
+ close;
+ }
+ case 2:
+ mes "You close the lid of the toilet.";
+ mes "Nothing seems to be happening.";
+ close;
+ }
+ }
+ else {
+ mes "Nothing happens.";
+ close;
+ }
+ }
+ case 2:
+ mes "You do nothing.";
+ close;
+ }
+ }
+ else {
+ mes "- Looks like an ordinary toilet -";
+ close;
+ }
+}
+
+bra_in01,134,189,3 script Faucet#bra 844,{
+ if (brazil_ghost > 0) {
+ mes "- It seems like an ordinary faucet -";
+ next;
+ switch(select("Examine it.:Ignore.")) {
+ case 1:
+ mes "- What was the next line to that spell now? -";
+ input .@input$;
+ next;
+ set urspell,inputstr;
+ mes "["+strcharinfo(0)+"]";
+ mes ""+.@input$+"";
+ next;
+ set .@braspell$,"Mother the drought has started!";
+ set .@chkspell,compare(.@braspell$,.@input$);
+ if (!.@chkspell) {
+ mes "Seems like you said something wrong.";
+ close;
+ }
+ else {
+ if (brazil_ghost == 4) {
+ mes "[Sobbing Voice]";
+ mes "^FF0000Don't worry... the waterfall will help it....^000000";
+ next;
+ switch(select("Tap on the faucet.:Turn on the water.")) {
+ case 1:
+ mes "How many times will you tap the faucet?";
+ input .@input,0,999;
+ next;
+ mes "You tap the faucet "+.@input+" times.";
+ next;
+ mes "But nothing happens.";
+ close;
+ case 2:
+ mes "How many times should I turn the water on?";
+ input .@input,0,999;
+ next;
+ if (.@input == 1) {
+ mes "You turn the faucet on once.";
+ next;
+ mes "swwwaaaaaaa-";
+ next;
+ mes "[Distant Sound]";
+ mes "^FF0000kkkkhee- hihihihi!!!^000000";
+ mes "You see the carpet move.";
+ next;
+ specialeffect2 EF_VENOMDUST;
+ mes "Faint laughing can be heard off in the direction of the carpet.";
+ set brazil_ghost,5;
+ changequest 60352,60353;
+ close;
+ }
+ else {
+ mes "You turn the faucet on "+.@input+" times.";
+ next;
+ mes "But nothing happens.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "Nothing happens.";
+ close;
+ }
+ }
+ case 2:
+ mes "You do nothing.";
+ close;
+ }
+ }
+ else {
+ mes "- It seems like an ordinary faucet -";
+ close;
+ }
+}
+
+bra_in01,138,184,3 script Carpet#bra 844,{
+ if (brazil_ghost > 0) {
+ mes "- A carpet with an intricate pattern on it -";
+ next;
+ switch(select("Examine it.:Ignore.")) {
+ case 1:
+ mes "- What was the next line to that spell now? -";
+ input .@input$;
+ next;
+ set urspell,inputstr;
+ mes "["+strcharinfo(0)+"]";
+ mes ""+.@input$+"";
+ next;
+ set .@braspell$,"Mother where are my friends?";
+ set .@chkspell,compare(.@braspell$,.@input$);
+ if (!.@chkspell) {
+ mes "Seems like you said something wrong.";
+ close;
+ }
+ else {
+ if (brazil_ghost == 5) {
+ mes "[Sobbing Voice]";
+ mes "^FF0000your 7 friends....are...sleeping... now it...'s time ....to wake them........^000000";
+ next;
+ switch(select("Jump on the carpet.:Lie on the carpet.:Shake the carpet.")) {
+ case 1:
+ mes "How many times should I jump?";
+ input .@input,0,999;
+ next;
+ mes "You jump on the carpet "+.@input+" times.";
+ next;
+ mes "But nothing happens.";
+ close;
+ case 2:
+ mes "How many times should I lie on the carpet?";
+ input .@input,0,999;
+ next;
+ mes "You lie on the carpet "+.@input+" times.";
+ next;
+ mes "But nothing happens.";
+ close;
+ case 3:
+ mes "How many times should I shake the carpet?";
+ input .@input,0,999;
+ next;
+ if (.@input == 7) {
+ mes "You shake the carpet 7 times.";
+ next;
+ mes "- fly~ fly~ fly~ fly~ fly~ fly~ fly~ -";
+ next;
+ mes "[Distant Sound]";
+ mes "^FF0000kkkkhee- hihihihi!!!^000000";
+ next;
+ specialeffect2 EF_VENOMDUST;
+ mes "Faint laughing can be heard off in the direction of the mirror.";
+ set brazil_ghost,6;
+ changequest 60353,60354;
+ close;
+ }
+ else {
+ mes "You shake the carpet "+.@input+" times.";
+ next;
+ mes "But nothing happens.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "Nothing happens.";
+ close;
+ }
+ }
+ case 2:
+ mes "You do nothing.";
+ close;
+ }
+ }
+ else {
+ mes "- A carpet with an intricate pattern on it -";
+ close;
+ }
+}
+
+bra_in01,151,180,3 script Mirror#bra 844,{
+ if (brazil_ghost > 0) {
+ mes "- You can see a clean mirror without any marks or dust -";
+ next;
+ switch(select("Examine it.:Ignore.")) {
+ case 1:
+ mes "- What was the next line to that spell now? -";
+ input .@input$;
+ next;
+ set urspell,inputstr;
+ mes "["+strcharinfo(0)+"]";
+ mes ""+.@input$+"";
+ next;
+ set .@braspell$,"Where are you mom?";
+ set .@chkspell,compare(.@braspell$,.@input$);
+ if (!.@chkspell) {
+ mes "Seems like you said something wrong.";
+ close;
+ }
+ else {
+ if (brazil_ghost == 6) {
+ mes "[Distant Sound]";
+ mes "^FF0000kihe! hit! hit! hit! hit!^000000";
+ next;
+ mes "[Distant Sound]";
+ mes "^FF0000kihe! hit! hit! hit! hit!^000000";
+ mes "^FF0000kihe! hit! hit! hit! hit!^000000";
+ next;
+ mes "[Distant Sound]";
+ mes "Behind you...";
+ enablenpc "Ghost#bra";
+ next;
+ emotion e_omg,1;
+ mes "["+strcharinfo(0)+"]";
+ mes "The stories about the ghost are true~!";
+ next;
+ mes "[Ghost]";
+ mes "^FF0000my baby....^000000";
+ next;
+ mes "[Ghost]";
+ mes "^FF0000I can't see.... my eye....^000000";
+ mes "^FF0000What's going on....?^000000";
+ next;
+ mes "- You take a deep breath and then look at the Ghost and notice it has an eye patch -";
+ next;
+ mes "[Ghost]";
+ mes "^FF0000My eyes are so tight... can you take this off?^000000";
+ next;
+ mes "You step carefully towards the ghost.";
+ next;
+ mes "His face was covered with dust making strange contortions with it's face.";
+ next;
+ mes "[Ghost]";
+ mes "^FF0000Come on help mom.....^000000";
+ next;
+ switch(select("Take the eye bandage off.:Run away~.")) {
+ case 1:
+ while(1) {
+ set .@cpudice,rand(1,6);
+ set .@pcdice,rand(1,6);
+ if (.@cpudice != .@pcdice) {
+ emotion (57+.@cpudice),0,"Ghost#bra";
+ emotion (57+.@cpudice),1;
+ break;
+ }
+ }
+ if (.@cpudice > .@pcdice) {
+ specialeffect2 EF_DEVIL;
+ mes "[Ghost]";
+ mes "^FF0000Go away!^000000";
+ set brazil_ghost,1;
+ changequest 60354,2208;
+ percentheal -50,-50;
+ close2;
+ disablenpc "Ghost#bra";
+ warp "bra_in01",12,183;
+ end;
+ }
+ else {
+ emotion e_bzz,1;
+ mes "[Ghost]";
+ mes "^FF0000Ahh!^000000";
+ mes "The Ghost disappeared into the toilet.";
+ set brazil_ghost,7;
+ changequest 60354,60355;
+ close2;
+ disablenpc "Ghost#bra";
+ warp "bra_in01",206,100;
+ end;
+ }
+ case 2:
+ mes "You run away from the ghost.";
+ close2;
+ set brazil_ghost,1;
+ changequest 60354,2208;
+ warp "bra_in01",12,183;
+ disablenpc "Ghost#bra";
+ end;
+ }
+ close;
+ }
+ else {
+ mes "Nothing happens.";
+ close;
+ }
+ }
+ case 2:
+ mes "You do nothing.";
+ close;
+ }
+ }
+ else {
+ mes "- You can see a clean mirror without any marks or dust -";
+ close;
+ }
+}
+
+bra_in01,136,180,5 script Ghost#bra 1867,{
+ end;
+
+OnInit:
+ disablenpc "Ghost#bra";
+ end;
+}
+
+bra_in01,7,181,5 script Curator#bra 477,{
+ if (BaseLevel < 40) {
+ mes "[Curator]";
+ mes "I'm sorry but this area is under construction right now.";
+ close;
+ }
+ if ((brazil_ghost > 0) && (brazil_ghost < 7)) {
+ if (countitem(11515) > 0) {
+ mes "[Curator]";
+ mes "What can I do for you?";
+ next;
+ select("I need to use the bathroom.");
+ mes "[Curator]";
+ mes "Sorry we are remodeling inside right now so, it's closed.";
+ mes "Please use the other one.";
+ next;
+ switch(select("But I forgot something inside.:Give up.")) {
+ case 1:
+ mes "[Curator]";
+ mes "That's tooooo bad.";
+ mes "But my manager ordered me to stop anyone from entering this bathroom so, I should follow his orders.";
+ next;
+ select("It's such a hot day!");
+ mes "[Curator]";
+ mes "It's always hot in Brasilis but today is ridiculously hot.";
+ mes "Maybe I need to drink some coconut juice to cool down.";
+ next;
+ mes "You give a coconut to the Curator.";
+ next;
+ mes "[Curator]";
+ mes "Oh really can I have it?";
+ mes "Thanks a lot!";
+ next;
+ mes "[Curator]";
+ mes "Pay it forward right?";
+ mes "Ok I'll let you through this one time.";
+ next;
+ mes "The curator looks around calmly then opens the door.";
+ delitem 11515,1; //Coconut
+ set brazil_ghost,2;
+ close2;
+ warp "bra_in01",138,176;
+ end;
+ case 2:
+ mes "You give up trying to enter.";
+ close;
+ }
+ }
+ else {
+ mes "[Curator]";
+ mes "What can I do for you?";
+ next;
+ select("I need to use the bathroom.");
+ mes "[Curator]";
+ mes "Sorry we are remodeling inside right now so, it's closed.";
+ mes "Please use the other one.";
+ next;
+ switch(select("But I forgot something inside.:Give up.")) {
+ case 1:
+ mes "[Curator]";
+ mes "That's tooooo bad.";
+ mes "But my manager ordered me to stop anyone from entering this bathroom so, I should follow his orders.";
+ next;
+ select("It's such a hot day!");
+ mes "[Curator]";
+ mes "It's always hot in Brasilis but today is ridiculously hot.";
+ mes "Maybe I need to drink some coconut juice to cool down.";
+ close;
+ case 2:
+ mes "You give up trying to enter.";
+ close;
+ }
+ }
+ }
+ else if (brazil_ghost > 6) {
+ mes "[Curator]";
+ mes "Hey thanks for the Coconut earlier it really helped me cool down.";
+ close;
+ }
+ else {
+ mes "[Curator]";
+ mes "Is it just me? Or is it hotter than it's ever been today!";
+ close;
+ }
+}
+
+bra_in01,12,185,0 script inbathroom#bra 45,1,1,{
+OnTouch_:
+ if (brazil_ghost > 6)
+ warp "bra_in01",138,176;
+ else {
+ mes "The entrance has been blocked.";
+ close;
+ }
+ end;
+}
+
+bra_in01,138,174,0 warp outbathroom#bra 1,1,bra_in01,12,183
+bra_in01,206,98,0 warp tobath#bra 1,1,bra_in01,138,176
+
+bra_in01,206,188,1 script Open Manhole#todunbra 844,{
+ if (brazil_ghost == 7) {
+ enablenpc "Ghost#bra_end";
+ mes "[Ghost]";
+ mes "I am a ghost who died while wandering the jungle many years ago.";
+ next;
+ mes "[Ghost]";
+ mes "I found a pipeline in the jungle and followed the voice of a man to this very spot.";
+ next;
+ mes "[Ghost]";
+ mes "That's also where I hurt one of my eyes while walking around in the dark.";
+ next;
+ mes "[Ghost]";
+ mes "I wandered these sewers for days until I found the end of this line connected to the toilet in the museum. I shouted forever begging for help but no one answered my calls.";
+ next;
+ mes "[Ghost]";
+ mes "You finally answered my call but it's already way too late. Thank you for at least checking. No one else has bothered to this day.";
+ next;
+ mes "[Ghost]";
+ mes "There are many dangerous creatures at the end of this sewer.";
+ mes "You seem brave though. I bet you wouldn't worry about the monsters there anyways.";
+ next;
+ mes "[Ghost]";
+ mes "I guess now I can finally rest in peace.";
+ mes "Thank you friend.";
+ set brazil_ghost,8;
+ //completequest 2208;
+ completequest 60355;
+ getexp 90000,0;
+ disablenpc "Ghost#bra_end";
+ close;
+ }
+ warp "bra_dun01",87,47;
+ end;
+}
+
+
+bra_dun01,87,43,1 script Pipe#bra 844,{
+ warp "bra_in01",206,185;
+ end;
+}
+
+bra_fild01,323,136,1 script Pipe#brafild 844,{
+ if (brazil_ghost > 6) {
+ mes "You see a rusty pipe. It seems to be linked to somewhere beneath the jungle.";
+ next;
+ switch(select("Examine it:Ignore.")) {
+ case 1:
+ mes "You swim through a gap in the pipe and are swept by a sudden rush of water.";
+ close2;
+ warp "bra_in01",206,182;
+ end;
+ case 2:
+ mes "It might be dangerous, I better not act rashly.";
+ close;
+ }
+ }
+ else {
+ mes "You see a rusty pipe. It seems to be linked to somewhere beneath the jungle.";
+ close;
+ }
+}
+
+bra_in01,206,190,3 script Ghost#bra_end 1867,{
+ end;
+
+OnInit:
+ disablenpc "Ghost#bra_end";
+ end;
+}
+
+// Iara, Original file: iara.sc
+//============================================================
+brasilis,315,334,5 script Shaman#nk 474,{
+ set .@iara_re,checkquest(4135,PLAYTIME);
+ if ((.@iara_re == 0) || (.@iara_re == 1)) {
+ mes "[Anori]";
+ mes "I'm still preparing.";
+ mes "I don't require your help at this time.";
+ mes "Please come back later...";
+ close;
+ }
+ else {
+ if (checkquest(4135) > 1) erasequest 4135;
+ set .@iara_q,checkquest(4133);
+ if ((.@iara_q == 0) || (.@iara_q == 1)) {
+ mes "[Anori]";
+ mes "To block Iara ";
+ mes "seducing the tribes";
+ mes "we need a purifying potion...";
+ next;
+ mes "[Anori]";
+ mes "Did you bring the materials";
+ mes "to make the purifying potion?";
+ next;
+ if ((countitem(950) > 19) && (countitem(7172) > 9) && (countitem(1054) > 2)) {
+ mes "[Anori]";
+ mes "Um... it seems to be okay.";
+ mes "I'll make you a potion which will";
+ mes "weaken Iara's power.";
+ next;
+ mes "[Anori]";
+ mes "Let's see grind this...";
+ mes "and mix in that...";
+ mes "then add some magic...";
+ next;
+ setquest 4135;
+ erasequest 4133;
+ setquest 4134;
+ completequest 4134;
+ delitem 950,20; //Heart_Of_Mermaid
+ delitem 7172,10; //Leopard_Talon
+ delitem 1054,3; //Lip_Of_Ancient_Fish
+ getitem 11517,2; //Puri_Potion
+ mes "[Anori]";
+ mes "Here, it's completed.";
+ mes "Take this.";
+ mes "It will make Iara stop";
+ mes "training at the cave";
+ mes "for a while.";
+ next;
+ mes "[Anori]";
+ mes "Please block the Iara threatening the security of the tribe.";
+ close;
+ }
+ else {
+ mes "[Anori]";
+ mes "You haven't brought enough materials yet.";
+ mes "We cannot make the purification potion with only these.";
+ close;
+ }
+ }
+ else {
+ if (BaseLevel < 40) {
+ mes "[Anori]";
+ mes "Ah... we need a strong adventurer.";
+ mes "The tribe is facing a major threat.";
+ close;
+ }
+ set .@re_q,checkquest(4134);
+ if (.@re_q == 2) {
+ mes "[Anori]";
+ mes "you are...";
+ mes "the adventurer who came for the";
+ mes "purification potion...";
+ next;
+ mes "[Anori]";
+ mes "Maybe because of the purification potion...";
+ mes "After that, the Iara stopped seducing tribesmen but the effect didn't last long.";
+ next;
+ mes "[Anori]";
+ mes "Could you get the same";
+ mes "materials as before...";
+ mes "I need your power.";
+ next;
+ switch(select("No.:Okay, I'll do it.")) {
+ case 1:
+ mes "[Anori]";
+ mes "This, ah...";
+ mes "There is no other way.";
+ close;
+ case 2:
+ mes "[Anori]";
+ mes "You are truly brave!";
+ mes "I, on behalf of the tribe,";
+ mes "offer you my thanks.";
+ next;
+ mes "[Anori]";
+ mes "Materials are the same as before.";
+ mes "If you just get^ff0000 20 Hearts of Mermaids,";
+ mes "10 Leopard Claws and";
+ mes "3 Ancient Lips^000000,";
+ mes "I will make you a potion that purifies evil spirits";
+ mes "by using a secret formula handed down to the tribe.";
+ next;
+ mes "[Anori]";
+ mes "The destiny of the tribe is up to you.";
+ mes "please get the materials quickly.";
+ mes "I will be preparing to make";
+ mes "the purification potion right here.";
+ setquest 4133;
+ close;
+ }
+ }
+ else {
+ mes "[Anori]";
+ mes "There are some people I haven't seen before around here.";
+ mes "It's a good sign...";
+ next;
+ mes "[Anori]";
+ mes "Hey you...";
+ mes "Could you listen to my stories for a moment.";
+ mes "There's an emergency in our tribe.";
+ next;
+ switch(select("No.:Okay.")) {
+ case 1:
+ mes "[Anori]";
+ mes "You are a heartless person...";
+ mes "You don't seem the helpful type.";
+ mes "Just keep on going your way.";
+ close;
+ case 2:
+ mes "[Anori]";
+ mes "Thank you, I met a kind person.";
+ mes "It's a secret of our tribe that";
+ mes "you cannot tell anyone.";
+ next;
+ break;
+ }
+ mes "[Anori]";
+ mes "Lately young men from";
+ mes "the tribe are disappearing.";
+ mes "Our entire tribe is being threatened.";
+ next;
+ mes "[Anori]";
+ mes "It is likely because of a witch called Iara.";
+ mes "She is a water nymph seducing the hearts of young tribesmen at a cave behind the waterfall.";
+ next;
+ mes "[Anori]";
+ mes "How can I stop these young tribesmen?";
+ mes "But I discovered a way to make a purification potion to reverse the effects of the Iara's spells.";
+ next;
+ mes "[Anori]";
+ mes "This potion has been handed down from many generations in our tribe.";
+ mes "This purification potion possesses the power to cleanse evil spirits.";
+ next;
+ mes "[Anori]";
+ mes "If you could get the materials";
+ mes "I will make you";
+ mes "the purification potion.";
+ mes "Could you do that for me?";
+ next;
+ switch(select("No.:Yes, I can.")) {
+ case 1:
+ mes "[Anori]";
+ mes "Hm...";
+ mes "Well, then.";
+ mes "If you change your mind you can come to me again.";
+ next;
+ mes "[Anori]";
+ mes "You shouldn't talk about";
+ mes "what you heard now to anyone";
+ mes "It's kind of embarrassing...";
+ close;
+ case 2:
+ mes "[Anori]";
+ mes "Oh! You are the savior";
+ mes "of our tribe indeed.";
+ mes "On behalf of the tribe, I offer you my thanks.";
+ next;
+ mes "[Anori]";
+ mes "Well, what we need is this.";
+ mes "It's all you can get from near here.";
+ mes "Note down well.";
+ next;
+ mes "[Anori]";
+ mes "^ff0000 20 Hearts of Mermaids";
+ mes "10 Leopard Claws";
+ mes "3 Ancient Lips^000000";
+ mes "are the only ones that are needed as the materials.";
+ next;
+ mes "[Anori]";
+ mes "When you get those, I will make you a potion that purifies evil spirits using a secret formula handed down to the tribe.";
+ setquest 4133;
+ next;
+ mes "[Anori]";
+ mes "The destiny of the tribe is up to you.";
+ mes "I hope you move quickly.";
+ mes "Even at this moment, the village men are being seduced and slipping way...";
+ close;
+ }
+ }
+ }
+ }
+}
+
+bra_dun02,157,74,5 script Iara#nk 478,2,2,{
+ if (countitem(11517) > 0) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Should I use a Purification Potion?";
+ next;
+ switch(select("Yes.:No.")) {
+ case 1:
+ specialeffect EF_MAPPILLAR;
+ mes "[Iara]";
+ mes "Ah...this light is...";
+ mes "It's like getting cleansed of evil thoughts";
+ mes "from deep within my heart.";
+ next;
+ mes "[Iara]";
+ mes "At last I can forget the curse that I placed on myself when I drowned in the water.";
+ next;
+ mes "[Iara]";
+ mes "Do you think I can be born again as a kind water nymph?";
+ next;
+ specialeffect EF_GHOST;
+ mes "[Iara]";
+ mes "Ah... Thank you for helping me recover my consciousness for a while.";
+ mes "But... I think that the curse has been with me too long.";
+ mes "Get away from me quickly.";
+ delitem 11517,1; //Puri_Potion
+ percentheal 100,100;
+ // may requitre new SCs
+ sc_start SC_INCFLEE,3600000,20;
+ sc_start SC_INCCRI,3600000,10;
+ sc_start SC_STRFOOD,1200000,3;
+ sc_start SC_DEXFOOD,1200000,3;
+ sc_start SC_AGIFOOD,1200000,3;
+ sc_start SC_VITFOOD,1200000,3;
+ sc_start SC_INTFOOD,1200000,3;
+ sc_start SC_LUKFOOD,1200000,3;
+ next;
+ mes "[Iara]";
+ mes "Ahhh~...";
+ specialeffect EF_DEVIL;
+ next;
+ mes "[Iara]";
+ mes "The curse is too strong for me to keep contained.";
+ mes "Leave now while you are safe.";
+ close;
+ case 2:
+ mes "[" + strcharinfo(0) + "]";
+ mes "(I guess I should ignore her.)";
+ close;
+ }
+ }
+ else {
+ mes "[Iara]";
+ mes "Aaaaaaaaaaaaaaaaaaaaaah.";
+ mes "Eeeeeeeeeeeeeeeeeeeh.";
+ mes "Oooooooooooooooooh.";
+ set .@get_de,rand(1,2);
+ if (.@get_de == 1)
+ sc_start Sc_Curse,60000,0;
+ else
+ sc_start Sc_Confusion,60000,0;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ugh! What's this strange voice?";
+ close;
+ }
+ end;
+
+OnTouch:
+ if (countitem(11517) < 1) {
+ mes "[Iara]";
+ mes "Aaaaaaaaaaaaaaaaaaaaaah.";
+ mes "Eeeeeeeeeeeeeeeeeeeh.";
+ mes "Oooooooooooooooooh.";
+ set .@get_de,rand(1,2);
+ if (.@get_de == 1)
+ sc_start Sc_Curse,60000,0;
+ else
+ sc_start Sc_Confusion,60000,0;
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ugh! What's this strange voice?";
+ close;
+ }
+ end;
+}
+
+bra_fild01,188,301,5 script Native Warrior#nk 472,{
+ mes "[Native Warrior]";
+ mes "Ah...the face I would never forget even in my dreams.";
+ next;
+ mes "[Native Warrior]";
+ mes "When will she come out of the waterfall again...?";
+ next;
+ if ((checkquest(4133) >= 0) || (checkquest(4134) >= 0)) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "(Wh...what's this guy?)";
+ }
+ else {
+ mes "[" + strcharinfo(0) + "]";
+ mes "(This guy will never";
+ mes "get ocer Iara's curse...)";
+ }
+ close;
+}
diff --git a/npc/scripts_jobs.conf b/npc/scripts_jobs.conf
index 23adb3b5a..e3f2da136 100644
--- a/npc/scripts_jobs.conf
+++ b/npc/scripts_jobs.conf
@@ -55,7 +55,7 @@ npc: npc/jobs/2-1e/StarGladiator.txt
// -- 2-2E
npc: npc/jobs/2-2e/SoulLinker.txt
// -- 3-1
-//npc: npc/jobs/3-1/archbishop.txt
+npc: npc/jobs/3-1/archbishop.txt
//npc: npc/jobs/3-1/mechanic.txt
//npc: npc/jobs/3-1/ranger.txt
//npc: npc/jobs/3-1/rune_knight.txt
diff --git a/npc/scripts_monsters.conf b/npc/scripts_monsters.conf
index d51f1bcbc..797a91f5b 100644
--- a/npc/scripts_monsters.conf
+++ b/npc/scripts_monsters.conf
@@ -10,7 +10,7 @@ npc: npc/mobs/fields/amatsu.txt
npc: npc/mobs/fields/ayothaya.txt
npc: npc/mobs/fields/brasilis.txt
npc: npc/mobs/fields/comodo.txt
-//npc: npc/mobs/fields/dicastes.txt
+npc: npc/mobs/fields/dicastes.txt
npc: npc/mobs/fields/einbroch.txt
npc: npc/mobs/fields/geffen.txt
npc: npc/mobs/fields/gonryun.txt
@@ -41,7 +41,7 @@ npc: npc/mobs/dungeons/ayo_dun.txt
npc: npc/mobs/dungeons/beach_dun.txt
npc: npc/mobs/dungeons/bra_dun.txt
npc: npc/mobs/dungeons/c_tower.txt
-//npc: npc/mobs/dungeons/dic_dun.txt
+npc: npc/mobs/dungeons/dic_dun.txt
npc: npc/mobs/dungeons/ein_dun.txt
npc: npc/mobs/dungeons/gef_dun.txt
npc: npc/mobs/dungeons/gefenia.txt
diff --git a/npc/warps/dungeons/bra_dun.txt b/npc/warps/dungeons/bra_dun.txt
new file mode 100644
index 000000000..58073b97b
--- /dev/null
+++ b/npc/warps/dungeons/bra_dun.txt
@@ -0,0 +1,17 @@
+//===== eAthena Script =======================================
+//= Brasilis Dungeon Warp
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Brasilis Dungeon warp script
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//============================================================
+
+bra_dun01,199,35,0 warp brad1tobrad2 1,1,bra_dun02,261,263
+bra_dun02,261,265,0 warp brad2tobrad1 1,1,bra_dun01,199,37