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-rw-r--r--npc/re/quests/eden/86-90.txt231
-rw-r--r--npc/re/quests/eden/91-99.txt249
-rw-r--r--npc/re/quests/eden/eden_quests.txt483
-rw-r--r--npc/re/quests/pile_bunker.txt29
-rw-r--r--npc/re/quests/quests_dicastes.txt27
-rw-r--r--npc/re/quests/quests_eclage.txt1839
-rw-r--r--npc/re/quests/quests_malangdo.txt8
-rw-r--r--npc/re/quests/quests_malaya.txt982
-rw-r--r--npc/re/quests/quests_mora.txt1
-rw-r--r--npc/re/quests/quests_morocc.txt213
10 files changed, 3639 insertions, 423 deletions
diff --git a/npc/re/quests/eden/86-90.txt b/npc/re/quests/eden/86-90.txt
index 4ac5bbb19..33dcf87ac 100644
--- a/npc/re/quests/eden/86-90.txt
+++ b/npc/re/quests/eden/86-90.txt
@@ -3,109 +3,194 @@
//===== By: ==================================================
//= Chilly
//===== Current Version: =====================================
-//= 1.2
+//= 1.3
//===== Description: =========================================
//= Repetable Quests for Players between Baselevel 86 - 90.
//===== Additional Comments: =================================
//= 1.0 First Version. [Chilly]
//= 1.1 Some little improvements here and there. [Masao]
//= 1.2 Optimized. [Euphy]
+//= 1.3 Updated to match the official script. [Euphy]
//============================================================
-moc_para01,48,175,3 script Mission [86 - 90] 857,{
+moc_para01,48,175,3 script 86-90 Mission Board 857,{
if (countitem(6219) < 1) {
- mes "- Only members of the -";
- mes "- Eden Group can read -";
- mes "- this bulletin board. -";
- close;
- }
- if (BaseLevel < 86) {
- mes "- This missions can only be -";
- mes "- read by those who are -";
- mes "- of the correct level. -";
- mes "- There might be another -";
- mes "- board somewhere for -";
- mes "- my level. -";
- close;
+ mes "Wait a minute!";
+ mes "-You need to have an-";
+ mes "-^4d4dff'Eden Group Mark'^000000-";
+ mes "-to receive these missions.-";
+ next;
+ switch(select("Just walk away.:^0000FFEden Group^000000 missions?:How can I be a member of the ^0000FFEden Group^000000?")) {
+ case 1:
+ close;
+ case 2:
+ mes "::The Eden Group Missions";
+ mes "::are basically missions";
+ mes "::requested by";
+ mes "::people from all around the kingdom.";
+ mes "::We just categorize them.";
+ next;
+ mes "::In the Eden Group,";
+ mes "::we sorted out the missions";
+ mes "::according to the level of difficulty.";
+ mes "::According to this level,";
+ mes "::you can find";
+ mes "::missions that";
+ mes "::suit you.";
+ next;
+ mes "::When you are done,";
+ mes "::you can come back";
+ mes "::to the mission board.";
+ next;
+ mes "::Then you will be";
+ mes "::rewarded!!";
+ mes "::Simple, isn't it!!";
+ mes "::No commission required!!";
+ close;
+ case 3:
+ mes "::You can become a member";
+ mes "::of the Eden Group";
+ mes "::to ^0000FFLaime Evenor^000000,";
+ mes "::who is waiting on the 1st floor.";
+ next;
+ mes "::If you become a member,";
+ mes "::you will get an";
+ mes "::\"^006400Eden Group Mark^000000\".";
+ mes "::Then you will be able";
+ mes "::to see the mission board.";
+ close;
+ }
}
- if (BaseLevel > 90) {
- setarray .@Exp[0],76000,82000,82000,72000,76000,72000,117000,82000,120000,72000,72000,72000,86000,80000;
- setarray .@Mob$[0],"Dragon Tail","Spring Rabbit","Pest","Bathory","Alarm","Baba Yaga","Hyegun","Antique Firelock","Zipper Bear","Earth Petite","Rafflesia","Venomous","Pitman","Yellow Novus";
- for(set .@i,0; .@i<14; set .@i,.@i+1)
- if (checkquest(4167+.@i,HUNTING) == 2) {
- mes "You hunted all 30 "+.@Mob$[.@i]+".";
- mes "Thank you very much.";
+ if (BaseLevel < 86 || BaseLevel > 90) {
+ // Quest IDs: 4167-4180
+ // Quest cooldown IDs: 4198-4211
+ setarray .@names$[0],
+ "Dragon Tail","Spring Rabbit","Pest",
+ "Bathory","Alarm",
+ "Baba Yaga","Yao Jun","Firelock Soldier","Zipper Bear",
+ "Ground Petite","Rafflesia","Venomous","Pitman","Yellow Novus";
+ setarray .@exp[0],
+ 76000,82000,82000,
+ 72000,76000,
+ 72000,78000,82000,80000,
+ 72000,72000,72000,86000,80000;
+ mes "You must be within level 86-90 to accept these missions.";
+ for(set .@quest,4167; .@quest<=4180; set .@quest,.@quest+1) {
+ set .@hunting, checkquest(.@quest,HUNTING);
+ if (.@hunting == 0 || .@hunting == 1) {
next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
+ mes ":: You cannot proceed in";
+ mes ":: ^0000FF"+.@names$[.@quest-4167]+" Hunting^000000.";
+ mes ":: The registration to the mission";
+ mes ":: is cancelled.";
+ erasequest .@quest;
+ close;
+ } else if (.@hunting == 2) {
next;
- erasequest 4167+.@i;
- getexp .@Exp[.@i],0;
- mes "Wooohoo!";
- mes "Good luck.";
+ mes ":: You added information";
+ mes ":: about the mission";
+ mes ":: ^0000FF"+.@names$[.@quest-4167]+" Hunting^000000";
+ mes ":: on the mission board.";
+ mes ":: You've got a";
+ mes ":: salutary experience.";
+ erasequest .@quest;
+ getexp .@exp[.@quest-4167],0;
close;
}
- mes "- This missions can only be -";
- mes "- read by those who are -";
- mes "- of the correct level. -";
- mes "- There might be another -";
- mes "- board somewhere for -";
- mes "- my level. -";
+ }
close;
}
- mes "- Many hunting missions -";
- mes "- are on the bulletin board. -";
+ mes "[86-90 Mission Board]";
+ mes "There are several requests on this board.";
next;
- switch(select("Turtle Dungeon Area:Clock Tower Area:Local Area:Other Area")) {
+ switch(select("^8B4513Turtle Island^000000:^8B4513Clock Tower Dungeon^000000:^8B4513Expansion Towns^000000:^8B4513Other Regions^000000")) {
case 1:
- switch(select("Dragon Tail:Spring Rabbit:Pest")) {
- case 1: callsub L_Quest,4167,"Dragon Tail",76000;
- case 2: callsub L_Quest,4168,"Spring Rabbit",82000;
- case 3: callsub L_Quest,4169,"Pest",82000;
+ mes "^8B4513Turtle Island^000000.";
+ mes "Which monster will you hunt or have you finished hunting?";
+ next;
+ switch(select("^0000FFDragon Tail^000000:^0000FFSpring Rabbit^000000:^0000FFPest^000000")) {
+ case 1: callsub L_Quest,4167,"Dragon Tail",76000,"µå·¡°ïÅ×ÀÏÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000.","s";
+ case 2: callsub L_Quest,4168,"Spring Rabbit",82000,"½ºÇÁ¸µ·¡ºøÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000.","s";
+ case 3: callsub L_Quest,4169,"Pest",82000,"Æ佺Ʈīµå","There is a monster that only can be found on ^8B4513Turtle Island^000000.","s";
}
case 2:
- switch(select("Bathory:Alarm")) {
- case 1: callsub L_Quest,4170,"Bathory",72000;
- case 2: callsub L_Quest,4171,"Alarm",76000;
+ mes "^8B4513Clock Tower Dungeon^000000.";
+ mes "Which monster will you hunt or have you finished hunting?";
+ next;
+ switch(select("^0000FFBathory^000000:^0000FFAlarm^000000")) {
+ case 1: callsub L_Quest,4170,"Bathory",72000,"¹Ù¼Ò¸®Ä«µå","The Clock Tower Dungeon is full of dangerous monsters.";
+ case 2: callsub L_Quest,4171,"Alarm",76000,"¾Ë¶÷Ä«µå","The Clock Tower Dungeon is full of dangerous monsters.";
}
case 3:
- switch(select("Baba Yaga:Hyegun:Antique Firelock:Zipper Bear")) {
- case 1: callsub L_Quest,4172,"Baba Yaga",72000;
- case 2: callsub L_Quest,4173,"Hyegun",117000;
- case 3: callsub L_Quest,4174,"Antique Firelock",82000;
- case 4: callsub L_Quest,4175,"Zipper Bear",120000;
+ mes "^8B4513Expansion Cities^000000";
+ mes "Which monster will you hunt or have you finished hunting?";
+ next;
+ switch(select("^0000FFBaba Yaga^000000:^0000FFYao Jun^000000:^0000FFFirelock Soldier^000000:^0000FFZipper Bear^000000")) {
+ case 1: callsub L_Quest,4172,"Baba Yaga",72000,"","The witch Baba Yaga can be found in the outskirts of Moscovia.";
+ case 2: callsub L_Quest,4173,"Yao Jun",117000,"Çý±ºÄ«µå","There are human-like monsters that roam around the dungeon in Louyang.";
+ case 3: callsub L_Quest,4174,"Firelock Soldier",82000,"±¸½ÄÁ¶ÃѺ´Ä«µå","There are human-like monsters that roam around the dungeon in Amatsu.","s";
+ case 4: callsub L_Quest,4175,"Zipper Bear",120000,"ÁöÆÛº£¾îÄ«µå","There are bear monsters swarming in the Kunlun dungeon.";
}
case 4:
- switch(select("Earth Petite:Rafflesia:Venomous:Pitman:Yellow Novus")) {
- case 1: callsub L_Quest,4176,"Earth Petite",72000;
- case 2: callsub L_Quest,4177,"Rafflesia",72000;
- case 3: callsub L_Quest,4178,"Venomous",72000;
- case 4: callsub L_Quest,4179,"Pitman",86000;
- case 5: callsub L_Quest,4180,"Yellow Novus",80000;
+ mes "[86-90 Mission Board]";
+ mes "Here is a list of random requests to hunt monsters in other regions of Rune Midgard.";
+ mes "Which monster will you hunt or have you finished hunting?";
+ next;
+ switch(select("^0000FFGround Petite^000000:^0000FFRafflesia^000000:^0000FFVenomous^000000:^0000FFPitman^000000:^0000FFYellow Novus^000000")) {
+ case 1: callsub L_Quest,4176,"Ground Petite",72000,"Áö»ó»Ú¶ìÄ«µå","There are dragon type monsters swarming the western region of Geffen.";
+ case 2: callsub L_Quest,4177,"Rafflesia",72000,"¶óÇ÷¹½Ã¾ÆÄ«µå","There are plant type monsters infesting the fields of Lighthalzen.";
+ case 3: callsub L_Quest,4178,"Venomous",72000,"º£³ë¸Ó½º","There are formless monsters floating around the fields of Einbroch.";
+ case 4: callsub L_Quest,4179,"Pitman",86000,"Ç͸Ç","There are undead monsters pushing a cart around the fields and dungeons of Einbroch.";
+ case 5: callsub L_Quest,4180,"Yellow Novus",80000,"¿»·Î¿ì³ë¹ö½º","There are yellow dragon type monsters terrorizing the fields of Hugel.";
}
}
end;
+
+//callsub L_Quest,<quest ID>,"<monster name>",<reward EXP>,"<cutin image>","<description>"{,"s"};
L_Quest:
- if (checkquest(getarg(0),HUNTING) == 2) {
- mes "You hunted all 30 "+getarg(1)+".";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest getarg(0);
- getexp getarg(2),0;
- mes "Wooohoo!";
- mes "Good luck.";
+ set .@quest1, getarg(0);
+ set .@quest2, .@quest1+31;
+ set .@playtime, checkquest(.@quest2,PLAYTIME);
+ if (.@playtime == 0 || .@playtime == 1) {
+ mes "[86-90 Mission Board]";
+ mes "You need to wait 3 hours before you can take this mission again.";
close;
}
- if (checkquest(getarg(0)) == -1) {
- setquest getarg(0);
- mes "Please hunt 30 "+getarg(1)+" and return here.";
+ set .@hunting, checkquest(.@quest1,HUNTING);
+ if (.@hunting == 0 || .@hunting == 1) {
+ mes "[86-90 Mission Board]";
+ mes "Have you finished hunting all 30 "+getarg(1)+getarg(5,"")+" yet?";
+ close;
+ } else if (.@hunting == 2) {
+ mes "[86-90 Mission Board]";
+ mes "You have completed the hunting.";
+ mes "Please accept this reward as a compensation.";
+ erasequest .@quest1;
+ if (.@playtime > -1) erasequest .@quest2;
+ setquest .@quest2;
+ getexp getarg(2),0;
+ close;
+ }/* else if (.@hunting == 3) {
+// recall_completequest .@quest1
+ erasequest .@quest1;
+ mes "[86-90 Mission Board]";
+ mes "You have re-accepted the "+getarg(1)+" Hunting mission.";
+ close;
+ }*/ else {
+ mes "[86-90 Mission Board]";
+ mes getarg(4);
+ next;
+ if (getarg(3) != "") cutin getarg(3),3;
+ mes "[86-90 Mission Board]";
+ mes "Hunt 30 "+getarg(1)+" monsters there and post your success on this board.";
+ next;
+ if (getarg(3) != "") cutin getarg(3),255;
+ if(select("I'll hunt them.:No thanks.") == 1) {
+ mes "[86-90 Mission Board]";
+ mes "When you have completed the mission, post it on this board and collect your reward.";
+ if (.@playtime > -1) erasequest .@quest2;
+ setquest .@quest1;
+ }
close;
}
- mes "Umm? You didn't hunt";
- mes "all 30 "+getarg(1)+" yet...";
- mes "Will you check again?";
- close;
}
diff --git a/npc/re/quests/eden/91-99.txt b/npc/re/quests/eden/91-99.txt
index bf80c2a7c..21ae3cfe1 100644
--- a/npc/re/quests/eden/91-99.txt
+++ b/npc/re/quests/eden/91-99.txt
@@ -3,114 +3,211 @@
//===== By: ==================================================
//= Chilly
//===== Current Version: =====================================
-//= 1.2
+//= 1.3
//===== Description: =========================================
//= Repetable Quests for Players between Baselevel 91 - 99.
//===== Additional Comments: =================================
//= 1.0 First Version. [Chilly]
//= 1.1 Some little improvements here and there. [Masao]
//= 1.2 Optimized. [Euphy]
+//= 1.3 Updated to match the official script. [Euphy]
//============================================================
-moc_para01,48,177,3 script Mission [91 - 99] 857,{
+moc_para01,48,177,3 script 91-99 Mission Board 857,{
if (countitem(6219) < 1) {
- mes "- Only members of the -";
- mes "- Eden Group can read -";
- mes "- this bulletin board. -";
- close;
- }
- if (BaseLevel < 91) {
- mes "- This missions can only be -";
- mes "- read by those who are -";
- mes "- of the correct level. -";
- mes "- There might be another -";
- mes "- board somewhere for -";
- mes "- my level. -";
- close;
+ mes "Wait a minute!";
+ mes "-You need to have an-";
+ mes "-^4d4dff'Eden Group Mark'^000000-";
+ mes "-to receive these missions.-";
+ next;
+ switch(select("Just walk away.:^0000FFEden Group^000000 missions?:How can I be a member of the ^0000FFEden Group^000000?")) {
+ case 1:
+ close;
+ case 2:
+ mes "::The Eden Group Missions";
+ mes "::are basically missions";
+ mes "::requested by";
+ mes "::people from all around the kingdom.";
+ mes "::We just categorize them.";
+ next;
+ mes "::In the Eden Group,";
+ mes "::we sorted out the missions";
+ mes "::according to the level of difficulty.";
+ mes "::According to this level,";
+ mes "::you can find";
+ mes "::missions that";
+ mes "::suit you.";
+ next;
+ mes "::When you are done,";
+ mes "::you can come back";
+ mes "::to the mission board.";
+ next;
+ mes "::Then you will be";
+ mes "::rewarded!!";
+ mes "::Simple, isn't it!!";
+ mes "::No commission required!!";
+ close;
+ case 3:
+ mes "::You can become a member";
+ mes "::of the Eden Group";
+ mes "::to ^0000FFLaime Evenor^000000,";
+ mes "::who is waiting on the 1st floor.";
+ next;
+ mes "::If you become a member,";
+ mes "::you will get an";
+ mes "::\"^006400Eden Group Mark^000000\".";
+ mes "::Then you will be able";
+ mes "::to see the mission board.";
+ close;
+ }
}
- if (BaseLevel > 99) {
- setarray .@Exp[0],90000,94000,114000,96000,96000,146000,96000,102000,110000,102000,108000,110000,138000,118000,96000,134000;
- setarray .@Mob$[0],"Solider","Freezer","Heater","Injustice","Rybio","Dark Priest","Stapo","Roween","Siroma","Shinobi","Evil Nymph","Deviruchi","Mineral","Kaho","Neraid","Disguise";
- for(set .@i,0; .@i<16; set .@i,.@i+1)
- if (checkquest(4181+.@i,HUNTING) == 2) {
- mes "You hunted all 30 "+.@Mob$[.@i]+".";
- mes "Thank you very much.";
+ if (BaseLevel < 91 || BaseLevel > 99) {
+ // Quest IDs: 4181-4196
+ // Quest cooldown IDs: 4212-4227
+ setarray .@names$[0],
+ "Solider","Freezer","Heater",
+ "Injustice","Rybio","Dark Priest",
+ "Stapo","Roween","Siroma",
+ "Shinobi","Evil Nymph",
+ "Deviruchi","Mineral","Kaho","Neraid","Disguise";
+ setarray .@exp[0],
+ 90000,94000,114000,
+ 96000,96000,146000,
+ 96000,102000,110000,
+ 102000,108000,
+ 110000,138000,118000,96000,134000;
+ mes "You must be within level 91-99 to accept these missions.";
+ for(set .@quest,4181; .@quest<=4196; set .@quest,.@quest+1) {
+ set .@hunting, checkquest(.@quest,HUNTING);
+ if (.@hunting == 0 || .@hunting == 1) {
next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
+ mes ":: You cannot proceed in";
+ mes ":: ^0000FF"+.@names$[.@quest-4181]+" Hunting^000000.";
+ mes ":: The registration to the mission";
+ mes ":: is cancelled.";
+ erasequest .@quest;
+ close;
+ } else if (.@hunting == 2) {
next;
- erasequest 4181+.@i;
- getexp .@Exp[.@i],311000;
- mes "Wooohoo!";
- mes "Good luck.";
+ mes ":: You added information";
+ mes ":: about the mission";
+ mes ":: ^0000FF"+.@names$[.@quest-4181]+" Hunting^000000";
+ mes ":: on the mission board.";
+ mes ":: You've got a";
+ mes ":: salutary experience.";
+ erasequest .@quest;
+ getexp .@exp[.@quest-4181],0;
close;
}
- mes "- This missions can only be -";
- mes "- read by those who are -";
- mes "- of the correct level. -";
- mes "- There might be another -";
- mes "- board somewhere for -";
- mes "- my level. -";
+ }
close;
}
- mes "- Many hunting missions -";
- mes "- are on the bulletin board. -";
+ mes "[91-99 Mission Board]";
+ mes "There are several requests on this board.";
next;
- switch(select("Turtle Dungeon Area:Glast Heim Area:Rachel Area:Local Area:Other Area")) {
+ switch(select("^8B4513Turtle Island^000000:^8B4513Glast Heim^000000:^8B4513Rachel / Veins^000000:^8B4513Expansion Cities^000000:^8B4513Other regions^000000")) {
case 1:
- switch(select("Solider:Freezer:Heater")) {
- case 1: callsub L_Quest,4181,"Solider",90000;
- case 2: callsub L_Quest,4182,"Freezer",94000;
- case 3: callsub L_Quest,4183,"Heater",114000;
+ mes "^8B4513Turtle Island^000000.";
+ mes "Which monster will you hunt or have you finished hunting?";
+ next;
+ switch(select("^0000FFSolider^000000:^0000FFFreezer^000000:^0000FFHeater^000000")) {
+ case 1: callsub L_Quest,4181,"Solider",90000,"¼Ö¸®´õÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000.";
+ case 2: callsub L_Quest,4182,"Freezer",94000,"ÇÁ¸®ÀúÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000.";
+ case 3: callsub L_Quest,4183,"Heater",114000,"È÷ÅÍÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000.";
}
case 2:
- switch(select("Injustice:Rybio:Dark Priest")) {
- case 1: callsub L_Quest,4184,"Injustice",96000;
- case 2: callsub L_Quest,4185,"Rybio",96000;
- case 3: callsub L_Quest,4186,"Dark Priest",146000;
+ mes "^8B4513Glast Heim^000000.";
+ mes "Which monster will you hunt or have you finished hunting?";
+ next;
+ switch(select("^0000FFInjustice^000000:^0000FFRybio^000000:^0000FFDark Priest^000000")) {
+ case 1: callsub L_Quest,4184,"Injustice",96000,"ÀÎÀú½ºÆ¼½ºÄ«µå","There is a monster only found in ^8B4513Glast Heim prison^000000.";
+ case 2: callsub L_Quest,4185,"Rybio",96000,"¸®ºñ¿ÀÄ«µå","There is a monster only found in ^8B4513Glast Heim prison^000000.";
+ case 3: callsub L_Quest,4186,"Dark Priest",146000,"´ÙÅ©ÇÁ¸®½ºÆ®Ä«µå","There is a monster only found in ^8B4513Glast Heim prison^000000.";
}
case 3:
- switch(select("Stapo:Roween:Siroma")) {
- case 1: callsub L_Quest,4187,"Stapo",96000;
- case 2: callsub L_Quest,4188,"Roween",102000;
- case 3: callsub L_Quest,4189,"Siroma",110000;
+ mes "^8B4513Rachel / Veins^000000.";
+ mes "Which monster will you hunt or have you finished hunting?";
+ next;
+ switch(select("^0000FFStapo^000000:^0000FFRoween^000000:^0000FFSiroma^000000")) {
+ case 1: callsub L_Quest,4187,"Stapo",96000,"½ºÅÂÆ÷Ä«µå","There is a monster only found in ^8B4513Veins^000000.";
+ case 2: callsub L_Quest,4188,"Roween",102000,"·Î¿ìÀ©Ä«µå","There is a monster only found in ^8B4513Rachel^000000.";
+ case 3: callsub L_Quest,4189,"Siroma",110000,"½Ã·Î¸¶Ä«µå","There is a monster only found in ^8B4513Ice Dungeon^000000.";
}
case 4:
- switch(select("Shinobi:Evil Nymph")) {
- case 1: callsub L_Quest,4190,"Shinobi",102000;
- case 2: callsub L_Quest,4191,"Evil Nymph",108000;
+ mes "^8B4513Expansion Cities^000000.";
+ mes "Which monster will you hunt or have you finished hunting?";
+ next;
+ switch(select("^0000FFShinobi^000000:^0000FFEvil Nymph^000000")) {
+ case 1: callsub L_Quest,4190,"Shinobi",102000,"½Ã³ëºñÄ«µå","There is a monster only found in ^8B4513Amatsu Dungeon^000000.";
+ case 2: callsub L_Quest,4191,"Evil Nymph",108000,"¿ä¼±³àÄ«µå","There is a monster only found in ^8B4513Kunlun Dungeon^000000.";
}
case 5:
- switch(select("Deviruchi:Mineral:Kaho:Neraid:Disguise")) {
- case 1: callsub L_Quest,4192,"Deviruchi",110000;
- case 2: callsub L_Quest,4193,"Mineral",138000;
- case 3: callsub L_Quest,4194,"Kaho",118000;
- case 4: callsub L_Quest,4195,"Neraid",96000;
- case 5: callsub L_Quest,4196,"Disguise",134000;
+ mes "Other Regions.";
+ mes "Which monster will you hunt or have you finished hunting?";
+ next;
+ switch(select("^0000FFDeviruchi^000000:^0000FFMineral^000000:^0000FFKaho^000000:^0000FFNeraid^000000:^0000FFDisguise^000000")) {
+ case 1: callsub L_Quest,4192,"Deviruchi",110000,"µ¥ºñ·çÄ¡Ä«µå","There is a monster only found in ^8B4513Geffen Dungeon^000000.";
+ case 2: callsub L_Quest,4193,"Mineral",138000,"¹Ì³×¶ö","There is a monster only found in ^8B4513Einbech Dungeon^000000.";
+ case 3: callsub L_Quest,4194,"Kaho",118000,"īȣīµå","There is a monster found in ^8B4513Nogg Road Magma 1^000000.";
+ case 4: callsub L_Quest,4195,"Neraid",96000,"³×·¹À̵åÄ«µå","There is a monster only found in ^8B4513Comodo Dungeon^000000.";
+ case 5: callsub L_Quest,4196,"Disguise",134000,"µð½º°¡ÀÌÁîÄ«µå","There is a monster only found in ^8B4513Nifflheim^000000.";
}
}
end;
+
+//callsub L_Quest,<quest ID>,"<monster name>",<reward EXP>,"<cutin image>","<description>"{,"s"};
L_Quest:
- if (checkquest(getarg(0),HUNTING) == 2) {
- mes "You hunted all 30 "+getarg(1)+".";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest getarg(0);
- getexp getarg(2),311000;
- mes "Wooohoo!";
- mes "Good luck.";
+ set .@quest1, getarg(0);
+ set .@quest2, .@quest1+31;
+ set .@playtime, checkquest(.@quest2,PLAYTIME);
+ if (.@playtime == 0 || .@playtime == 1) {
+ mes "[91-99 Mission Board]";
+ mes "You need to wait 3 hours before you can take this mission again.";
close;
}
- if (checkquest(getarg(0)) == -1) {
- setquest getarg(0);
- mes "Please hunt 30 "+getarg(1)+" and return here.";
+ set .@hunting, checkquest(.@quest1,HUNTING);
+ if (.@hunting == 0 || .@hunting == 1) {
+ mes "[91-99 Mission Board]";
+ mes "Have you finished hunting all 30 "+getarg(1)+getarg(5,"")+" yet?";
+ close;
+ } else if (.@hunting == 2) {
+ mes "[91-99 Mission Board]";
+ mes "You have completed the hunting.";
+ mes "Please accept this reward as a compensation.";
+ erasequest .@quest1;
+ if (.@playtime > -1) erasequest .@quest2;
+ setquest .@quest2;
+
+ // Job Experience calculation.
+ if (JobLevel > 50 && JobLevel < 56) set .@jexp,67000;
+ else if (JobLevel > 55 && JobLevel < 61) set .@jexp,94000;
+ else if (JobLevel > 60 && JobLevel < 66) set .@jexp,141000;
+ else if (JobLevel > 65 && JobLevel < 69) set .@jexp,212000;
+ else if (JobLevel == 69) set .@jexp,311000;
+
+ getexp getarg(2),.@jexp;
+ close;
+ }/* else if (.@hunting == 3) {
+// recall_completequest .@quest1
+ erasequest .@quest1;
+ mes "[91-99 Mission Board]";
+ mes "You have re-accepted the "+getarg(1)+" Hunting mission.";
+ close;
+ }*/ else {
+ mes "[91-99 Mission Board]";
+ mes getarg(4);
+ next;
+ if (getarg(3) != "") cutin getarg(3),3;
+ mes "[91-99 Mission Board]";
+ mes "Hunt 30 "+getarg(1)+" monsters there and post your success on this board.";
+ next;
+ if (getarg(3) != "") cutin getarg(3),255;
+ if(select("I'll hunt them.:No thanks.") == 1) {
+ mes "[91-99 Mission Board]";
+ mes "When you have completed the mission, post it on this board and collect your reward.";
+ if (.@playtime > -1) erasequest .@quest2;
+ setquest .@quest1;
+ }
close;
}
- mes "Umm? You didn't hunt";
- mes "all 30 "+getarg(1)+" yet...";
- mes "Will you check again?";
- close;
}
diff --git a/npc/re/quests/eden/eden_quests.txt b/npc/re/quests/eden/eden_quests.txt
index 4a85bdc79..074ab7e47 100644
--- a/npc/re/quests/eden/eden_quests.txt
+++ b/npc/re/quests/eden/eden_quests.txt
@@ -21,7 +21,6 @@
//============================================================
moc_para01,25,35,4 script Instructor Boya#para01 469,{
-
if (countitem(6219) > 0) {
if (para_suv01 == 0) {
mes "[Boya]";
@@ -1092,7 +1091,6 @@ moc_para01,25,35,4 script Instructor Boya#para01 469,{
}
moc_fild11,180,253,5 script Talking Dog#para03 972,{
-
if (para_suv01 == 1) {
mes "[Talking Dog]";
mes "kkkkuuuuahhh.";
@@ -1662,7 +1660,6 @@ pay_arche,41,136,3 script Eden Member Karl#para05 904,{
}
anthell01,29,264,5 script Eden Member Cloud#para06 899,{
-
if (para_suv01 < 17) {
if (countitem(6219) > 0) {
mes "[Cloud]";
@@ -2122,7 +2119,6 @@ in_orcs01,38,175,3 script Eden Member Hooksha 803,{
}
iz_dun04,43,46,3 script Eden Member Callandiva 745,{
-
if (para_suv01 < 33) {
if (countitem(6219) > 0) {
mes "[Callandiva]";
@@ -2263,7 +2259,6 @@ iz_dun04,43,46,3 script Eden Member Callandiva 745,{
}
moc_para01,112,96,5 script Administrator Michael 967,{
-
mes "[Michael]";
mes "Why did you come here?";
next;
@@ -2335,7 +2330,7 @@ moc_para01,112,96,5 script Administrator Michael 967,{
mes "Make enough space.";
close;
case 2:
- if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader){
+ if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) {
mes "[Michael]";
mes "What kind of weapon do you want?";
mes "We have one and Two-handed swords.";
@@ -2418,21 +2413,72 @@ moc_para01,112,96,5 script Administrator Michael 967,{
mes "This is what we strive for.";
close;
}
- } if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue || Class == Job_Ninja || Class == Job_Novice || Class == Job_Novice_High) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Dagger I: Dagger. MATK+60, attack 124.";
- mes "It is Lv. 2 and the required level is 26.";
- next;
+ }
+ if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue || Class == Job_Ninja || Class == Job_Novice || Class == Job_Novice_High) {
+ mes "[Michael]";
+ mes "We only have 1 weapon for you.";
+ next;
+ mes "[Michael]";
+ mes "Eden Dagger I: Dagger. MATK+60, attack 124.";
+ mes "It is Lv. 2 and the required level is 26.";
+ next;
+ mes "[Michael]";
+ mes "It also can't be traded with other players or be refined.";
+ next;
+ mes "[Michael]";
+ mes "You'll receive the Eden Dagger I.";
+ next;
+ mes "[Michael]";
+ mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
+ next;
+ if (para_suv02 == 0) {
mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
+ mes "You don't have a record of receiving any supplies";
+ mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
+ set para_suv01,23;
+ set para_suv02,2;
+ getitem 13050,1; //P_Dagger1
+ getitem 2457,1; //Para_Team_Boots2
+ getitem 15010,1; //Para_Team_Uniform2
+ getitem 5583,1; //Para_Team_Hat
+ getitem 2560,1; //Para_Team_Manteau
next;
mes "[Michael]";
- mes "You'll receive the Eden Dagger I.";
- next;
+ mes "Check your supplies again and look after it.";
+ close;
+ }
+ mes "[Michael]";
+ mes "A Dagger, Uniform and Boots all 3 supplies.";
+ mes "Please check it again.";
+ set para_suv01,23;
+ set para_suv02,2;
+ getitem 13050,1; //P_Dagger1
+ getitem 2457,1; //Para_Team_Boots2
+ getitem 15010,1; //Para_Team_Uniform2
+ next;
+ mes "[Michael]";
+ mes "I hope they're useful to you.";
+ mes "This is what we strive for.";
+ close;
+ }
+ if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) {
+ mes "[Michael]";
+ mes "What kind of weapon do you want?";
+ mes "We have a mace and a One-handed sword.";
+ mes "Here are the options.";
+ next;
+ mes "[Michael]";
+ mes "Eden Saber I: One-handed sword. attack 147.";
+ mes "Eden Mace I: Mace. attack 142.";
+ mes "Both are level 2 and the required level is 26.";
+ next;
+ mes "[Michael]";
+ mes "They also can't be traded with other players or be refined.";
+ next;
+ switch (select("Eden Sabre I:Eden Mace I")) {
+ case 1:
mes "[Michael]";
+ mes "You've chosen the Eden Sabre I.";
mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
next;
if (para_suv02 == 0) {
@@ -2441,7 +2487,7 @@ moc_para01,112,96,5 script Administrator Michael 967,{
mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
set para_suv01,23;
set para_suv02,2;
- getitem 13050,1; //P_Dagger1
+ getitem 13423,1; //P_Sabre1
getitem 2457,1; //Para_Team_Boots2
getitem 15010,1; //Para_Team_Uniform2
getitem 5583,1; //Para_Team_Hat
@@ -2452,11 +2498,11 @@ moc_para01,112,96,5 script Administrator Michael 967,{
close;
}
mes "[Michael]";
- mes "A Dagger, Uniform and Boots all 3 supplies.";
+ mes "A One-handed Sword, Uniform and Boots all 3 supplies.";
mes "Please check it again.";
set para_suv01,23;
set para_suv02,2;
- getitem 13050,1; //P_Dagger1
+ getitem 13423,1; //P_Sabre1
getitem 2457,1; //Para_Team_Boots2
getitem 15010,1; //Para_Team_Uniform2
next;
@@ -2464,115 +2510,18 @@ moc_para01,112,96,5 script Administrator Michael 967,{
mes "I hope they're useful to you.";
mes "This is what we strive for.";
close;
- }
- if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) {
- mes "[Michael]";
- mes "What kind of weapon do you want?";
- mes "We have a mace and a One-handed sword.";
- mes "Here are the options.";
- next;
- mes "[Michael]";
- mes "Eden Saber I: One-handed sword. attack 147.";
- mes "Eden Mace I: Mace. attack 142.";
- mes "Both are level 2 and the required level is 26.";
- next;
- mes "[Michael]";
- mes "They also can't be traded with other players or be refined.";
- next;
- switch (select("Eden Sabre I:Eden Mace I")) {
- case 1:
- mes "[Michael]";
- mes "You've chosen the Eden Sabre I.";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- set para_suv01,23;
- set para_suv02,2;
- getitem 13423,1; //P_Sabre1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A One-handed Sword, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- set para_suv01,23;
- set para_suv02,2;
- getitem 13423,1; //P_Sabre1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- mes "This is what we strive for.";
- close;
- case 2:
- mes "[Michael]";
- mes "You've chosen the Eden Mace I.";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- set para_suv01,23;
- set para_suv02,2;
- getitem 16004,1; //P_Mace1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Mace, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- set para_suv01,23;
- set para_suv02,2;
- getitem 16004,1; //P_Mace1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- }
- if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Bow I: Bow. attack 82.";
- mes "It is Lv. 2 and the required level is 26.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Bow I.";
- next;
+ case 2:
mes "[Michael]";
+ mes "You've chosen the Eden Mace I.";
mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
next;
if (para_suv02 == 0) {
mes "[Michael]";
mes "You don't have a record of receiving any supplies";
mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- set para_suv01, 23;
- set para_suv02, 2;
- getitem 1747,1; //P_Bow1
+ set para_suv01,23;
+ set para_suv02,2;
+ getitem 16004,1; //P_Mace1
getitem 2457,1; //Para_Team_Boots2
getitem 15010,1; //Para_Team_Uniform2
getitem 5583,1; //Para_Team_Hat
@@ -2583,11 +2532,11 @@ moc_para01,112,96,5 script Administrator Michael 967,{
close;
}
mes "[Michael]";
- mes "A Bow, Uniform and Boots all 3 supplies.";
+ mes "A Mace, Uniform and Boots all 3 supplies.";
mes "Please check it again.";
set para_suv01,23;
set para_suv02,2;
- getitem 1747,1; //P_Bow1
+ getitem 16004,1; //P_Mace1
getitem 2457,1; //Para_Team_Boots2
getitem 15010,1; //Para_Team_Uniform2
next;
@@ -2595,112 +2544,79 @@ moc_para01,112,96,5 script Administrator Michael 967,{
mes "I hope they're useful to you.";
close;
}
- if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) {
- mes "[Michael]";
- mes "What kind of weapon do you want?";
- mes "We have a mace and a staff.";
- mes "Here are the options.";
- next;
+ }
+ if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) {
+ mes "[Michael]";
+ mes "We only have 1 weapon for you.";
+ next;
+ mes "[Michael]";
+ mes "Eden Bow I: Bow. attack 82.";
+ mes "It is Lv. 2 and the required level is 26.";
+ next;
+ mes "[Michael]";
+ mes "It also can't be traded with other players or be refined.";
+ next;
+ mes "[Michael]";
+ mes "You'll receive the Eden Bow I.";
+ next;
+ mes "[Michael]";
+ mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
+ next;
+ if (para_suv02 == 0) {
mes "[Michael]";
- mes "Eden Mace I: Mace. attack 142.";
- mes "Eden Staff I: Staff. INT+2, MATK+125, attack 60.";
- mes "Both are Lv. 2 and the required level is 26.";
+ mes "You don't have a record of receiving any supplies";
+ mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
+ set para_suv01, 23;
+ set para_suv02, 2;
+ getitem 1747,1; //P_Bow1
+ getitem 2457,1; //Para_Team_Boots2
+ getitem 15010,1; //Para_Team_Uniform2
+ getitem 5583,1; //Para_Team_Hat
+ getitem 2560,1; //Para_Team_Manteau
next;
mes "[Michael]";
- mes "They also can't be traded with other players or be refined.";
- next;
- switch (select("Eden Staff I:Eden Mace I")) {
- case 1:
- mes "[Michael]";
- mes "You've chosen the Eden Staff I.";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- set para_suv01,23;
- set para_suv02,2;
- getitem 1650,1; //P_Staff1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Staff, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- set para_suv01,23;
- set para_suv02,2;
- getitem 1650,1; //P_Staff1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- case 2:
- mes "[Michael]";
- mes "You've chosen the Eden Mace I.";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- set para_suv01,23;
- set para_suv02,2;
- getitem 16004,1; //P_Mace1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Mace, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- set para_suv01,23;
- set para_suv02,2;
- getitem 16004,1; //P_Mace1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
+ mes "Check your supplies again and look after it.";
+ close;
}
- if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Staff I: Staff. INT+2, MATK+125, attack 60.";
- mes "It is Lv. 2 and the required level is 26.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Staff I.";
- next;
+ mes "[Michael]";
+ mes "A Bow, Uniform and Boots all 3 supplies.";
+ mes "Please check it again.";
+ set para_suv01,23;
+ set para_suv02,2;
+ getitem 1747,1; //P_Bow1
+ getitem 2457,1; //Para_Team_Boots2
+ getitem 15010,1; //Para_Team_Uniform2
+ next;
+ mes "[Michael]";
+ mes "I hope they're useful to you.";
+ close;
+ }
+ if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) {
+ mes "[Michael]";
+ mes "What kind of weapon do you want?";
+ mes "We have a mace and a staff.";
+ mes "Here are the options.";
+ next;
+ mes "[Michael]";
+ mes "Eden Mace I: Mace. attack 142.";
+ mes "Eden Staff I: Staff. INT+2, MATK+125, attack 60.";
+ mes "Both are Lv. 2 and the required level is 26.";
+ next;
+ mes "[Michael]";
+ mes "They also can't be traded with other players or be refined.";
+ next;
+ switch (select("Eden Staff I:Eden Mace I")) {
+ case 1:
mes "[Michael]";
+ mes "You've chosen the Eden Staff I.";
mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
next;
if (para_suv02 == 0) {
mes "[Michael]";
mes "You don't have a record of receiving any supplies";
mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- set para_suv01, 23;
- set para_suv02, 2;
+ set para_suv01,23;
+ set para_suv02,2;
getitem 1650,1; //P_Staff1
getitem 2457,1; //Para_Team_Boots2
getitem 15010,1; //Para_Team_Uniform2
@@ -2723,31 +2639,18 @@ moc_para01,112,96,5 script Administrator Michael 967,{
mes "[Michael]";
mes "I hope they're useful to you.";
close;
- }
- if (Class == Job_Gunslinger) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Revolver I: Revolver. HIT-5, attack 44.";
- mes "It is Lv. 2 and the required level is 26.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Revolver I.";
- next;
+ case 2:
mes "[Michael]";
+ mes "You've chosen the Eden Mace I.";
mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
next;
if (para_suv02 == 0) {
mes "[Michael]";
mes "You don't have a record of receiving any supplies";
mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- set para_suv01, 23;
- set para_suv02, 2;
- getitem 13112,1; //P_Revolver1
+ set para_suv01,23;
+ set para_suv02,2;
+ getitem 16004,1; //P_Mace1
getitem 2457,1; //Para_Team_Boots2
getitem 15010,1; //Para_Team_Uniform2
getitem 5583,1; //Para_Team_Hat
@@ -2758,11 +2661,11 @@ moc_para01,112,96,5 script Administrator Michael 967,{
close;
}
mes "[Michael]";
- mes "A Revolver, Uniform and Boots all 3 supplies.";
+ mes "A Mace, Uniform and Boots all 3 supplies.";
mes "Please check it again.";
set para_suv01,23;
set para_suv02,2;
- getitem 13112,1; //P_Revolver1
+ getitem 16004,1; //P_Mace1
getitem 2457,1; //Para_Team_Boots2
getitem 15010,1; //Para_Team_Uniform2
next;
@@ -2770,6 +2673,99 @@ moc_para01,112,96,5 script Administrator Michael 967,{
mes "I hope they're useful to you.";
close;
}
+ }
+ if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) {
+ mes "[Michael]";
+ mes "We only have 1 weapon for you.";
+ next;
+ mes "[Michael]";
+ mes "Eden Staff I: Staff. INT+2, MATK+125, attack 60.";
+ mes "It is Lv. 2 and the required level is 26.";
+ next;
+ mes "[Michael]";
+ mes "It also can't be traded with other players or be refined.";
+ next;
+ mes "[Michael]";
+ mes "You'll receive the Eden Staff I.";
+ next;
+ mes "[Michael]";
+ mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
+ next;
+ if (para_suv02 == 0) {
+ mes "[Michael]";
+ mes "You don't have a record of receiving any supplies";
+ mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
+ set para_suv01, 23;
+ set para_suv02, 2;
+ getitem 1650,1; //P_Staff1
+ getitem 2457,1; //Para_Team_Boots2
+ getitem 15010,1; //Para_Team_Uniform2
+ getitem 5583,1; //Para_Team_Hat
+ getitem 2560,1; //Para_Team_Manteau
+ next;
+ mes "[Michael]";
+ mes "Check your supplies again and look after it.";
+ close;
+ }
+ mes "[Michael]";
+ mes "A Staff, Uniform and Boots all 3 supplies.";
+ mes "Please check it again.";
+ set para_suv01,23;
+ set para_suv02,2;
+ getitem 1650,1; //P_Staff1
+ getitem 2457,1; //Para_Team_Boots2
+ getitem 15010,1; //Para_Team_Uniform2
+ next;
+ mes "[Michael]";
+ mes "I hope they're useful to you.";
+ close;
+ }
+ if (Class == Job_Gunslinger) {
+ mes "[Michael]";
+ mes "We only have 1 weapon for you.";
+ next;
+ mes "[Michael]";
+ mes "Eden Revolver I: Revolver. HIT-5, attack 44.";
+ mes "It is Lv. 2 and the required level is 26.";
+ next;
+ mes "[Michael]";
+ mes "It also can't be traded with other players or be refined.";
+ next;
+ mes "[Michael]";
+ mes "You'll receive the Eden Revolver I.";
+ next;
+ mes "[Michael]";
+ mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
+ next;
+ if (para_suv02 == 0) {
+ mes "[Michael]";
+ mes "You don't have a record of receiving any supplies";
+ mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
+ set para_suv01, 23;
+ set para_suv02, 2;
+ getitem 13112,1; //P_Revolver1
+ getitem 2457,1; //Para_Team_Boots2
+ getitem 15010,1; //Para_Team_Uniform2
+ getitem 5583,1; //Para_Team_Hat
+ getitem 2560,1; //Para_Team_Manteau
+ next;
+ mes "[Michael]";
+ mes "Check your supplies again and look after it.";
+ close;
+ }
+ mes "[Michael]";
+ mes "A Revolver, Uniform and Boots all 3 supplies.";
+ mes "Please check it again.";
+ set para_suv01,23;
+ set para_suv02,2;
+ getitem 13112,1; //P_Revolver1
+ getitem 2457,1; //Para_Team_Boots2
+ getitem 15010,1; //Para_Team_Uniform2
+ next;
+ mes "[Michael]";
+ mes "I hope they're useful to you.";
+ close;
+ }
mes "[Michael]";
mes "Let me see... you will receive..";
mes "the Eden Group Boots II and Uniform II.";
@@ -3539,7 +3535,6 @@ moc_para01,112,96,5 script Administrator Michael 967,{
}
moc_para01,179,44,3 script Chef 820,{
-
mes "[Chef]";
mes "What's up?";
mes "Do you want a Meal? Or do you have other business?";
@@ -4697,7 +4692,7 @@ moc_para01,111,83,3 script Toren 813,{
else if (.@enc_paragear < 35) set .@addpart,4787;
else if (.@enc_paragear < 39) set .@addpart,4791;
else if (.@enc_paragear < 43) set .@addpart,4786;
- set .@enc_paragear2,4701+(10*rand(6));
+ set .@addpart2,4701+(10*rand(6));
delitem .@paragearcount,1;
getitem2 .@paragearcount, 1, 1, 0, 0, 0, 0, .@addpart2, .@addpart;
set paragearenchant,4;
@@ -5125,7 +5120,8 @@ L_GetWeapon:
return;
}
-/* sec_in02,25,33,4 script Assistant 422,{
+/*
+sec_in02,25,33,4 script Assistant 422,{
mes "Password";
next;
input .@input;
@@ -5151,4 +5147,5 @@ L_GetWeapon:
}
mes "......meow wee.";
close;
-}*/
+}
+*/
diff --git a/npc/re/quests/pile_bunker.txt b/npc/re/quests/pile_bunker.txt
index c2c979430..0a6304c8d 100644
--- a/npc/re/quests/pile_bunker.txt
+++ b/npc/re/quests/pile_bunker.txt
@@ -3,16 +3,27 @@
//===== By: ==================================================
//= JayPee Mateo
//===== Current Version: =====================================
-//= 2.1
+//= 2.2
//===== Compatible With: =====================================
//= Hercules
//===== Description: =========================================
//= 1.0 A Pile Bunker quest based on iRO WiKi. [JayPee Mateo]
//= 2.0 Rewrited the Script a little so it looks a bit better. [Masao]
//= 2.1 Switched to official script, coded by Gennosuke Kouga. [Euphy]
+//= 2.2 Updated to match the official script. [Euphy]
//============================================================
yuno,179,174,4 script Gomer 851,{
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
+ mes "[Gomer]";
+ mes "You are carrying so much. Drop off some of your luggage and come back to me.";
+ close;
+ }
+ if (countitem(1549)) {
+ mes "[Gomer]";
+ mes "So how's that Pilebuncker working out for you?";
+ close;
+ }
if (Class != Job_Mechanic && Class != Job_Mechanic_T && Class != Job_Baby_Mechanic) {
mes "[Gomer]";
mes "I'm a retired Mechanic and I don't think I have any business with you.";
@@ -73,11 +84,7 @@ yuno,179,174,4 script Gomer 851,{
mes "Lastly, finding a Brocca is very hard, but you should be able to do something about it. Haha, go get it!";
close;
case 4:
- if (countitem(1549)) {
- mes "[Gomer]";
- mes "So how's that Pile Bunker working out for you?";
- close;
- } else if (countitem(1415) < 1 || countitem(999) < 200 || countitem(7325) < 30) {
+ if (countitem(999) < 200 || countitem(7325) < 30 || countitem(1415) < 1) {
mes "[Gomer]";
mes "You haven't brought all of the materials that I asked for.";
next;
@@ -104,11 +111,11 @@ yuno,179,174,4 script Gomer 851,{
next;
mes "[Gomer]";
mes "Oh, and it turns out that I didn't need all that Steel after all. So here, take most of it back.";
- delitem 999,50; // Steel
- delitem 7325,30; // Flexible Tube
- delitem 1415,1; // Brocca
- getitem 1549,1; // Pile Bunker
- getitem 1360,1; // Two-handed Axe [1]
+ delitem 999,50; //Steel
+ delitem 7325,30; //Tube
+ delitem 1415,1; //Skewer
+ getitem 1549,1; //Pilebuncker
+ getitem 1360,1; //Two_Handed_Axe
close;
}
}
diff --git a/npc/re/quests/quests_dicastes.txt b/npc/re/quests/quests_dicastes.txt
index 20320b078..6b1101169 100644
--- a/npc/re/quests/quests_dicastes.txt
+++ b/npc/re/quests/quests_dicastes.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= Gennosuke Kouga, Muad_Dib
//===== Current Version: =====================================
-//= 1.9a
+//= 2.0
//===== Compatible With: =====================================
//= Hercules
//===== Description: =========================================
@@ -28,6 +28,7 @@
//= 1.8b Updated "Calyon" NPC and fixed a check. [Euphy]
//= 1.9 Updated "Fish Tails" with RE coordinates.
//= 1.9a Minor fix. [Joseph]
+//= 2.0 Fixed variables. [Joseph]
//============================================================
// Entrance
@@ -782,18 +783,18 @@ dic_in01,43,273,1 script Transport Dept. 1 Mgr 449,{
next;
mes "[Transport Dept. 1 Manager]";
set .@s$, "Quantity check finished. Ahhh, you going to rest? Then why don't you visit the famous pub of the Capital? They have no yummy food though....";
- que_dic(1,12137,30000,7143,4,.@s);
- que_dic(1,12138,25000,744,5,.@s);
- que_dic(1,12139,47500,748,1,.@s);
- que_dic(1,12140,27500,736,15,.@s);
- que_dic(1,12141,27000,746,10,.@s);
- que_dic(1,12142,27500,740,15,.@s);
- que_dic(1,12143,21600,925,50,.@s);
- que_dic(1,12144,21400,965,50,.@s);
- que_dic(1,12145,20900,964,20,.@s);
- que_dic(1,12146,22400,911,30,.@s);
- que_dic(1,12147,20800,910,40,.@s);
- mes "Um......What do you want me to do?";
+ que_dic(1,12137,30000,7143,4,.@s$);
+ que_dic(1,12138,25000,744,5,.@s$);
+ que_dic(1,12139,47500,748,1,.@s$);
+ que_dic(1,12140,27500,736,15,.@s$);
+ que_dic(1,12141,27000,746,10,.@s$);
+ que_dic(1,12142,27500,740,15,.@s$);
+ que_dic(1,12143,21600,925,50,.@s$);
+ que_dic(1,12144,21400,965,50,.@s$);
+ que_dic(1,12145,20900,964,20,.@s$);
+ que_dic(1,12146,22400,911,30,.@s$);
+ que_dic(1,12147,20800,910,40,.@s$);
+ mes "Um...... What do you want me to do?";
next;
mes "[Transport Dept. 1 Manager]";
mes "....";
diff --git a/npc/re/quests/quests_eclage.txt b/npc/re/quests/quests_eclage.txt
new file mode 100644
index 000000000..e4f5cef60
--- /dev/null
+++ b/npc/re/quests/quests_eclage.txt
@@ -0,0 +1,1839 @@
+//===== rAthena Script =======================================
+//= Eclage Quest NPCs
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 0.1
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Quest NPCs related to Eclage.
+//===== Additional Comments: =================================
+//= 0.1 NPCs are mostly placeholders. [Euphy]
+//============================================================
+
+// Teleport Cats (14.2 Cat Hand Addition)
+//============================================================
+- script Teleport Cat#ep14_2 -1,{
+ switch(atoi(charat(strnpcinfo(1),16))) {
+ case 1:
+ setarray .@map$[0],"Entrance to Mora";
+ setarray .@cost[0],15;
+ break;
+ case 2:
+ setarray .@map$[0],"Near Eclage","Near Splendide";
+ setarray .@cost[0],15,55;
+ break;
+ case 3:
+ setarray .@map$[0],"Entrance to Mora","Midgard Allied Forces Post";
+ setarray .@cost[0],55,10;
+ break;
+ case 4:
+ setarray .@map$[0],"Near Splendide","Manuk Field";
+ setarray .@cost[0],10,10;
+ break;
+ case 5:
+ setarray .@map$[0],"Midgard Allied Forces Post","Near El Dicastes";
+ setarray .@cost[0],10,20;
+ break;
+ case 6:
+ setarray .@map$[0],"Manuk Field";
+ setarray .@cost[0],20;
+ break;
+ }
+ mes "[Teleport Cat]";
+ mes "What a nice day, isn't it!";
+ mes "Welcome to Cat Merchant Group. We do anything to please our customers. We would even lie on our back if you want!";
+ next;
+ mes "[Teleport Cat]";
+ mes "We provide teleport service between various regions based on our accumulated knowledge. We accept Malangdo Canned Specialties or Zeny, so you can pay however you like it~";
+ next;
+ set .@menu$,"Forget it:";
+ for(set .@i,0; .@i<getarraysize(.@map$); set .@i,.@i+1) {
+ set .@menu$, .@menu$+
+ .@map$[.@i]+" ("+.@cost[.@i]+" Canned Food):"+
+ .@map$[.@i]+" ("+.@cost[.@i]+",000 Zeny):";
+ }
+ set .@i, select(.@menu$)-2;
+ if (.@i == -1) {
+ mes "[Teleport Cat]";
+ mes "I'll see you later then.";
+ close;
+ }
+ set .@choice$, .@map$[.@i/2];
+ set .@price, .@cost[.@i/2];
+ if (.@i % 2) {
+ set .@price, .@price*1000;
+ if (Zeny < .@price) {
+ mes "[Teleport Cat]";
+ mes "I'm afraid it's not enough. Sorry, but it can't be done for free~";
+ close;
+ }
+ set Zeny, Zeny-.@price;
+ } else {
+ if (countitem(12636) < .@price) {
+ mes "[Teleport Cat]";
+ mes "I'm afraid it's not enough. Sorry, but it can't be done for free~";
+ close;
+ }
+ delitem 12636,.@price; //Malang_Sp_Can
+ }
+ if (compare(.@choice$,"Midgard Allied Forces Post")) warp "mid_camp",180,247;
+ else if (compare(.@choice$,"Manuk Field")) warp "man_fild02",133,47;
+ else if (compare(.@choice$,"Near Splendide")) warp "spl_fild02",51,240;
+ else if (compare(.@choice$,"Near El Dicastes")) warp "dic_fild01",159,264;
+ else if (compare(.@choice$,"Entrance to Mora")) warp "bif_fild02",291,323;
+ else if (compare(.@choice$,"Near Eclage")) warp "ecl_fild01",116,309;
+ close;
+}
+ecl_fild01,118,311,4 duplicate(Teleport Cat#ep14_2) Teleport Cat No.1 421
+bif_fild02,293,325,4 duplicate(Teleport Cat#ep14_2) Teleport Cat No.2 421
+spl_fild02,53,242,4 duplicate(Teleport Cat#ep14_2) Teleport Cat No.3 421
+mid_camp,207,234,4 duplicate(Teleport Cat#ep14_2) Teleport Cat No.4 421
+man_fild02,135,49,4 duplicate(Teleport Cat#ep14_2) Teleport Cat No.5 421
+dic_fild01,161,266,4 duplicate(Teleport Cat#ep14_2) Teleport Cat No.6 421
+
+// Eclage's Entrance
+//============================================================
+ecl_fild01,97,322,0 script #ep14_2Entrance 45,3,3,{
+OnTouch:
+ if (ep14_2_enter < 3) {
+ mes "[Security Guard]";
+ mes "Please wait a minute.";
+ mes "All first-time visitors to Eclage must fill out the necessary forms before entering.";
+ close;
+ }
+ warp "eclage",100,28;
+ end;
+}
+
+ecl_fild01,94,322,5 script Security Guard#ep14_2 447,{
+ if (ep14_2_enter == 0) {
+ mes "[Security Guard]";
+ mes "All first-time visitors to Eclage must fill out the necessary forms here before entering.";
+ next;
+ mes "[Security Guard]";
+ mes "Please understand because of a recent increase in the influx of people from Midgard through Bifrost, we had to create this process.";
+ next;
+ mes "[Security Guard]";
+ mes "Of course, the documents will be secured away after their use in access regulations, so you don't have to worry.";
+ next;
+ if(select("Fill out the forms.:Forget it.") == 2) {
+ mes "[Security Guard]";
+ mes "Please note that you would not be able to enter the city without filling out the forms.";
+ close;
+ }
+ mes "[Security Guard]";
+ mes "Please fill out your name, occupation, and level here.";
+ next;
+ mes "Write your name.";
+ input .@input1$;
+ next;
+ mes "Write your occupation.";
+ input .@input1$;
+ next;
+ mes "Write your level.";
+ input .@input1$;
+ next;
+ mes "[Security Guard]";
+ mes "If you completed your forms, please submit them to the administrator over there.";
+ mes "There may be some waiting time, so take your time.";
+ set ep14_2_enter,1;
+ setquest 11310;
+ close;
+ } else if (ep14_2_enter == 1) {
+ mes "[Security Guard]";
+ mes "Please submit your forms to the administrator over there after writing in your name, occupation, and level.";
+ mes "There may be some waiting time, so take your time.";
+ close;
+ } else if (ep14_2_enter == 2) {
+ mes "[Security Guard]";
+ mes "Great, you completed the forms.";
+ mes "Welcome to Eclage, the capital of the Laphines.";
+ next;
+ mes "[Security Guard]";
+ mes "Since Eclage is under the influence of Bifrost, there is fluent communication among the races.";
+ next;
+ mes "[Security Guard]";
+ mes "There would be no need for any separate translation, and there are enough bridges for on-foot races, so I hope you have a comfortable visit.";
+ set ep14_2_enter,3;
+ erasequest 11311;
+ close2;
+ warp "eclage",100,28;
+ end;
+ } else {
+ mes "[Security Guard]";
+ mes "Welcome to Eclage, the capital of the Laphines.";
+ next;
+ mes "[Security Guard]";
+ mes "Since Eclage is under the influence of Bifrost, there is fluent communication among the races.";
+ next;
+ mes "[Security Guard]";
+ mes "There would be no need for any separate translation, and there are enough bridges for on-foot races, so I hope you have a comfortable visit.";
+ close;
+ }
+}
+ecl_fild01,100,323,3 duplicate(Security Guard#ep14_2) Security Guard#ep14_2_2 447
+
+ecl_fild01,111,320,2 script Immigration Officer#ep1 445,{
+ if (ep14_2_enter == 0) {
+ mes "[Immigration Officer]";
+ mes "What do you need?";
+ mes "As you can see, I'm really busy here, so unless you need something, please don't bother me.";
+ emotion e_an;
+ close;
+ } else if (ep14_2_enter == 1) {
+ mes "[Immigration Officer]";
+ mes "Whew! I'm sorry to have kept you waiting.";
+ mes "There are just too many visitors.";
+ emotion e_wah;
+ next;
+ mes "[Immigration Officer]";
+ mes "So if you will place your forms here...";
+ next;
+ mes "[???]";
+ mes "Here!! These are my completed forms!!";
+ mes "This time it's all good, right?";
+ mes "Let me through quick!";
+ cutin "bu_du1.bmp",2;
+ emotion e_omg,1;
+ next;
+ cutin "bu_du1.bmp",255;
+ mes "[Immigration Officer]";
+ mes "I'm taking care of visitors in the order they arrived, so please wait for your turn.";
+ emotion e_swt;
+ next;
+ mes "[???]";
+ mes "What are you talking about!";
+ mes "I was waaaay before all of these guys!";
+ cutin "bu_du3.bmp",2;
+ next;
+ cutin "bu_du3.bmp",255;
+ mes "[Immigration Officer]";
+ mes "Well, your turn was delayed because you had to fill out your forms, so you have to wait until later.";
+ emotion e_ag;
+ next;
+ mes "[???]";
+ mes "What?! You just said you take care of visitors in the order they arrived!!!";
+ cutin "bu_du5.bmp",2;
+ next;
+ cutin "bu_du5.bmp",255;
+ mes "[Immigration Officer]";
+ mes "Yes, I did say that but...";
+ next;
+ mes "- SMACK!!! -";
+ next;
+ mes "[???]";
+ mes "OW!! Why did you hit me?";
+ cutin "bu_du4.bmp",2;
+ next;
+ mes "[???]";
+ mes "I'm so sorry.";
+ mes "My stupid friend here is causing trouble.";
+ cutin "bu_mark3.bmp",0;
+ next;
+ mes "[???]";
+ mes "Who are you calling stupid?!";
+ cutin "bu_du5.bmp",2;
+ next;
+ mes "[???]";
+ mes "If you hadn't filled out my name incorrectly in the first place, we wouldn't be waiting like this!";
+ cutin "bu_mark3.bmp",0;
+ next;
+ mes "[???]";
+ mes "Mark Esha or Madrid, they're all the same!";
+ cutin "bu_du3.bmp",2;
+ next;
+ mes "[Mark Esha]";
+ mes "They're not at all the same!";
+ mes "And what's more, how can you not know the name of your friend of 15 years?";
+ cutin "bu_mark4.bmp",0;
+ next;
+ mes "[???]";
+ mes "It's not that I didn't know- I did it on purpose!!";
+ mes "Madrid is just fine! Madrid!";
+ cutin "bu_du3.bmp",2;
+ next;
+ cutin "bu_du3.bmp",255;
+ mes "- SMACK -";
+ next;
+ mes "[Mark Esha]";
+ mes "Hu... I am so sorry that my friend is this stupid.";
+ mes "Please don't mind us and do what you need to do.";
+ cutin "bu_mark3.bmp",0;
+ next;
+ mes "[???]";
+ mes "AHHHH!!!";
+ mes "LET ME IN!!!!";
+ mes "How long do I have to wait out here!!!";
+ cutin "bu_du5.bmp",2;
+ next;
+ mes "[Mark Esha]";
+ mes "Would you stay put just for a second?!!!";
+ mes "Sorry. So sorry.";
+ cutin "bu_mark3.bmp",0;
+ next;
+ cutin "bu_mark3.bmp",255;
+ mes "[Immigration Officer]";
+ mes "Oh wow, this is just so crazy.";
+ mes "Test15696 Here, your documents are processed.";
+ mes "You may enter the city when you go talk to the security guard.";
+ emotion e_go;
+ next;
+ mes "[???]";
+ mes "Shuffle, shuffle";
+ cutin "bu_oliver0.bmp",0;
+ next;
+ cutin "bu_oliver0.bmp",255;
+ mes "[Immigration Officer]";
+ mes "And Mr. Deu Lean, please take your group and enter. It's just way too noisy.";
+ emotion e_an;
+ next;
+ mes "[Du Lian]";
+ mes "Mwahah!!";
+ mes "SEE THAT?!";
+ mes "Thanks to me, we got through faster!";
+ cutin "bu_du1.bmp",2;
+ next;
+ mes "[Mark Esha]";
+ mes "You mean slower...";
+ cutin "bu_mark4.bmp",0;
+ next;
+ mes "[Du Lian]";
+ mes "A real man does not get bogged down by the past!!";
+ mes "I may have been slow with the documentation but I will be the one to enter Eclage first!";
+ mes "Mwahah!";
+ cutin "bu_du2.bmp",2;
+ next;
+ mes "[Mark Esha]";
+ mes "......Whew";
+ mes "I'm so sorry for everything.";
+ cutin "bu_mark2.bmp",0;
+ next;
+ mes "[???]";
+ mes "Well......";
+ mes "Mr. Mark, Mr. Du is already gone.";
+ cutin "bu_maggi3.bmp",2;
+ next;
+ mes "[Mark Esha]";
+ mes "Oh.............";
+ mes "Oh......................";
+ cutin "bu_mark3.bmp",0;
+ next;
+ mes "[Mark Esha]";
+ mes "My goodness......";
+ emotion e_swt2,1;
+ set ep14_2_enter,2;
+ erasequest 11310;
+ setquest 11311;
+ close2;
+ cutin "bu_mark3.bmp",255;
+ end;
+ } else {
+ mes "[Immigration Officer]";
+ mes "Oh wow, this is just so crazy.";
+ mes strcharinfo(0)+".";
+ mes "Here, your documents are processed.";
+ mes "You may enter the city when you go talk to the security guard.";
+ emotion e_go;
+ close;
+ }
+}
+
+// Oliver Wolf Hood
+//============================================================
+eclage,102,32,4 script Fairy Carpenter#ep14_2 443,{
+ if (BaseLevel < 120) {
+ mes "[Fairy Carpenter]";
+ mes "The bridge is kind of broken so please be careful.";
+ emotion e_sob;
+ close;
+ }
+ if (checkquest(11312) == -1) {
+ mes "[Fairy Carpenter]";
+ mes "This area is kind of broken, so be careful.";
+ mes "Otherwise, you'll fall aaaaaall the way down.";
+ next;
+ switch(select("The work being done right now:The reason for the bridge being broken:Forget it.")) {
+ case 1:
+ //missing
+ close;
+ case 2:
+ mes "[Fairy Carpenter]";
+ mes "Oh, just a minute ago, there was a human benig who took a misstep and broke a tree branch while falling.";
+ emotion e_an;
+ next;
+ mes "[Fairy Carpenter]";
+ mes "Being close to the entrance and all, this really needs to be fixed soon.";
+ mes "I'm trying to decide whether I should put up a warning sign, gather the necessary materials for it, and fix it myself."; //custom
+ next;
+ switch(select("Give help.:Don't give help.")) {
+ case 1:
+ mes "[Fairy Carpenter]";
+ mes "Wow!!!";
+ mes "You are going to help me?!";
+ mes "So... so kind...";
+ next;
+ mes "[Fairy Carpenter]";
+ mes "I can't believe there's still this kind of kindness left in the world... Hmm, sweaty eyes...";
+ emotion e_sob;
+ next;
+ mes "[Fairy Carpenter]";
+ mes "Would you then bring me a new bridge to use for repair?";
+ mes "Since other people can get hurt, I'll use my magic to maintain this bridge in the meantime.";
+ emotion e_go;
+ //setquest 11312;
+ close;
+ case 2:
+ //missing
+ close;
+ }
+ case 3:
+ //missing
+ close;
+ }
+ }
+ select("What if you use magic to repair it?");
+ mes "[Fairy Carpenter]";
+ mes "Hmm, it's not impossible, but magic that deals with creation of life requires much magic power and shouldn't be used so freely.";
+ next;
+ mes "[Fairy Carpenter]";
+ mes "If I were to describe how stupid that would be... Well, it's like turning a deliciously baked chocolate cake back into flour.";
+ next;
+ mes "[Fairy Carpenter]";
+ mes "Since the broken part is about 19 meters from here...";
+ next;
+ mes "[Fairy Carpenter]";
+ mes "Ahh! Now that I remember, before we used to be able to order the exact necessary length, but because they are mass-producing them nowadays, they only provide preset lengths.";
+ next;
+ mes "[Fairy Carpenter]";
+ mes "To maximize the stability, it's better to avoid connecting multiple bridge pieces together,";
+ next;
+ mes "[Fairy Carpenter]";
+ mes "and this broken bridge... from here to there it's about 19 meters and the present pieces come in 3 meters, 5 meters, and 10 meters......";
+ emotion e_swt2;
+ next;
+ mes "[Fairy Carpenter]";
+ mes "Hmm.......";
+ next;
+ mes "[Fairy Carpenter]";
+ mes "Hmm.......";
+ mes "......";
+ emotion e_swt2;
+ next;
+ mes "[Fairy Carpenter]";
+ mes "......Hmm.........";
+ emotion e_swt2;
+ next;
+ mes "- It's probably just my imagination that smoke is coming out of his head, right? -";
+ next;
+ mes "[Fairy Carpenter]";
+ mes "Oh ho!";
+ mes "What do you think?";
+ emotion e_heh;
+ next;
+ mes "[Fairy Carpenter]";
+ mes "To make a bridge of 19 meters in length with the fewest number of pieces possible, how many of each 3, 5, or 10 meter length pieces would I need?";
+ emotion e_what;
+ next;
+ mes "[Fairy Carpenter]";
+ mes "Please write the number of pieces necessary for each length. If no pieces for that length are necessary, please write 0.";
+ input .@inputstr$;
+ if (.@inputstr$ != "002") {
+ //missing
+ close;
+ }
+ next;
+ mes "[Fairy Carpenter]";
+ mes "Yeah, that sounds good, right?";
+ mes "Especially since there wouldn't be a need to make them so straight.";
+ emotion e_ic;
+ next;
+ mes "[Fairy Carpenter]";
+ mes "Okay, if you talk to [Golie] who works outside the city near the tower, he will give you the new bridge pieces.";
+ //erasequest 11312;
+ //setquest 11313;
+ close;
+/*
+OnTouch:
+ if (ep14_2_hood == 0) {
+ mes "[Fairy Carpenter]";
+ mes "Hey!!!!!!!";
+ mes "Be careful over there!!";
+ close;
+ }
+ end;
+*/
+}
+
+eclage,283,275,4 script Glaces#ep14_2 438,{
+ mes "[Glaces]";
+ mes "Hm......";
+ mes "The guys are late.";
+ mes "I can only imagine that they would be busy just looking at the number of people visiting Eclage nowadays but...";
+ next;
+ mes "[Glaces]";
+ mes "Why... why do I have so much time at hand...?";
+ mes "Am I the only one with so much free time?";
+ mes "Am I really the only one?";
+ emotion e_omg;
+ close;
+}
+
+eclage,266,216,4 script Moreng#ep14_2 444,{
+ mes "[Moreng]";
+ mes "Eclage is a really nice place to live.";
+ mes "The flowers are always in full bloom and the weather is always comfortable.";
+ next;
+ mes "[Moreng]";
+ mes "If there were a beautiful Yai of my own, it would truly be a paradise!";
+ next;
+ mes "[Moreng]";
+ mes "Yai actually signifies an egg.";
+ mes "And to Laphines, Yai could even signify what is beyond a home...";
+ emotion e_shy;
+ close;
+}
+
+eclage,191,200,4 script Yube#ep14_2 446,{
+ mes "- Shuffle shuffle -";
+ mes "He's working on something.";
+ mes "Let's not bother him.";
+ close;
+}
+
+eclage,292,265,0 script #ep14_2Yube Entrance 45,2,2,{
+OnTouch:
+ mes "- Looks like the door is locked. -";
+ close;
+}
+
+eclage,265,166,4 script Shul#ep14_2 443,{
+ mes "[Shul]";
+ mes "Laphine's put their lives on the line to make Yai beautiful.";
+ mes "I'm a Laphine myself but that kind of priority is difficult to understand.";
+ close;
+}
+
+eclage,137,169,4 script Tato#ep14_2 439,{
+ mes "[Tato]";
+ mes "A friend of mine recently applied to the Splendide unit.";
+ mes "I heard Jotunheim is really cold. I hope he's doing well.";
+ close;
+}
+
+ecl_in01,60,71,4 script Old Man#ep14_2 443,{
+ mes "[Old Man]";
+ mes "Hohoho~!";
+ next;
+ mes "[Old Man]";
+ mes "Looks like there are a lot of interesting visitors nowadays...";
+ mes "When I was young, you had to put your life on the line to go into the foreign lands.";
+ next;
+ mes "[Old Man]";
+ mes "Nowadays, things are much more convenient with de-regulation and all.";
+ mes "And with the warps and flying to all these places, where's all the romance in adventures anymore?";
+ emotion e_pif;
+ next;
+ mes "[Old Man]";
+ mes "Young people nowadays probably don't even know how frog eggs taste like.";
+ next;
+ mes "[Old Man]";
+ mes "It seems like yesterday when I saved enough Jellopies to buy a Tsurugi, but even that Tsurugi is deserted somewhere in storage.";
+ emotion e_sob;
+ close;
+}
+
+ecl_in01,44,53,4 script Delivery Man#ep14_2 513,{
+ mes "[Delivery Man]";
+ mes "Sigh...";
+ mes "I need to get going in order to make it on time.";
+ next;
+ mes "[Delivery Man]";
+ mes "Wait a minute...";
+ mes "Is it actually better to deliver it later...";
+ mes "I remember seeing so many boxes of pickled Poring in the storage waiting to be delivered...";
+ emotion e_sob;
+ close;
+}
+
+ecl_in01,70,88,4 script Sack Merchant#ep14_2 495,{
+ mes "[Sack Merchant]";
+ mes "Meow?";
+ mes "Helloeow~";
+ mes "I have a treasure from a place very, very fareow~";
+ mes "Take a lookeow~";
+ mes "I'll give you a good priceow~";
+ close;
+}
+
+ecl_in01,73,51,4 script Murah#ep14_2 442,{
+ mes "[Murah]";
+ mes "Hmm... What amazing present should I give?";
+ emotion e_flash;
+ close;
+}
+
+ecl_fild01,192,94,4 script Golie#ep14_2 442,{
+ mes "[Golie]";
+ mes "To grow Elder Willow trees,";
+ mes "since Spring, Peco Peco";
+ mes "must have cried as such.";
+ next;
+ mes "[Golie]";
+ mes "To grow Elder Willow trees";
+ mes "the alarm in the clock tower";
+ mes "again must have cried as such.";
+ next;
+ mes "[Golie]";
+ mes "It's a song given to me by a bard from Midgard. The lyrical and nature-oriented words really resonated with me.";
+ next;
+ mes "[Golie]";
+ mes "I would love to hear any songs that you might know also.";
+ close;
+}
+
+ecl_fild01,97,315,4 script Traveler#ep14_2 732,{
+ mes "[Traveler]";
+ mes "Who are you?";
+ mes "I've never seen you before.";
+ next;
+ mes "[Traveler]";
+ mes "Oh, you came to ask me about the feather, too?";
+ mes "It's just a plain old decoration, but everyone really likes to bother me about it.";
+ next;
+ mes "[Traveler]";
+ mes "If you are thinking about selling it, you should just give up.";
+ mes "I have no wishes to sell it no matter how much you beg.";
+ next;
+ mes "[Traveler]";
+ mes "This feather...";
+ close;
+}
+
+// Wanted to be Big and Beautiful
+//============================================================
+eclage,282,255,4 script Wuhari#eclbig 620,{
+ mes "[Wuhari]";
+ mes "Ah... Is there anyone with more experienced with this...";
+ close;
+}
+
+eclage,163,228,4 script Goatie#eclbig 438,{
+ mes "[Goatie]";
+ mes "Have you ever been to the palace?";
+ mes "They say that it is so much more beautiful than our Yai's could ever be.";
+ next;
+ mes "[Goatie]";
+ mes "I guess people who have nothing can only dream.";
+ close;
+}
+
+eclage,170,195,4 script Svery#eclbig 443,{
+ mes "[Svery]";
+ mes "It's my wife's big wish to visit the palace.";
+ next;
+ mes "[Svery]";
+ mes "I want to grant that wish for her, but how could that ever be possible.";
+ mes "Especially given our situation...";
+ close;
+}
+
+eclage,126,151,4 script Pompe#eclbig 444,{
+ mes "[Pompe]";
+ mes "I saw it!";
+ next;
+ mes "[Pompe]";
+ mes "I really saw it!!";
+ close;
+}
+
+// Mystery Robbery Investigation
+//============================================================
+eclage,164,102,3 script Cruyan#eclage 442,{}
+
+eclage,222,131,4 script Wandering Merchant#ecla 807,{
+ mes "[Wandering Merchant]";
+ mes "Go away kids~";
+ close;
+}
+
+// Troublesome Fairie
+//============================================================
+ecl_in01,26,88,4 script Cecilia#nk 440,{
+ mes "[Cecilia]";
+ mes "Mm...mm... what should I do...";
+ next;
+ mes "- She seems too busy to talk to you. -";
+ close;
+}
+
+ecl_in01,80,77,4 script Dominic#nk 445,{
+ mes "[Dominic]";
+ mes "I won't stop you from walking around in Eclage but, don't bother me you outsider!";
+ close;
+}
+
+ecl_in02,160,36,4 script Eirinn#nk 441,{
+ mes "[Eirinn]";
+ mes "Oww, my stomach hurts!!";
+ mes "What are you looking at?";
+ next;
+ mes "[Eirinn]";
+ mes "I haven't really eaten anything unusual these days but why am I getting stomach aches so often!";
+ close;
+}
+
+ecl_in03,175,69,4 script Bourbon#nk 444,{
+ mes "[Bourbon]";
+ mes "How strange. I've been losing my stuff recently like things I put in my pocket or even the things I put away properly.";
+ close;
+}
+
+ecl_in01,82,80,0 script Monthly Eclage#pa0829 111,{
+ mes "^000099I see a plain-looking journal. It seems to deal with third-rate gossip stories.^000000";
+ close;
+}
+
+ecl_in01,82,78,0 script Magazine#01 111,{
+ mes "- I saw a book and stretched my hand out to reach for it. I think it's about Midgard. -";
+ next;
+ mes "[Dominic]";
+ mes "Hey, outsider,";
+ mes "who said you can touch my books?";
+ mes "Stay away from my bookshelves!";
+ close;
+}
+ecl_in01,82,79,0 duplicate(Magazine#01) Magazine#02 111
+ecl_in01,83,81,0 duplicate(Magazine#01) Exploration of Midgard::ExplorationMidgard1 111
+ecl_in01,82,84,0 duplicate(Magazine#01) Exploration of Midgard::ExplorationMidgard2 111
+ecl_in01,80,86,0 duplicate(Magazine#01) Exploration of Midgard::ExplorationMidgard3 111
+
+// Hiel's Workshop
+//============================================================
+eclage,155,91,4 script #pa0829Hiel's Door10 836,{
+ mes "[Notice]";
+ mes "Pan-galactic ultra genius engineer Hiel's strange and creepy workshop.";
+ mes "Normal Laphines, animals, and Saphas are prohibited.";
+ next;
+ if(select("Continue on my way.:Enter this place.") == 2)
+ warp "ecl_in04",107,213;
+ close;
+}
+
+ecl_in04,108,215,0 script Supreme Electronic Rope 111,{
+ mes "If you would like to go down, please press the bell~";
+ next;
+ if(select("Forget it.:Go down.") == 2)
+ warp "eclage",152,91;
+ close;
+}
+
+ecl_in04,105,216,0 script Hiel's Workshop#pa0829 111,{
+ mes "^000099It's a workshop with lots of oddities.^000000";
+ close;
+}
+
+ecl_in04,109,215,2 script Hiel#pa0829 621,{
+ mes "[Hiel]";
+ mes "It is said that the leaves from home tree have the length X with the average m and standard deviation of 4. If P(m<X<a)=0.3413 ... (Mumble mumble)";
+ next;
+ mes "^0000ffIt doesn't look like I'll understand anything he says. Let's get out of here.^000000";
+ close;
+}
+
+// For Eclage
+//============================================================
+function script F_Eclage_Traveler {
+ if (checkquest(7411) > -1 && checkquest(7412) > -1 && checkquest(7413) > -1) {
+ cutin "minuel01.bmp",4;
+ donpcevent "Eclage Guard#tl01::OnEnable";
+ mes "[Eclage Guard]";
+ mes "Excuse me for a moment.";
+ mes "Is there anyone from Splendide here?";
+ next;
+ select("I am, but why?");
+ mes "[Eclage Guard]";
+ mes "Ah, you are?";
+ mes "There's someone who wants to see you. Do you have time right now?";
+ next;
+ mes "[Eclage Guard]";
+ mes "You don't have to worry. It's nothing suspicious or bad.";
+ mes "We just wanted to ask you about Splendide, so please spare your time for us.";
+ next;
+ mes "[Eclage Guard]";
+ mes "I'll guide you if it's okay.";
+ next;
+ switch(select("Sure. Let's go.:I don't have time for it right now...")) {
+ case 1: //missing
+ break;
+ case 2:
+ mes "[Eclage Guard]";
+ mes "Oh, is that right?";
+ mes "That's too bad.";
+ mes "But if you have some time later, please pay us a visit.";
+ next;
+ break;
+ }
+ mes "[Eclage Guard]";
+ mes "I'll be at the east side of the plaze near the gate.";
+ mes "Please, find me there.";
+ mes "I'll be looking forward to seeing you.";
+ erasequest 7411;
+ erasequest 7412;
+ erasequest 7413;
+ setquest 7414;
+ set ep14_2_tl,1;
+ donpcevent "Eclage Guard#tl01::OnDisable";
+ close2;
+ cutin "minuel01.bmp",255;
+ end;
+ }
+ return;
+}
+
+ecl_in01,32,52,4 script Traveler Fome#tl01 515,3,3,{
+ if (ep14_2_tl == 0) {
+ if (checkquest(7411) == -1) {
+ mes "[Fome]";
+ mes "Come here and have a talk with us.";
+ mes "My name is Fome and I'm from the central region of Alpheim.";
+ mes "You are...";
+ next;
+ mes "[Fome]";
+ mes "Wait, let me guess!";
+ mes "You're a member of the famous Midgard expedition, right?!";
+ next;
+ select("Yes.:How did he know?");
+ mes "[Fome]";
+ mes "Well, it's simple.";
+ mes "There's no one who looks like you or dresses like you around Eclage.";
+ next;
+ mes "[Fome]";
+ mes "I heard the ways to Bifrost are blocked by a strange rift and soon, travelers who came here through the Hazy Forest started to appear.";
+ next;
+ mes "[Fome]";
+ mes "They are humans who came from Midgard passing through Jotunheim!";
+ mes "Seriously...I'm glad I came to Eclage.";
+ mes "I didn't expect to meet a person from Midgard!";
+ next;
+ mes "[Fome]";
+ mes "Eclage is crowded with travelers, and until recently, most of them were from Alpheim.";
+ mes "It's nice to see you. I was about to talk to you just now.";
+ next;
+ switch(select("Why is Eclage popular among travelers?:What is the main attraction of Eclage?")) {
+ case 1:
+ case 2: //missing
+ mes "[Fome]";
+ mes "Why does this place have so many travelers...?";
+ mes "First of all, I think it's due to the fact that you're able to communicate freely here since Eclage is with Bifrost.";
+ next;
+ mes "[Fome]";
+ mes "Thanks to Bifrost's will, everyone is able to communicate with no problem here just like you and I right now.";
+ next;
+ mes "[Fome]";
+ mes "Second, it's because Eclage is the end and the gateway of Alpheim.";
+ mes "It's the only way to get to Jotunheim.";
+ next;
+ mes "[Fome]";
+ mes "A great number of travelers who admire the unknown world come to Eclage.";
+ mes "Also, they want to see Bifrost, which connects Jotunheim and Alpheim, with their own eyes.";
+ next;
+ mes "[Fome]";
+ mes "Moreover, the biggest reason why Eclage is so crowded recently is...!!!";
+ next;
+ select("It is...?!");
+ emotion e_loud;
+ mes "[Fome]";
+ mes "A new Mayor Jun was born!";
+ next;
+ select("Whosa whatsits?");
+ mes "[Fome]";
+ mes "No, no, Mayor Jun. It's a Laphine name.";
+ mes "It's a...right, it means a 'king.'";
+ mes "The King is born!";
+ next;
+ mes "[Fome]";
+ mes "Although he is pretty old, he became a king.";
+ mes "As the king of Laphines, he is so beautiful.";
+ next;
+ select("When was that?");
+ mes "[Fome]";
+ mes "Mm? Maybe 10 years ago?";
+ mes "5 years ago? Or 15? Anyway, it's less than 100 years.";
+ next;
+ break;
+ }
+ setquest 7411;
+ callfunc "F_Eclage_Traveler";
+ mes "This traveler named Fome is going on forever about the king of Laphines.";
+ mes "It seems as if she doesn't care about others and is sinking into her own world, so it's hard to understand what she's talking about.";
+ mes "Let's talk to other travelers.";
+ close;
+ } else {
+ mes "[Fome]";
+ mes "Oh my, did I talk too much?";
+ mes "But you're really lucky.";
+ mes "If you tell them that you're here to congratulate on the birth of new Mayor Jun, you'll surely meet the great Kardui.";
+ next;
+ mes "[Fome]";
+ mes "Ah...how beautiful.";
+ mes "I heard some bad rumors but I don't believe in them at all~";
+ next;
+ mes "[Fome]";
+ mes "Ha, I almost went too far again.";
+ mes "Did you talk to Litrip and York?";
+ next;
+ mes "[Fome]";
+ mes "When it comes to Bifrost Tower, which is the most popular tourist attraction, Litrip knows the best!";
+ close;
+ }
+ } else if (ep14_2_tl == 1) {
+ mes "[Fome]";
+ mes "An Eclage Guard was looking for you just a minute ago, right?";
+ mes "I think he said he'll be waiting for you at the east gate. Don't you have to go?";
+ next;
+ mes "[Fome]";
+ mes "Since he was very polite and all, I'm sure it's something good.";
+ mes "Sure. The Laphines in Eclage are very generous to travelers.";
+ close;
+ } else {
+ mes "[Fome]";
+ mes "You seem very busy.";
+ mes "I heard so much about you from here and there.";
+ mes "I see that you're friends with Laphines already.";
+ close;
+ }
+OnTouch:
+ if (ep14_2_tl == 0 && checkquest(7411) == -1 && checkquest(7412) == -1 && checkquest(7413) == -1) {
+ mes "A group of travelers of Alpheim are having a conversation.";
+ emotion e_loud;
+ next;
+ if(select("Avoid them.:Join the group.") == 1) {
+ mes "They don't seem to care that much.";
+ close;
+ }
+ mes "When you approach, they stop talking for a second and make a seat for you.";
+ mes "Start a conversation.";
+ close;
+ }
+ end;
+}
+
+ecl_in01,32,51,6 script Traveler Litrip#tl02 513,{
+ if (ep14_2_tl == 0) {
+ if (checkquest(7412) == -1) {
+ mes "[Litrip]";
+ mes "Oh, look at this strange traveler.";
+ mes "Come here. My name is Litrip.";
+ next;
+ mes "[Litrip]";
+ mes "You're from Mora?";
+ mes "You must have seen Bifrost Tower on the way then?";
+ next;
+ switch(select("I saw it from the outside.:I've gone inside the tower.")) {
+ case 1:
+ mes "[Litrip]";
+ mes "Really? That's too bad.";
+ mes "Well, but it's good to play it safe since there are frightful monsters inside the tower.";
+ mes "It's certainly better than losing your life by being rash.";
+ next;
+ break;
+ case 2:
+ mes "[Litrip]";
+ mes "I see. Wasn't it pretty crazy?";
+ mes "Once upon a time, It used to be a very nice observatory.";
+ next;
+ mes "[Litrip]";
+ mes "Although it's occupied by horrible monsters now.";
+ mes "Seeing that you went into the tower and came out unharmed, I can tell you're pretty skilled.";
+ next;
+ break;
+ }
+ mes "[Litrip]";
+ mes "There's a rumor that a suspicious alchemist resides on top of the tower.";
+ mes "No one knows why, but I heard he's been there for a good while.";
+ next;
+ mes "[Litrip]";
+ mes "If that alchemist is still alive, he could be a living history himself since the tower, the alchemist, and Bifrost have existed even before Eclage was founded.";
+ next;
+ mes "[Litrip]";
+ mes "A good number of people still challenge themselves to find the mysterious legend of Bifrost but so far, none of them succeeded.";
+ next;
+ select("What about Laphines?");
+ mes "[Litrip]";
+ mes "Hmm, Laphines?";
+ mes "For some reason, they're not interested in Bifrost Tower at all.";
+ mes "I think they perceive it just as a natural object.";
+ next;
+ mes "[Litrip]";
+ mes "They're actually more than capable of solving the mystery if they wanted to but I feel like they're just respecting the existence of Bifrost Tower.";
+ next;
+ mes "[Litrip]";
+ mes "However, they don't necessarily stop people from going into the tower, either. So I'm thinking maybe they're just not aware of it.";
+ mes "If you're curious, go challenge yourself and solve the mystery of the tower.";
+ next;
+ setquest 7412;
+ callfunc "F_Eclage_Traveler";
+ mes "[Litrip]";
+ mes "If you ever happen to solve the mystery of Bifrost Tower, let me be the first one to know about it.";
+ mes "You're strong enough to explore the tower.";
+ mes "I only got to the first floor. Haha.";
+ next;
+ mes "[Litrip]";
+ mes "Have you talked to other friends?";
+ mes "Isn't information the most important thing to a traveler?";
+ close;
+ } else {
+ mes "[Litrip]";
+ mes "It's not fun listening to my story only.";
+ mes "You should go talk to Fome and Chiba, too.";
+ next;
+ mes "[Litrip]";
+ mes "And Let me know if you ever solve the mystery of Bifrost Tower.";
+ mes "I'll be looking forward to hearing from you, hahaha.";
+ close;
+ }
+ } else if (ep14_2_tl == 1) {
+ mes "[Litrip]";
+ mes "It seems like Laphines have some official affairs to do with you.";
+ mes "Didn't they tell you to come to the east gate?";
+ mes "You should go.";
+ close;
+ } else {
+ mes "[Litrip]";
+ mes "Since the last time I saw you talking to the guard, I hear your name here and there.";
+ mes "Is it something important? You've become pretty famous here.";
+ close;
+ }
+}
+
+ecl_in01,35,51,2 script Traveler Chiba#tl03 514,{
+ if (ep14_2_tl == 0) {
+ if (checkquest(7413) == -1) {
+ mes "[Chiba]";
+ mes "You're human from Midgard.";
+ mes "I'm Chiba.";
+ mes "As you can see, I'm a traveler just like you.";
+ next;
+ mes "[Chiba]";
+ mes "I think local area information is the most important when traveling.";
+ mes "You think so, too?";
+ next;
+ mes "[Chiba]";
+ mes "I heard there's a way to avoid a rift that is blocking Jotunheim...";
+ mes "Do people really travel through Hazy Forest?";
+ next;
+ switch(select("Yes.:By magic!")) {
+ case 1:
+ mes "[Chiba]";
+ mes "So it is.";
+ mes "That's how strong humans are, I guess.";
+ mes "When I was Mora, I heard there are many missing men in Hazy Forest...";
+ next;
+ break;
+ case 2:
+ mes "[Chiba]";
+ mes "Indeed... people who get to Mora first use magic to help others travel?";
+ mes "That's brilliant.";
+ next;
+ break;
+ }
+ mes "[Chiba]";
+ mes "Anyway it's true that there are active interactions thanks to you people.";
+ mes "I should be grateful for that.";
+ next;
+ mes "[Chiba]";
+ mes "Do you want to know something more interesting?";
+ mes "Everyone in Alpheim knows about it, but I'm sure you people have never heard about it.";
+ next;
+ mes "[Chiba]";
+ mes "Among Laphines, have you seen the taller ones with especially bright skin and gorgeous wings?";
+ next;
+ mes "[Chiba]";
+ mes "They're the 'Donas.' By the way, normal-looking Laphines are called 'Papang' in their language.";
+ mes "It sounds like some kind of a snack, but well, we should respect them.";
+ next;
+ mes "[Chiba]";
+ mes "The reason Donas are taller and gorgeous is because they're all candidates for Mayor.";
+ mes "That is, they all have a chance of becoming the king.";
+ next;
+ mes "[Chiba]";
+ mes "We're not talking about upper class or lower class here. They are classified according to their job.";
+ mes "It might not be important, but it's good to know about it as a foreigner.";
+ next;
+ mes "[Chiba]";
+ mes "Anyway, Donas have strong magical powers and they live longer. But since there are not many of them most of them are assigned to important positions.";
+ next;
+ mes "[Chiba]";
+ mes "The throne of the king of Laphines seems to be inherited by blood, but it isn't in reality.";
+ mes "Mayor Jun is known to emerge among the Donas but it's just exactly that.";
+ next;
+ mes "[Chiba]";
+ mes "He literally just emerges without any kind of a formal inheritance process.";
+ mes "Isn't it pretty interesting?";
+ next;
+ setquest 7413;
+ callfunc "F_Eclage_Traveler";
+ mes "[Chiba]";
+ mes "Try talking to the other travelers."; //custom
+ close;
+ } else {
+ mes "[Chiba]";
+ mes "Try talking to the other travelers."; //custom
+ close;
+ }
+ } else if (ep14_2_tl == 1) {
+ mes "[Chiba]";
+ mes "Wasn't there an Eclage Guard looking for you just now?";
+ mes "You'd better respect Laphines as much as possible in order to avoid any discord.";
+ mes "It's the basis of traveling.";
+ close;
+ } else {
+ mes "[Chiba]";
+ mes "So, you weren't a mere traveler after all.";
+ close;
+ }
+}
+
+ecl_in01,82,70,2 script Eclage Guard#tl02 447,{
+ if (ep14_2_tl == 0) {
+ mes "[Eclage Guard]";
+ mes "Welcome to Eclage."; //custom
+ close;
+ } else if (ep14_2_tl == 1) {
+ cutin "minuel02.bmp",2;
+ mes "[Eclage Guard]";
+ mes "Oh, you are here!";
+ mes "May I escort take you to the one who wants to meet you?";
+ next;
+ switch(select("Sure. Let's go.:I don't have time for it right now...")) {
+ case 1:
+ mes "[Eclage Guard]";
+ mes "Please follow me then.";
+ erasequest 7414;
+ setquest 7415;
+ set ep14_2_tl,2;
+ close2;
+ warp "ecl_in03",244,89;
+ cutin "minuel02.bmp",255;
+ end;
+ case 2:
+ mes "[Eclage Guard]";
+ mes "Ah...is that right?";
+ mes "I'll wait then.";
+ next;
+ mes "[Eclage Guard]";
+ mes "Don't worry about me.";
+ mes "I'll just wait here as long as it takes.";
+ mes "Well, it's my job. Don't worry.";
+ close2;
+ cutin "minuel02.bmp",255;
+ end;
+ }
+ } else if (ep14_2_tl == 2) {
+ cutin "minuel01.bmp",2;
+ mes "[Eclage Guard]";
+ mes "I thought you sill had something to do.";
+ mes "May I guide you?";
+ next;
+ switch(select("Yes, please.:No, it's okay.")) {
+ case 1:
+ mes "[Eclage Guard]";
+ mes "Please follow me then.";
+ close2;
+ warp "ecl_in03",244,89;
+ cutin "minuel02.bmp",255;
+ end;
+ case 2:
+ mes "[Eclage Guard]";
+ mes "Is that right?";
+ mes "I see. Come find me whenever you need it.";
+ close2;
+ cutin "minuel02.bmp",255;
+ end;
+ }
+ } else if (ep14_2_tl == 3) {
+ cutin "minuel01.bmp",2;
+ mes "[Eclage Guard]";
+ mes "I see you pretty often.";
+ mes "I was notified in advance that the Chief of Staff requested for an audience.";
+ next;
+ if (checkquest(7416,PLAYTIME) < 2) {
+ mes "[Eclage Guard]";
+ mes "But I'm afraid it's too early.";
+ mes "I think you have to wait for a while.";
+ close2;
+ cutin "minuel02.bmp",255;
+ end;
+ }
+ mes "[Eclage Guard]";
+ mes "I see you pretty often.";
+ mes "I was notified in advance that the Chief of Staff requested for an audience.";
+ next;
+ mes "[Eclage Guard]";
+ mes "Since it's about time, should I lead you in now?";
+ next;
+ switch(select("Yes, please.:I'll come back later.")) {
+ case 1:
+ mes "[Eclage Guard]";
+ mes "Follow me, please.";
+ set ep14_2_tl,4;
+ close2;
+ warp "ecl_in03",58,72;
+ cutin "minuel02.bmp",255;
+ end;
+ case 2:
+ mes "[Eclage Guard]";
+ mes "Do as you wish although Mayor Jun might be upset if you keep him waiting for too long.";
+ close2;
+ cutin "minuel02.bmp",255;
+ end;
+ }
+ } else if (ep14_2_tl == 4) {
+ cutin "minuel01.bmp",2;
+ mes "[Eclage Guard]";
+ mes "May I escort you to the audience chamber?";
+ next;
+ switch(select("Yes, please.:No, it's okay.")) {
+ case 1:
+ mes "[Eclage Guard]";
+ mes "Follow me, please.";
+ close2;
+ warp "ecl_in03",58,72;
+ cutin "minuel02.bmp",255;
+ end;
+ case 2:
+ mes "[Eclage Guard]";
+ mes "Thank you.";
+ mes "I thought you were using me for teleportation since you're here so often.";
+ close2;
+ cutin "minuel02.bmp",255;
+ end;
+ }
+ } else if (ep14_2_tl == 5) {
+ if (checkquest(7418) == -1) {
+ cutin "minuel01.bmp",2;
+ mes "[Eclage Guard]";
+ mes "Eh, good to see you again.";
+ mes "We should have introduced ourselves earlier if we knew we would run into each other so often like this.";
+ next;
+ mes "[Minuel]";
+ mes "I'm Minuel.";
+ mes "It's such a common name. I don't even know what it means.";
+ mes "I think my parents just gave me a name that is easy on the ear.";
+ next;
+ mes "[Minuel]";
+ mes "Come to think of it, I heard the news.";
+ mes "You've decided to work in Eclage...";
+ next;
+ switch(select("It's just a rumor.:Do they have a job for me?")) {
+ case 1:
+ mes "[Minuel]";
+ mes "Eh? Really?";
+ mes "That's too bad. There was a suitable job for you.";
+ mes "Well, I understand.";
+ close2;
+ cutin "minuel02.bmp",255;
+ end;
+ case 2:
+ mes "[Minuel]";
+ mes "Actually I don't have any time for myself since I have to be here all the time.";
+ mes "Not only I, but most Laphines who are in this business are faced with that position, too.";
+ next;
+ mes "[Minuel]";
+ mes "So, we don't have any time to decorate our Yai.";
+ mes "Of course we could buy the materials. But just like any other consumers, we would like to gather them on our own.";
+ next;
+ mes "[Minuel]";
+ mes "Since you're free to go anywhere,";
+ mes "could you gather some decorations for Yai?";
+ next;
+ switch(select("Sure.:No.")) {
+ case 1:
+ mes "[Minuel]";
+ mes "Thank you.";
+ mes "You need to find";
+ mes "5 Horns of Hillslion, 5 Magical Powers, and 5 Horse's Hooves each.";
+ next;
+ mes "[Minuel]";
+ mes "I would like to decorate it with unpolished beauty.";
+ mes "You can get the materials by hunting the monsters near Splendide, where I'm not supoosed to go.";
+ next;
+ mes "[Minuel]";
+ mes "I've heard some rumors about Hillslions, and they seem to appear in Sapha's areas.";
+ mes "Their horns, Mystic Horns of Cornuses that live in the grasslands and something called Horse's Hooves.";
+ next;
+ mes "[Minuel]";
+ mes "I'm sure you would know more about those hooves than I do.";
+ mes "I'll be counting on you!";
+ setquest 7418;
+ close2;
+ cutin "minuel02.bmp",255;
+ end;
+ case 2:
+ mes "[Minuel]";
+ mes "Ha, do you really think so?";
+ mes "You will be coming here again.";
+ mes "Soon, in the near future. Hehehe~";
+ close2;
+ cutin "minuel02.bmp",255;
+ end;
+ }
+ }
+ }
+ mes "[Minuel]";
+ mes "I asked you for 5 Horns of Hillslion, 5 Mystic Horns, and 5 Horse's Hooves.";
+ mes "You'll be able to get Mystic Horns by catching Cornuses near Splendide.";
+ close;
+ }
+}
+
+ecl_in03,245,93,2 script Chief of Staff#tl01 435,{
+ if (ep14_2_tl < 2) {
+ mes "[Chief of Staff]";
+ mes "Sorry, but no unauthorized entry is allowed here.";
+ close;
+ } else if (ep14_2_tl == 2) {
+ mes "[Chief of Staff]";
+ mes "Welcome to Eclage.";
+ mes "I ordered them to lead you here.";
+ next;
+ mes "[Shenime]";
+ mes "I'm in charge of the military supplies that are sent to the outpost of Splendide.";
+ mes "My name is Shenime.";
+ next;
+ mes "[Shenime]";
+ mes "Our supplies sent to Mora Village...";
+ mes "oww...I'm sorry. I've been having this headache recently...";
+ next;
+ mes "[Shenime]";
+ mes "Anyway, I've heard that there are people";
+ mes "who deliver our supplies to Splendide through Hazy Forest.";
+ next;
+ mes "[Shenime]";
+ mes "It's so good to see you in person.";
+ mes "People who are clever enough are already trying hard to build relationships with Eclage.";
+ next;
+ select("So, I'm not the first one?");
+ mes "[Shenime]";
+ mes "Yes, you're not...oww...";
+ mes "But it doesn't matter.";
+ mes "You humans are already doing so much for Splendide and us.";
+ next;
+ mes "[Shenime]";
+ mes "Oh, the reason I'm frowning is because of this headache.";
+ mes "Don't get me wrong.";
+ mes "Um...anyway, to go on with my story...";
+ next;
+ mes "[Shenime]";
+ mes "We are supposed to welcome you.";
+ mes "Should I get to the point now? I mean, the reason why I wanted to meet you.";
+ next;
+ mes "[Shenime]";
+ mes "As you know already, we're disconnected from Splendide due to the accident in Bifrost.";
+ mes "And for us Laphines, it's hard to go against the will of the forest and Bifrost.";
+ next;
+ mes "[Shenime]";
+ mes "I'm sure every fairy in Alpheim feels the same, too.";
+ mes "Anyway, I want to know what's going on in Splendide and Jotunheim nowadays.";
+ next;
+ mes "[Shenime]";
+ mes "I heard the battle against Manuk has recently calmed down to the point of a truce...";
+ mes "and it could have been that they didn't get supplies in time.";
+ next;
+ mes "You've answered Shenime's serious questions and describe the situation as far as you could remember.";
+ next;
+ select("Now that I think about it...");
+ mes "[Shenime]";
+ mes "What is it?";
+ mes "What you've told me is going to be very helpful.";
+ mes "Is there anything else you would like to talk about?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I was told that Sapha made Yggdrasil Tree sick,";
+ mes "and your side started a war in order to protect the tree...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...but what I know is a little bit different from that.";
+ mes "Apparently, the cause of the war seems to be the damage given to Yggdrasil Tree caused by Sapha's excessive mining, but...";
+ next;
+ mes "[Shenime]";
+ mes "Wait, stop there.";
+ next;
+ select("What's the matter?");
+ mes "[Shenime]";
+ mes "This war is like a holy war for us.";
+ mes "It's a war that we carry on upon our honor and dignity.";
+ next;
+ mes "[Shenime]";
+ mes "So whatever the truth you know is,";
+ mes "if you're not going to hold responsibility for the backlash it might bring,";
+ mes "don't say anything at all.";
+ next;
+ select("Why are you trying to hide the truth...");
+ mes "[Shenime]";
+ mes "This is a matter between Yggdrasil the world-ash and its protector.";
+ mes "Mayor Jun should be the one listening to your story, not me.";
+ next;
+ select("What?");
+ mes "[Shenime]";
+ mes "My work is done here.";
+ mes "What I'm saying is that I'm not the one to clear up your question.";
+ mes "I'll arrange a meeting with Mayor Jun for you.";
+ next;
+ mes "In the middle of the conversation, Shenime stopped talking and frowned as if he was having a headache again.";
+ mes "After massaging his head for a while, he looked much better and continued to go on.";
+ next;
+ mes "[Shenime]";
+ mes "Promise me that you will not tell anyone";
+ mes "about the truth that you believe.";
+ next;
+ if(select("No!:Yes, I promise.") == 1) {
+ mes "[Shenime]";
+ mes "You put me on the spot.";
+ mes "I don't want you to be the cause of friction.";
+ next;
+ mes "[Shenime]";
+ mes "Can't you just keep it to yourself before discussing the matter with Mayor Jun?";
+ next;
+ switch(select("No, I can't!:Fine, I won't tell anyone.")) {
+ case 1:
+ mes "[Shenime]";
+ mes "Oh well...";
+ mes "It's your loss...";
+ close;
+ case 2:
+ mes "[Shenime]";
+ mes "I see that you've made up your mind.";
+ next;
+ break;
+ }
+ }
+ mes "[Shenime]";
+ mes "I'll arrange a meeting to let Mayor Jun get to know you.";
+ mes "You need to wait a little bit. Please bear with us.";
+ next;
+ mes "[Shenime]";
+ mes "I'll notify the guard that brought you here.";
+ mes "Go find the guard after some time.";
+ mes "He will guide you.";
+ next;
+ mes "[Shenime]";
+ mes "Until then, I hope you have a good time.";
+ mes "I'll send you to the plaza.";
+ mes "By the way, the guard who is going to lead you will be at the east gate. Don't forget the time.";
+ erasequest 7415;
+ setquest 7416;
+ set ep14_2_tl,3;
+ close2;
+ warp "ecl_in01",47,28;
+ end;
+ } else if (ep14_2_tl == 3) {
+ if (checkquest(7416,PLAYTIME) < 2) {
+ mes "[Shenime]";
+ mes "You need to wait a little longer to see Mayor Jun.";
+ mes "He is pretty busy, so please bear with us.";
+ close;
+ }
+ mes "[Shenime]";
+ mes "There's another guard who was supposed to be guiding you...";
+ mes "I can't go anywhere right now.";
+ next;
+ mes "[Shenime]";
+ mes "There's a guard at the east side of the plaza near the gate.";
+ mes "I notified him already, so just ask him to guide you.";
+ close;
+ } else if (ep14_2_tl == 4) {
+ mes "[Shenime]";
+ mes "Did you tell Mayor Jun about what you think?";
+ mes "He should be the one to decide.";
+ next;
+ mes "[Shenime]";
+ mes "It seems like you haven't even met him yet. Ask the guard to guide you.";
+ close;
+ } else if (ep14_2_tl == 5) {
+ mes "[Shenime]";
+ mes "I've heard about you.";
+ mes "You've decided to work for Eclage?";
+ next;
+ mes "[Shenime]";
+ mes "At the starting point of Bifrost, there should be a messenger stamping his feet.";
+ next;
+ mes "[Shenime]";
+ mes "It's a messenger that we sent in an effort to contact Splendide regularly,";
+ mes "but I think it's still difficult to do so.";
+ next;
+ mes "[Shenime]";
+ mes "If you could help us with that, wouldn't other Laphines think better of you?";
+ close;
+ }
+}
+
+ecl_in03,41,90,2 script Mayor Jun Kardui#tl01 624,{
+ if (ep14_2_tl < 4) {
+ mes "[Kardui]";
+ mes "Mmm...";
+ mes "I don't know who you are, but could you wait until I call you?";
+ mes "I'll have to meet you some day, but now is not the right time.";
+ cutin "kardui01.bmp",1;
+ close2;
+ cutin "kardui01.bmp",255;
+ end;
+ } else if (ep14_2_tl == 4) {
+ mes "[Kardui]";
+ mes "Welcome to Eclage, stranger.";
+ mes "...this was a popular way of greeting each other, but I guess it's not fun anymore.";
+ cutin "kardui01.bmp",1;
+ next;
+ mes "[Kardui]";
+ mes "Anyway, you who came from a long way away";
+ mes "and reconized by the guardian.";
+ mes "There is a truth that you would like to tell me?";
+ next;
+ mes "[Kardui]";
+ mes "If that's the case, you will be very busy from now on.";
+ next;
+ select("What do you mean?");
+ mes "[Kardui]";
+ mes "You have to do a lot of work in order to convince me, the elders, and many other Laphines.";
+ next;
+ mes "[Kardui]";
+ mes "Of couse I could trust everything you say,";
+ mes "but will other Laphines accept a Mayor Jun who is swayed by a word of a foreigner?";
+ next;
+ cutin "kardui03.bmp",1;
+ mes "[Kardui]";
+ mes "Especially when that Mayor Jun is me. Ah...";
+ next;
+ cutin "kardui01.bmp",1;
+ mes "[Kardui]";
+ mes "Don't you understand?";
+ mes "Here, in Eclage, You have to get more recognition from Laphines.";
+ next;
+ if(select("Do I have to make a contribution?:It's about Yggdrasil!") == 1) {
+ mes "[Kardui]";
+ mes "See, you understood it right.";
+ next;
+ select("It's about Yggdrasil!");
+ }
+ cutin "kardui04.bmp",1;
+ mes "[Kardui]";
+ mes "Um.";
+ mes "I know.";
+ next;
+ mes "[Kardui]";
+ mes "You don't have to make a face.";
+ mes "No matter what I look like to you, I am the history and the spirit of Laphines, and also the protector of Yggdrasil.";
+ next;
+ mes "[Kardui]";
+ mes "Do you think I, who inherited the will of Yggdrasil, don't know anything?";
+ mes "I don't blame you since it is ignorance.";
+ next;
+ mes "[Kardui]";
+ mes "The war of Jotunheim will soon be over.";
+ mes "And it will happen not by constraint, but as a result of mutual agreement.";
+ next;
+ cutin "kardui01.bmp",1;
+ mes "[Kardui]";
+ mes "So, stranger,";
+ mes "don't worry about it and do you want to work with me for Eclage?";
+ next;
+ select("Then why do you make war and disregard the truth?");
+ cutin "kardui02.bmp",1;
+ mes "[Kardui]";
+ mes "Hmm...";
+ mes "I'll tell you when we get closer to each other.";
+ mes "I'm not obligated to talk about this important subject with a person I just met.";
+ next;
+ cutin "kardui01.bmp",1;
+ mes "[Kardui]";
+ mes "For now, I will tell the administrative ruler, the elders, and all the guards";
+ mes "about you,";
+ mes "and you will enjoy all the rights in Eclage as a person who works for the king.";
+ next;
+ select("Just hire a worker then!");
+ mes "[Kardui]";
+ mes "It's a part of building relationships with me, the king of a race. You don't like it?";
+ mes "If that's the case, I guess there's no friendship between the two of us.";
+ next;
+ select("What do you mean 'the two of us'?");
+ mes "[Kardui]";
+ mes "Us?";
+ mes "Umm...";
+ mes "Friends who share their secrets from now on?";
+ next;
+ mes "[Kardui]";
+ mes "...Haha...wasn't it funny?";
+ mes "What's up with that face.";
+ mes "Anyway, I allow you to visit anytime.";
+ next;
+ cutin "kardui04.bmp",1;
+ mes "[Kardui]";
+ mes "However, if you don't meet my expectation, you won't get anything.";
+ mes "I'll be looking forward to seeing you, stranger who will be my friend.";
+ erasequest 7416;
+ setquest 7417;
+ set ep14_2_tl,5;
+ close2;
+ cutin "kardui01.bmp",255;
+ end;
+ } else if (ep14_2_tl == 5) {
+ mes "[Kardui]";
+ mes "Now, you who work for the king!";
+ mes "Work your fingers to the bone for me!";
+ next;
+ cutin "kardui04.bmp",1;
+ mes "[Kardui]";
+ mes "...It's a joke.";
+ mes "I truly want you to become an important figure in Eclage.";
+ mes "Even if you don't, I want you to be recognized as a harmless person who gives benefit to Eclage.";
+ next;
+ mes "[Kardui]";
+ mes "It's going to be tough, but think of it as having insurance.";
+ mes "Some day, a person who remembers your name will be a great help to you.";
+ close2;
+ cutin "kardui01.bmp",255;
+ end;
+ }
+}
+
+ecl_in01,31,49,6 script Eclage Guard#tl01 447,{
+ mes "[Eclage Guard]";
+ mes "Oh, I should hurry and go back to where I was.";
+ mes "Excuse me.";
+ close;
+OnInit:
+OnDisable:
+ disablenpc "Eclage Guard#tl01";
+ end;
+OnEnable:
+ enablenpc "Eclage Guard#tl01";
+ end;
+}
+
+ecl_fild01,205,86,4 script Eclage Messenger Roy#tl 461,{
+ if (ep14_2_tl < 5) {
+ mes "[Roy]";
+ mes "I can make it to Mora Village.";
+ mes "But how can I go through Hazy Forest? All alone?";
+ mes "...Ah... I'm just feeling sorry for myself, so just continue on your way.";
+ close;
+ } else {
+ if (checkquest(7419) == -1) {
+ mes "[Roy]";
+ mes "It's hard.";
+ mes "It really is hard.";
+ mes "The more I think about it, I feel like Shenime has a nasty temper.";
+ emotion e_gasp;
+ next;
+ mes "[Roy]";
+ mes "You, who appeared in this time of crisis.";
+ mes "You, who went through Hazy Forest Maze... Are you the guidance of god? Or a blessing from god?";
+ next;
+ mes "[Roy]";
+ mes "I guess I have no other choice.";
+ mes "They say Laphines are nothing without their pride, but since I value my life over pride,";
+ mes "can I ask you a favor?";
+ next;
+ switch(select("What is it?:No.")) {
+ case 1:
+ mes "[Roy]";
+ mes "It's something difficult for Laphines, but for humans, it's very easy.";
+ mes "That is, brining the news from Splendide!";
+ next;
+ mes "[Roy]";
+ mes "I should take care of it but...";
+ mes "my magical powers are not all that great.";
+ next;
+ mes "[Roy]";
+ mes "...well, you don't need to know the details!";
+ mes "You just need to collect mails from the contact officer in Splendide.";
+ next;
+ mes "[Roy]";
+ mes "There's nothing confidential, so you can do it, too.";
+ mes "Bringing one mail. I'm sure it's easy for you.";
+ next;
+ switch(select("Leave it to me!:I don't want to.")) {
+ case 1:
+ mes "[Roy]";
+ mes "Good!";
+ mes "Go to Splendide and meet the contact officer!";
+ mes "Collect mails that are not confidential and could be a love letter to someone!";
+ mes "and bring them to me, please.";
+ setquest 7419;
+ next;
+ mes "[Roy]";
+ mes "Isn't that easy?";
+ mes "I'll be standing here and waiting for you to bring me that mail.";
+ close;
+ case 2:
+ mes "[Roy]";
+ mes "What? You're saying no after making me talk all this time?";
+ mes "....Well, things happen.";
+ mes "But you'll come back. So I'm not worried.";
+ next;
+ mes "[Roy]";
+ mes "Hehe. I knew it.";
+ mes "From the moment they picked me for this job,";
+ mes "everything is in 'the big invisible hand!!'";
+ close;
+ }
+ case 2:
+ mes "[Roy]";
+ mes "Ah...";
+ mes "It took you less than a second to say no, how clear is that.";
+ mes "Now, I'll erase the memory of this very moment!";
+ next;
+ mes "[Roy]";
+ mes "So that I could ask you again with a renewed mind.";
+ mes "Ahahahah...ha...hahha..hahaa..";
+ close;
+ }
+ }
+ mes "[Roy]";
+ mes "Let me explain again.";
+ mes "Go to Splendide and meet the contact officer!";
+ mes "Collect mails that are not confidential and could be a love letter to someone!";
+ mes "and bring them to me, please.";
+ close;
+ }
+}
+
+eclage,112,40,4 script Eclage Guard Leo#tl 461,{
+ if (ep14_2_tl < 5) {
+ mes "[Leo]";
+ mes "Welcome to Eclage, the capital of Laphines and a gateway to Alpheim.";
+ mes "I hope you enjoy your trip.";
+ close;
+ } else {
+ if (checkquest(7420) == -1) {
+ mes "[Leo]";
+ mes "Hi, how are you?";
+ emotion e_gasp;
+ next;
+ mes "[Leo]";
+ mes "How are you, really!";
+ next;
+ mes "[Leo]";
+ mes ".....";
+ next;
+ switch(select("Does he want something?:It's a strange fairy!")) {
+ case 1:
+ mes "[Leo]";
+ mes "Mayor Jun told us";
+ mes "that you would do anything for Laphines and Eclage.";
+ next;
+ mes "[Leo]";
+ mes "In order to take care of the urgent matter...";
+ next;
+ switch(select("No, I refuse!:What do you want me to do?")) {
+ case 1:
+ mes "[Leo]";
+ mes "Although you have all the rights to say no, this is what I get...";
+ mes "I understand.";
+ close;
+ case 2:
+ mes "[Leo]";
+ mes "It's nothing more than a request for Pinguicula's pickled fruits and Luciola's honey jam,";
+ mes "which are specialties of Splendide...";
+ next;
+ mes "[Leo]";
+ mes "I know it's something personal...but Hazy Forest is such a huge obstacle...";
+ mes "so I couldn't help but...";
+ next;
+ select("You said it's something urgent!!!");
+ mes "[Leo]";
+ mes "I feel like I might die if I don't eat them!!!";
+ mes "What's more urgent than this?!!?!?";
+ next;
+ mes "[Leo]";
+ mes "You visit Splendide pretty often anyway!";
+ mes "On your way back, just carry one under your arm, another in your hand, please~";
+ mes "I won't ask you anything like this ever again!";
+ next;
+ mes "[Leo]";
+ mes "So...is that yes?";
+ mes "I need 3 jars of Pinguicula's pickled fruits and another 3 jars of Luciola's honey jam~";
+ mes "They are sold inside the base of Splendide.";
+ setquest 7420;
+ next;
+ mes "[Leo]";
+ mes "You might need Splendide Coins to buy pickled fruits and honey jam.";
+ mes "You could earn those coins if you work in Splendide, so...hehe..........";
+ next;
+ mes "[Leo]";
+ mes "Helping out in Splendide is eventually helping Eclage, too.";
+ mes "Now, go for it!";
+ close;
+ }
+ case 2:
+ mes "[Leo]";
+ mes "Oh...no. I'm not a weird Laphine.";
+ mes "You got me wrong. It's a misunderstanding...";
+ close;
+ }
+ }
+ mes "[Leo]";
+ mes "I need 3 jars of Pinguicula's pickled fruits and another 3 jars of Luciola's honey jam~";
+ mes "They are specialties of the base of Splendide.";
+ mes "I'll be counting on you!";
+ close;
+ }
+}
+
+ecl_in03,245,54,2 script Working Laphine 439,{ //Laphine on official duty#tl01
+ mes "[Working Laphine]";
+ mes "This is the office area designated for official business.";
+ mes "You're not supposed to be here.";
+ close;
+}
+
+ecl_in03,244,57,4 script Resting Laphine#tl01 440,{
+ mes "Two Laphines from the upper class are talking about something.";
+ mes "One of them seems to be working and very annoyed.";
+ mes "As if they were aware of my stare, they waved me away with a show of irritation.";
+ close;
+}
+
+ecl_in02,98,32,2 script Eclage Guard#tl1b 461,{
+ mes "[Eclage Guard]";
+ mes "This the prison where we put criminals.";
+ mes "No outsiders can enter.";
+ close;
+}
+
+eclage,274,294,4 script Conversing Laphine 436,{ //Laphines in a conversation#tl02
+ mes "A female Laphine and a male Laphine are talking about something.";
+ mes "But they stopped talking as soon as they saw me.";
+ mes "I think I've interrupted the conversation.";
+ close;
+}
+
+eclage,275,294,2 script Eclage Resident#tl02 445,{
+ mes "[Male Laphine]";
+ mes "You're visiting Eclage?";
+ mes "I hope you have a good time here.";
+ close;
+}
+
+eclage,307,237,0 script Normal Yai#tllb 844,{
+ mes "This is a Laphine's Yai.";
+ mes "The door is locked shut.";
+ cutin "avn_labo.bmp",4;
+ close2;
+ cutin "avn_labo.bmp",255;
+ end;
+}
+
+// Unknown
+//============================================================
+ecl_fild01,173,95,4 script Diary Frog No. 30#worm 614,{
+ mes "[Diary Frog No. 30]";
+ mes "As you can see, I am a broken Diary Frog.";
+ mes "Professor Worm threw me out really hard all the way out here.";
+ mes "I didn't even do anything wrong!";
+ close;
+}
+
+eclage,156,56,0 script Residence Entrance 844,{}
diff --git a/npc/re/quests/quests_malangdo.txt b/npc/re/quests/quests_malangdo.txt
index 160c3f8a9..12462762d 100644
--- a/npc/re/quests/quests_malangdo.txt
+++ b/npc/re/quests/quests_malangdo.txt
@@ -1467,7 +1467,7 @@ mal_in01,114,169,5 script Rican#mal 547,{
mes "If you see my son, please tell him to get back soon~";
close;
} else if (ma_tomas > 99) {
- if (checkquest(11238,PLAYTIME) == 0 || checkquest(11238,PLAYTIME) == 1) {
+ if (checkquest(11238) != -1) {
if (countitem(6435) < 30) {
mes "[Rican]";
mes "You need exactly 30 to get a set!";
@@ -3523,7 +3523,7 @@ mal_in02,76,63,7 script Cleanyang 544,{
mes "Recently, there are 9 spot that hided cat's ship biscuit as well.";
next;
mes "[Cleanyang]";
- mes "Someone think that good angel took them all as I collected and threw away";
+ mes "Someone think that good angel took them all as I collected and threw away.";
mes "He still hide them that place.";
next;
mes "[Cleanyang]";
@@ -3542,7 +3542,7 @@ mal_in02,76,63,7 script Cleanyang 544,{
case 1:
mes "[Cleanyang]";
mes "My service to you today.";
- mes "The inside of ship Navi, home and cat tower too. Don't even miss a blade of grass";
+ mes "The inside of ship Navi, home and cat tower too. Don't even miss a blade of grass.";
mes "Search everywhere.";
setquest 7268;
close;
@@ -3601,7 +3601,7 @@ mal_in02,76,63,7 script Cleanyang 544,{
mes "He still hide them that place.";
next;
mes "[Cleanyang]";
- mes "It is so easy because I don't have to search everywhere, but";
+ mes "It is so easy because I don't have to search everywhere, but...";
mes "please search the 9 spot where hiding frequently.";
close;
case 3:
diff --git a/npc/re/quests/quests_malaya.txt b/npc/re/quests/quests_malaya.txt
index 9bab65bea..002130ee6 100644
--- a/npc/re/quests/quests_malaya.txt
+++ b/npc/re/quests/quests_malaya.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
-//= 0.2
+//= 0.3
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
@@ -12,9 +12,10 @@
//===== Additional Comments: =================================
//= 0.1 Traders only. Adapted from Masao's conversion. [Euphy]
//= 0.2 Added Tribe Blacksmith [DeadlySilence]
+//= 0.3 Added "Secret in the Woods" quest [DeadlySilence]
//============================================================
-// Traders
+// Traders :: npc
//============================================================
ma_fild01,166,214,6 script Old Man in Dilemma#GA 575,{
if (MaxWeight - Weight < 600 || checkweight(1201,1) == 0) {
@@ -278,7 +279,6 @@ ma_fild01,238,198,4 script Tikbalang Expert#malaya 582,{
// MVP Armors :: mvpitem
// ============================================================
ma_fild01,158,243,6 script Tribe Blacksmith#malaya 582,{
-
mes "[Bayani]";
mes "I will upgrade your armor if you bring one that holds enormous power.";
next;
@@ -504,4 +504,980 @@ ma_fild01,158,243,6 script Tribe Blacksmith#malaya 582,{
mes "Ha ha. Perfect.";
mes "Congratulations. Your armor is better than ever.";
close;
+}
+
+// Secret in the Woods :: buwaya
+//============================================================
+malaya,305,281,3 script Guard#buwaya 570,7,7,{
+ if (malaya_hi < 10) {
+ mes "- From the wary looks on the guard's face, it is obvious he is at alert at the sight of you. He won't intimidate you but seems he won't even deal with you either. -";
+ next;
+ mes "- Would there be anyone to talk to in the village? -";
+ close;
+ } else if (malaya_hi < 20) {
+ mes "[Guard]";
+ mes "There is a small area called ^3131FFBaryo Mahiwaga^000000 outside of Port Malaya.";
+ mes "The place is closer to mother nature than what we have here.";
+ next;
+ mes "[Guard]";
+ mes "On the other hand, the area is full of fierce monsters. Take care of yourself while you're traveling there.";
+ close;
+ }
+ if (malaya_buwaya == 0) {
+ mes "[Guard]";
+ mes "There are more people leaving the village secretly these days. Are you also heading for the woods to look for the mysterious treasure?";
+ next;
+ if (BaseLevel < 100) {
+ mes "[Guard]";
+ mes "I take that back. On second thought, I don't think a weakling like you would even dare to go there.";
+ next;
+ mes "[Guard]";
+ mes "You'd better hold tight to your mommy's hand if you want to go outside of Port Malaya or else the monsters will eat you alive. Ha ha.";
+ close;
+ }
+ mes "[Guard]";
+ mes "Is that why there are more outsiders here these days? Now don't be sneaky and a know-it-all. How would you know if I'd offered to take you around?";
+ next;
+ if (select("Treasure?:Ignore.") == 2) {
+ mes "[Guard]";
+ mes "Are you ignoring me? Bah.";
+ close;
+ }
+ mes "[Guard]";
+ mes "Oh, so you aren't here to look for treasure?";
+ next;
+ mes "[Guard]";
+ mes "I hear people are talking about a mysterious treasure hidden deep in the woods.";
+ set malaya_buwaya,1;
+ setquest 2271;
+ next;
+ }
+ if (malaya_buwaya == 1) {
+ mes "[Guard]";
+ mes "Do you see that group of people over there? They always gather and talk about it every day.";
+ mes "Try talking to them if you are interested, too.";
+ close;
+ }
+ mes "[Guard]";
+ mes "So the talk about treasure was just a rumor? I'm not asking because I want to be rich overnight. Ha ha.";
+ close;
+OnTouch:
+ if ((malaya_hi > 19) && (malaya_buwaya == 0)) {
+ emotion e_gasp;
+ emotion e_gasp,1;
+ }
+ end;
+}
+malaya,276,288,5 script Port Malaya Villager::buwaya_A 582,{
+ if (malaya_hi < 20) {
+ mes "- Look at you warily while whispering to each other. -";
+ close;
+ } else if (malaya_buwaya == 1) {
+ emotion e_gasp,0,"buwaya_A";
+ mes "[Port Malaya Villager]";
+ mes "No, I heard they got lost in the woods.";
+ mes "Who would hide such a treasure from a small village like ours?";
+ next;
+ emotion e_swt2,0,"buwaya_B";
+ mes "[Port Malaya Villager]";
+ mes "Could it been a monster? My grandma said there is a dragon with a huge head living deep inside the woods.";
+ next;
+ emotion e_no,0,"buwaya_C";
+ mes "[Port Malaya Villager]";
+ mes "No. Listen to me.";
+ next;
+ mes "[Port Malaya Villager]";
+ mes "You all know ^3131FFTotoy^000000? The kid living at the ^3131FFInn^000000.";
+ mes "Well, did you know Totoy came back from the woods recently?";
+ next;
+ emotion e_omg,0,"buwaya_A";
+ emotion e_omg,0,"buwaya_B";
+ mes "[Port Malaya Villager]";
+ mes "Really??? He came back alive?";
+ next;
+ emotion e_gasp,0,"buwaya_C";
+ mes "[Port Malaya Villager]";
+ mes "Yeah. But the strange part is that the troublemaker ^3131FFTotoy^000000 now quietly stays home and never comes out.";
+ next;
+ emotion e_what,0,"buwaya_B";
+ mes "[Port Malaya Villager]";
+ mes "Why?";
+ next;
+ emotion e_gasp,0,"buwaya_C";
+ mes "[Port Malaya Villager]";
+ mes "Don't you get it? Totoy must have found the treasure.";
+ next;
+ emotion e_omg,0,"buwaya_A";
+ emotion e_omg,0,"buwaya_B";
+ mes "[Port Malaya Villager]";
+ mes "What!!!! Then ^3131FFTotoy^000000 is rich now?";
+ next;
+ emotion e_no,0,"buwaya_C";
+ mes "[Port Malaya Villager]";
+ mes "I don't think so.";
+ mes "I saw ^3131FFTotoy^000000 come back home, but Totoy wasn't carrying anything.";
+ mes "But then, I must have missed it because I ran back home right away.";
+ next;
+ emotion e_what,0,"buwaya_B";
+ mes "[Port Malaya Villager]";
+ mes "Then what is ^3131FFTotoy^000000 doing at home?";
+ next;
+ emotion e_dots,0,"buwaya_C";
+ mes "[Port Malaya Villager]";
+ mes "I think Totoy is making a plan to bring the treasure back without us knowing it.";
+ mes "To have the whole treasure for himself, that greedy kid.";
+ next;
+ emotion e_what,0,"buwaya_A";
+ mes "[Port Malaya Villager]";
+ mes "Is that true?";
+ next;
+ emotion e_lv2,0,"buwaya_B";
+ mes "[Port Malaya Villager]";
+ mes "The treasure would be in better hands with me ~";
+ mes "I would clean it every day so it shined and would use it as a beautiful ornament. Ah~~~";
+ next;
+ emotion e_dots,0,"buwaya_C";
+ mes "[Port Malaya Villager]";
+ mes "Then how about we talk to ^3131FFTotoy^000000 to spill the beans on where the treasure is?";
+ next;
+ emotion e_what,0,"buwaya_A";
+ mes "[Port Malaya Villager]";
+ mes "Wow. That is an awesome idea. No wonder you're the leader!";
+ next;
+ emotion e_dots,0,"buwaya_A";
+ mes "[Port Malaya Villager]";
+ mes "But will ^3131FFTotoy^000000 give up the information easily?";
+ mes "Because Totoy was sneaky enough to think of getting away with taking the whole treasure.";
+ next;
+ emotion e_sob,0,"buwaya_B";
+ mes "[Port Malaya Villager]";
+ mes "Then we should convince ^3131FFTotoy^000000 to tell us where the treasure is instead of looking for it ourselves.";
+ next;
+ emotion e_sob,0,"buwaya_B";
+ mes "[Port Malaya Villager]";
+ mes "Ah~~~ it is so hard to get something pretty these days ~~~!!!!";
+ set malaya_buwaya,2;
+ erasequest 2271;
+ setquest 2272;
+ close;
+ } else if (malaya_buwaya == 2) {
+ mes "- Better pay a visit to this Totoy to get more information about the treasure. -";
+ close;
+ } else {
+ mes "- People are talking with serious faces. -";
+ close;
+ }
+}
+malaya,278,288,3 duplicate(buwaya_A) Port Malaya Villager::buwaya_B 583
+malaya,276,286,7 duplicate(buwaya_A) Port Malaya Villager::buwaya_C 582
+
+ma_in01,47,101,3 script Totoy#buwaya 577,7,7,{
+ if ((malaya_hi < 20) || (malaya_buwaya < 2)) {
+ mes "- See someone shaky with dopey eyes. -";
+ close;
+ }
+ if (malaya_buwaya == 2) {
+ mes "- See someone shaky with dopey eyes. -";
+ next;
+ if (select("Tap him on the shoulder.:Ignore him.") == 2)
+ close;
+ emotion e_omg;
+ mes "[Totoy]";
+ mes "Wah! No! Go away! Leave me alone!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Hey, are you alright?";
+ next;
+ mes "[Totoy]";
+ mes "Huh... you're a person? Who are you?";
+ next;
+ mes "- He looks you straight in the face but doesn't seem to recognize you. -";
+ next;
+ mes "[Totoy]";
+ mes "Who's there?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I am " + strcharinfo(0) + ". You are Totoy, right? People say you've found a treasure. Is it true?";
+ next;
+ mes "[Totoy]";
+ mes "What treasure?";
+ mes "I can't see. I'm blinded. Please help me. I'm tired and frustrated.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "What happened?";
+ next;
+ mes "[Totoy]";
+ mes "Can't talk long. I need to heal my eyes first.";
+ mes "There should be some ^3131FFGreen Potion^000000 left inside the drawer. Will you take it out for me?";
+ set malaya_buwaya,3;
+ close;
+ } else if (malaya_buwaya == 3) {
+ if (!countitem(506)) {
+ mes "[Totoy]";
+ mes "Can't talk long. I need to heal my eyes first.";
+ mes "There should be some ^3131FFGreen Potion^000000 left inside the drawer. Will you get it for me?";
+ close;
+ }
+ mes "[Totoy]";
+ mes "Hello? Hey, are you still there? What happened to the Green Potion? Jeez, this is driving me crazy.";
+ next;
+ if (select("Hand over the Green Potion.:Do not hand over the potion.") == 2) {
+ mes "[Totoy]";
+ mes "Did you really leave? Hey! Darn!";
+ } else {
+ mes "[Totoy]";
+ mes "Gulp, gulp...";
+ delitem 506,1; //Green_Potion
+ set malaya_buwaya,4;
+ }
+ close;
+ } else if (malaya_buwaya == 4) {
+ emotion e_gasp;
+ mes "[Totoy]";
+ mes "I can see!! My eyes work!!!";
+ mes "Yay! I feel better now!";
+ next;
+ emotion e_dots,1;
+ emotion e_no1;
+ mes "[Totoy]";
+ mes "Wow! You look better than you sounded. Ha ha.";
+ next;
+ mes "[Totoy]";
+ mes "But what did you say? Something about a treasure?";
+ mes "Did you say I found a treasure?";
+ mes "What is that about?";
+ next;
+ select("Tell him what the people are talking about.");
+ emotion e_heh;
+ mes "[Totoy]";
+ mes "WHAT?";
+ mes "Puhaha! Totoy is rich! Became rich overnight! Chief Ed!";
+ next;
+ emotion e_pif;
+ mes "[Totoy]";
+ mes "Sorry but I went to the woods to collect bugs. Wish I saw a treasure while I was at it. Hmph!";
+ next;
+ emotion e_dots;
+ mes "[Totoy]";
+ mes "I did go deep in the woods because I wasn't getting anywhere with collecting bugs. But who would have thought I'd get into this mess?";
+ next;
+ if (select("What Totoy saw:About bugs") == 2) {
+ mes "[Totoy]";
+ mes "I only wanted to show people my collection of cute bugs. Ha ha.";
+ next;
+ emotion e_heh;
+ mes "[Totoy]";
+ mes "Dropping ice or bugs down peoples clothes is just like a daily greeting, isn't it?";
+ next;
+ mes "[Totoy]";
+ mes "I love to see people run around the village like they are in a marathon. He he.";
+ next;
+ }
+ mes "[Totoy]";
+ mes "I thought people wouldn't run away because of an ordinary bug so I went in the woods with Ed.";
+ next;
+ mes "[Totoy]";
+ mes "Ah, Ed is my cute puppy. He's very nice and cuddly. My best friend in the whole wide world.";
+ next;
+ emotion e_dots;
+ mes "[Totoy]";
+ mes "Ed usually barks a lot but I should have looked around when he barked and pulled on my sleeves.";
+ next;
+ mes "[Totoy]";
+ mes "- Totoy bends over and whispers to you as if walls have ears. -";
+ next;
+ mes "[Totoy]";
+ mes "There was a monster with a mouth the size of a house right behind me.";
+ next;
+ select("A monster?!");
+ mes "[Totoy]";
+ mes "Shssh! Be quiet. I've never seen a mouth that big before. It was full of a river of saliva flowing out of spiky teeth. Just the thought of it makes me want to hide.";
+ next;
+ mes "[Totoy]";
+ mes "The scariest part is that the monster has two heads. You won't believe it till you see it.";
+ next;
+ emotion e_sob;
+ mes "[Totoy]";
+ mes "Ed bit the monsters leg with all his might to let me get away. But I don't know what happened to him afterwards. Sniff~";
+ next;
+ mes "[Totoy]";
+ mes "That's when I hurt my eye. To tell you the truth I don't even remember how I came back.";
+ next;
+ select("About the monster");
+ mes "[Totoy]";
+ mes "Don't know. It was the first time I saw a monster like that. Who could live to tell the story?";
+ next;
+ mes "[Totoy]";
+ mes "Wait, maybe the ^FF0000Master of Hunting^000000 might know about the monster. They say he fought with all sorts of monsters.";
+ next;
+ mes "[Totoy]";
+ mes "I need some time alone. I need to make a tombstone for Ed. If you want to meet the ^FF0000Master of Hunting^000000, you'll find him near the Weapon Store.";
+ next;
+ mes "[Totoy]";
+ mes "And tell everyone else to stop spreading rumors about treasure. They don't know what I went through. Sniff! I'm going to put Ancient Worms in everyones clothes!";
+ set malaya_buwaya,5;
+ erasequest 2272;
+ setquest 2273;
+ close;
+ } else if (malaya_buwaya == 5) {
+ mes "[Totoy]";
+ mes "I have to make a grave for Ed. My loyal friend, Ed...";
+ mes "If you want to meet the ^FF0000Master of Hunting^000000, you'll find him near the Weapon Store.";
+ close;
+ } else if (malaya_buwaya == 6) {
+ mes "[Totoy]";
+ mes "Ed!! Eeeeeddddddd!!!";
+ mes "Can't believe you gave your life to save me. Wail!!!";
+ next;
+ mes "- Totoy can't be lying when he's crying his heart out like this. -";
+ close;
+ } else if (malaya_buwaya == 7) {
+ mes "[Totoy]";
+ mes "Where I saw the monster?";
+ next;
+ mes "[Totoy]";
+ mes "Um... Hmm...";
+ mes "I was so busy running away...";
+ next;
+ mes "[Totoy]";
+ mes "It was really deep in the woods. Probably even past Baryo Mahiwaga.";
+ mes "I think I heard the sound of ^3131FFFlowing Water^000000. A large whooshing sound. This is all I remember.";
+ close;
+ } else if ((malaya_buwaya > 7) && (malaya_buwaya < 12)) {
+ mes "[Totoy]";
+ mes "Poor Ed. I miss Ed. Wail!!!!";
+ close;
+ } else if (malaya_buwaya == 12) {
+ emotion e_sob;
+ mes "[Totoy]";
+ mes "Poor Ed. I miss Ed. Wail!!!!";
+ next;
+ enablenpc "Dog#buwaya_totoi";
+ mes "[Dog]";
+ mes "Bark bark!!";
+ next;
+ emotion e_omg;
+ mes "[Totoy]";
+ mes "Ed!!";
+ mes "Ed!!! You're alive!!!";
+ mes "You've come back!!! I'm so happy!!!!";
+ next;
+ mes "[Totoy]";
+ mes "Did you bring Ed back?";
+ mes "Thank you so much!";
+ mes "You didn't see the monster, did you?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "The monster is called Buwaya. I told the Guard about the monster. You better not go near the place again.";
+ next;
+ mes "[Totoy]";
+ mes "Okay!";
+ mes "He he. Ed, the woods are too dangerous so we can't go there for bugs anymore.";
+ next;
+ mes "[Dog]";
+ mes "Whimper...";
+ next;
+ mes "[Totoy]";
+ mes "But I'm sure we can find a way to keep our reputation with other creepy stuff!";
+ next;
+ mes "[Dog]";
+ mes "Bark bark!!";
+ next;
+ /*
+ // Better translation needed.
+ mes "[Totoy]";
+ mes "Um... hey!";
+ next;
+ select("You are a " + ((Sex) ? "boy" : "girl") + ", aren't you?");
+ emotion e_omg,1;
+ mes "[Totoy]";
+ mes "Huh?";
+ if (!Sex) {
+ mes "Totoy is a girl, and you are a boy.";
+ mes "You're not a boy?";
+ } else {
+ mes "Totoy is a girl, and you are a girl.";
+ mes "You're not a girl?";
+ }
+ next;
+ mes "[Totoy]";
+ mes "Is it because my name, Totoy? But that's the name my parents gave me thinking I would be a boy when I was born. Ha ha!";
+ next;
+ */
+ mes "[Totoy]";
+ mes "Anyway, thanks for bringing my best friend back.";
+ mes "I don't have much but would like to thank you. Wait, let me see what's inside my drawer. He he-";
+ set malaya_buwaya,13;
+ erasequest 2278;
+ setquest 2279;
+ close;
+ } else if (malaya_buwaya == 13) {
+// if (IsPremiumPcCafe == 10)
+// .@amount = 10;
+// else
+ .@amount = 5;
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) {
+ mes "- Wait!! -";
+ mes "- You have too many items on you. -";
+ mes "- Cannot receive the item. -";
+ mes "- Clean up your items -";
+ mes "- And please try again. -";
+ close;
+ }
+ mes "- Totoy goes through the drawer, turning it upside down. Making a mess of the room. -";
+ next;
+ mes "[Totoy]";
+ mes "Found it!";
+ next;
+ mes "[Totoy]";
+ mes "Here. My mom gave it to me but I don't know how to use it... He he.";
+ mes "I hope you can use it.";
+ next;
+ mes "[Totoy]";
+ mes "Visit me when you get bored!";
+ mes "Just don't ask about the treasure again~!";
+ next;
+ mes "[Dog]";
+ mes "Woof woof woof!!!!";
+ set malaya_buwaya,14;
+ getitem 6497,5; //Lesser_Agimat
+ disablenpc "Dog#buwaya_totoi";
+ erasequest 2279;
+ setquest 2280;
+ close;
+ } else {
+ mes "[Totoy]";
+ mes "Ed went out to play so I'm alone.";
+ mes "Would there be something awesome to surprise people with?";
+ close;
+ }
+OnTouch:
+ emotion e_omg;
+ end;
+}
+
+ma_in01,43,101,7 script Dog#buwaya_totoi 81,{
+ end;
+OnInit:
+ disablenpc "Dog#buwaya_totoi";
+ end;
+}
+
+ma_in01,44,105,3 script Drawer#buwaya 844,{
+ if (malaya_buwaya == 3) {
+ mes "- You look for the Green Potion in Totoys drawer. -";
+ next;
+ mes "- Rummaging, fumbling. -";
+ next;
+ mes "- Rummaging, fumbling. -";
+ mes "- Rummaging, fumbling. -";
+ next;
+ mes "- Clunk, clank, crunch. -";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "What? I only see an empty potion bottle.";
+ mes "Does this mean I have to get the potion myself? That Totoy is really a troublemaker.";
+ close;
+ }
+ end;
+}
+
+malaya,290,152,5 script Master of Hunting#buwaya 578,{
+ if ((malaya_hi < 20) || (malaya_buwaya < 5)) {
+ mes "[Master of Hunting]";
+ mes "Oh! Ho! Ho!";
+ mes "I am the Master of Hunting! I'm not afraid of anything with just one exception! I'm afraid of outsiders...";
+ close;
+ }
+ if (malaya_buwaya == 5) {
+ mes "[Master of Hunting]";
+ mes "Yo! Ho! Ho!";
+ mes "I went all the way to Rune-Midgarts Kingdom to defeat the Angry Minorous.";
+ next;
+ mes "[Master of Hunting]";
+ mes "And I succeeded in killing Muka, the one with the voice of a demon that disturbs the peace of the world.";
+ mes "Wow! He was really tough. I'm starting to sweat just thinking of him.";
+ next;
+ mes "[Master of Hunting]";
+ mes "Yo! You look like you have a few battle stories yourself. Have you ever seen a Minorous? Ha ha ha!";
+ next;
+ mes "[Master of Hunting]";
+ mes "So you came here to learn all about my excellent hunting skills? Or to ask me to publish an essay on Master of Hunting? Ho!";
+ next;
+ if (select("About Totoys monster:Interrupt.") == 2) {
+ mes "[Master of Hunting]";
+ mes "Oh? Hey! Where are you going?!";
+ close;
+ }
+ mes "[Master of Hunting]";
+ mes "You say someone saw the monster?";
+ next;
+ mes "[Master of Hunting]";
+ mes "There are many monsters in and out of Port Malaya. What is so special about this one?";
+ next;
+ select("About a monster with two heads");
+ mes "[Master of Hunting]";
+ mes "Ho! A monster with two heads, you say? Are you kidding? Where on earth is there a monster with two heads?!";
+ next;
+ mes "[Master of Hunting]";
+ mes "The kid must have been scared by a Condor or something.";
+ mes "There's a saying that someone surprised to see a Permeter, will also be surprised to see a peach tree. Ha ha!";
+ next;
+ mes "[Master of Hunting]";
+ mes "You shouldn't lie to an adult. I understand you want the Master of Huntings attention. Ha ha!";
+ next;
+ if (select("I will prove it.:Suspicious of Totoy.") == 2) {
+ mes "[Master of Hunting]";
+ mes "Kids tell stories for their own reasons. I'm sure Totoy is the same.";
+ set malaya_buwaya,6;
+ close;
+ }
+ mes "[Master of Hunting]";
+ mes "Oh! Really? Bring proof if you really think the kid is telling the truth.";
+ next;
+ mes "[Master of Hunting]";
+ mes "Every living thing leaves some kind of trace behind. You also leave behind traces and scents wherever you go. Especially in private places, I mean. He he!";
+ next;
+ mes "[Master of Hunting]";
+ mes "Try collecting 10 Animal Samples from where the kid saw the monster. I will look for traces of that monster from the samples.";
+ next;
+ mes "[Master of Hunting]";
+ mes (Sex) ? "It won't be pleasant but any brave man could easily do it, don't you agree?" : "I don't want the hands of a pretty girl to smell bad but I could care less with someone like you. Ha ha!";
+ set malaya_buwaya,7;
+ erasequest 2273;
+ setquest 2274;
+ close;
+ } else if (malaya_buwaya == 6) {
+ mes "[Master of Hunting]";
+ mes "Oh, you're back!";
+ next;
+ if (select("Let's see if we have a monster in it!:I don't think there is a monster.") == 2) {
+ mes "[Master of Hunting]";
+ mes "It was a kid's joke. Ha ha.";
+ close;
+ }
+ mes "[Master of Hunting]";
+ mes "Oh! Really? Bring proof if you really think the kid is telling the truth.";
+ next;
+ mes "[Master of Hunting]";
+ mes "Every living thing leaves some kind of trace behind. You also leave behind traces and scents wherever you go. Especially in private places, I mean. He he!";
+ next;
+ mes "[Master of Hunting]";
+ mes "Try collecting 10 Animal Samples from where the kid saw the monster. I will look for traces of that monster from the samples.";
+ next;
+ mes "[Master of Hunting]";
+ mes (Sex) ? "It won't be pleasant but any brave man could easily do it, don't you agree?" : "I don't want the hands of a pretty girl to smell bad but I could care less with someone like you. Ha ha!";
+ set malaya_buwaya,7;
+ erasequest 2273;
+ setquest 2274;
+ close;
+ } else if (malaya_buwaya == 7) {
+ if (countitem(6519) < 10) {
+ mes "[Master of Hunting]";
+ mes "Bring me back samples if you want to prove there is a monster with two heads.";
+ close;
+ }
+ mes "[Master of Hunting]";
+ mes "Argh! That's so foul.";
+ mes "You've really brought back the samples.";
+ mes "Ho! Leave it there and come back after washing your hands. Even god won't smile down at you with that stench.";
+ set malaya_buwaya,8;
+ erasequest 2274;
+ setquest 2275;
+ close;
+ } else if (malaya_buwaya == 8) {
+ mes "[Master of Hunting]";
+ mes "Ho! Shall I?";
+ next;
+ mes "- Rummaging, fumbling. -";
+ next;
+ mes "- Rummaging, fumbling. -";
+ mes "- Wriggling, wiggling. -";
+ next;
+ mes "- Rummaging, fumbling. -";
+ mes "- Wriggling, wiggling. -";
+ mes "- Sway, swag. -";
+ next;
+ mes "[Master of Hunting]";
+ mes "Ho! This is!!";
+ next;
+ mes "[Master of Hunting]";
+ mes "Wow! Ho! Ho! Ho! Awesome!!!!!!";
+ next;
+ mes "[Master of Hunting]";
+ mes "You! Come here and feel this!";
+ set malaya_buwaya,9;
+ enablenpc "#buwaya_soil";
+ close;
+ } else if (malaya_buwaya == 9) {
+ mes "[Master of Hunting]";
+ mes "Don't just stand there. Touch the sample!";
+ enablenpc "#buwaya_soil";
+ close;
+ } else if (malaya_buwaya == 10) {
+ mes "[Master of Hunting]";
+ mes "Hurry and tell the Guard Leader that Buwaya is active again. Hurry! You'll find the Guard Leader at the north of the village.";
+ close;
+ } else {
+ mes "[Master of Hunting]";
+ mes "Snooze...";
+ close;
+ }
+}
+
+malaya,291,152,3 script #buwaya_soil 557,{
+ if (malaya_buwaya == 9) {
+ mes "- Rummaging, fumbling. -";
+ next;
+ mes "- Rummaging, fumbling. -";
+ mes "- Wriggling, wiggling. -";
+ next;
+ mes "- Rummaging, fumbling. -";
+ mes "- Wriggling, wiggling. -";
+ mes "- Sway, swag. -";
+ next;
+ if (rand(1,10) <= 5) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "I don't see anything.";
+ next;
+ mes "[Master of Hunting]";
+ mes "It can't be! Look closer!";
+ } else {
+ mes "- Felt something pointy with the end of your fingers. -";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ouch!";
+ mes "What is this?";
+ next;
+ mes "[Master of Hunting]";
+ mes "Ho! This is huge! And so dense that it can easily scratch steel!";
+ next;
+ mes "[Master of Hunting]";
+ mes "This is ^3131FFBuwaya^000000's tooth!";
+ mes "How could this be!";
+ next;
+ select("Buwaya?");
+ mes "[Master of Hunting]";
+ mes "Ah! Yes! Stop holding it up. It stinks. Go wash your hands.";
+ next;
+ mes "[Master of Hunting]";
+ mes "Hmm. The monster the kid saw must be Buwaya. No doubt about it.";
+ next;
+ mes "[Master of Hunting]";
+ mes "I've heard that the wife of the neighbor of my grandfather's uncle on my mom's side was also killed by Buwaya.";
+ next;
+ mes "[Master of Hunting]";
+ mes "They say no living thing is left after Buwaya passes by.";
+ mes "Totoy is one lucky kid. Wow!";
+ next;
+ mes "[Master of Hunting]";
+ mes "Buwaya was inactive for a long time. Wonder if it was hibernating? Hmm.";
+ next;
+ mes "[Master of Hunting]";
+ mes "Now that I know that a monster like that is out there, I should be cautious, too.";
+ mes "Must tell the villagers not to go too deep into the woods.";
+ next;
+ mes "[Master of Hunting]";
+ mes "Please go and tell the Guard Leader that Buwaya is active again.";
+ mes "I will contact other hunters in the meantime and think of a plan to kill Buwaya.";
+ set malaya_buwaya,10;
+ disablenpc "#buwaya_soil";
+ erasequest 2275;
+ setquest 2276;
+ }
+ close;
+ }
+ end;
+OnInit:
+ disablenpc "#buwaya_soil";
+ end;
+}
+
+- script Unknown Trace#buwaya -1,{
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) {
+ mes "- Wait!! -";
+ mes "- You have too many items on you. -";
+ mes "- Cannot receive the item. -";
+ mes "- Clean up your items -";
+ mes "- And please try again. -";
+ close;
+ }
+ if (malaya_buwaya == 7) {
+ if (countitem(6519) >= 10) {
+ mes "- You don't have to collect any more samples. -";
+ close;
+ }
+ mes "- You see something entangled with soil and grass. -";
+ next;
+ if (rand(1,10) <= 2) {
+ mes "- You are nauseous by the foul smell coming from the samples you are collecting. -";
+ sc_start SC_POISON,5000,0;
+ close;
+ }
+ mes "- You slowing and cautiously collect the squashy and slightly warm substance. -";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "It's warm as a mother's bosom.";
+ getitem 6519,1; //Collected_Sample
+ disablenpc strnpcinfo(0);
+ initnpctimer;
+ close;
+ }
+ end;
+OnTimer20000:
+ enablenpc strnpcinfo(0);
+ stopnpctimer;
+ end;
+}
+ma_fild02,155,235,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_1 557
+ma_fild02,143,142,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_2 557
+ma_fild02,266,155,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_3 557
+ma_fild02,221,91,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_4 557
+ma_fild02,205,85,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_5 557
+ma_fild02,300,98,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_6 557
+ma_fild02,100,275,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_7 557
+
+malaya,290,340,3 script Guard Leader#buwaya 571,{
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) {
+ mes "- Wait!! -";
+ mes "- You have too many items on you. -";
+ mes "- Cannot receive the item. -";
+ mes "- Clean up your items -";
+ mes "- And please try again. -";
+ close;
+ }
+ if (malaya_hi < 20) {
+ mes "- Look at you warily while whispering to each other. -";
+ close;
+ }
+ if (malaya_buwaya <= 10) {
+ mes "[Guard Leader]";
+ mes "We are busy as hell because of Bangungots servants attacking the hospital.";
+ next;
+ mes "[Guard Leader]";
+ mes "We are doing our best in securing the safety of our village so please enjoy your stay in Port Malaya.";
+ }
+ if (malaya_buwaya == 10) {
+ next;
+ if (select("Tell him about Buwaya.:Done with conversation.") == 2) {
+ close;
+ }
+ mes "[Guard Leader]";
+ mes "Buwaya? The merciless creature is back?";
+ next;
+ mes "[Guard Leader]";
+ mes "That's bad news. We are already short-handed by assigning everyone to fight off Bangungot.";
+ next;
+ mes "[Guard Leader]";
+ mes "And villagers need to go to the woods to collect fruits and vegetables.";
+ next;
+ mes "[Guard Leader]";
+ mes "Hmm... will you be able to help Port Malaya?";
+ next;
+ if (select("Leave it to me!:I'm pretty busy myself.") == 2) {
+ mes "[Guard Leader]";
+ mes "Really? That's no good. All the lives of the villagers will be at stake if we don't do something. How can a youth like you be so heartless. Are all outsiders like you? Hmph! Can't trust young people these days. Hmph.";
+ close;
+ }
+ mes "[Guard Leader]";
+ mes "I knew I could count on you.";
+ next;
+ mes "[Guard Leader]";
+ mes "Good. I will trust you.";
+ mes "I need to know where Buwaya will likely appear in order to secure villagers living area.";
+ mes "Guess Buwayas nest will be the best bet.";
+ next;
+ mes "[Guard Leader]";
+ mes "^3131FFShoot a smoke bomb^000000 once you reach the area.";
+ mes "Then we will run to where the smoke bomb was shot.";
+ next;
+ mes "[Guard Leader]";
+ mes "Then take care and good luck.";
+ set malaya_buwaya,11;
+ erasequest 2276;
+ setquest 2277;
+ } else if (malaya_buwaya == 11) {
+ mes "[Guard Leader]";
+ mes "^3131FFShoot a smoke bomb^000000 once you reach the area.";
+ mes "Then we will run to where the smoke bomb was shot.";
+ } else if ((malaya_buwaya == 12) || (malaya_buwaya == 13)) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Let's first bring Ed to Totoy.";
+ } else if (malaya_buwaya == 14) {
+ mes "[Guard Leader]";
+ mes "The Guard Leader gave you the location of Buwaya's cave.";
+ mes "This can't be happening.";
+ next;
+ mes "[Guard Leader]";
+ mes "I'm way out of men to assign to the Buwaya situation but well have to do something with what we got.";
+ next;
+ mes "[Guard Leader]";
+ mes "Here, this is a symbol of our gratitude.";
+ mes "If you would like to help with Buwaya again, please look for me.";
+ mes "Hope you have a great journey.";
+ set malaya_buwaya,15;
+ getexp 1000000, 600000;
+ completequest 2280;
+ } else {
+ set .@hunting, checkquest(2281,HUNTING);
+ if (.@hunting == -1) {
+ mes "[Guard Leader]";
+ mes "Hear Buwaya appeared from the depth of the Forest.";
+ mes "As everyone knows, all our manpower is dispatched to handle Bangungots servants attacking the hospital recently.";
+ next;
+ mes "[Guard Leader]";
+ mes "That is why we have no choice but to ask an outsider to help eliminate Buwaya.";
+ mes "They say Buwaya is a very strong and ugly monster with two heads.";
+ mes "Will you help us defeat Buwaya?";
+ next;
+ if (select("Of course.:Nope.") == 2) {
+ mes "[Guard Leader]";
+ mes "Buwaya is known to be a very dangerous monster.";
+ mes "There is no shame in rejecting this request.";
+ close;
+ }
+ if (BaseLevel < 130) {
+ mes "[Guard Leader]";
+ mes "This mission will be a dangerous one.";
+ mes "If you want to help get rid of Buwaya, you must be prepared.";
+ mes "Come back once you reach LV 130.";
+ close;
+ }
+ mes "[Guard Leader]";
+ mes "According to the legend, Buwaya kidnaps people and puts them in the sack on its back and then eats them later.";
+ next;
+ mes "[Guard Leader]";
+ mes "Keep this in mind and be cautious at all times.";
+ mes "I recommend asking trustful colleagues for help.";
+ setquest 2281;
+ } else if (.@hunting == 0 || .@hunting == 1) {
+ mes "[Guard Leader]";
+ mes "How is it going with the Buwaya situation?";
+ next;
+ if (select("I give up.:Still fighting.") == 2) {
+ mes "[Guard Leader]";
+ mes "Keep this in mind and be cautious at all times.";
+ mes "I recommend asking trustful colleagues for help.";
+ close;
+ }
+ mes "[Guard Leader]";
+ mes "Buwaya is known to be a very dangerous monster.";
+ mes "There is no shame in rejecting this request.";
+ erasequest 2281;
+ } else if (.@hunting == 2) {
+// if (IsPremiumPcCafe == 10) {
+// .@amount = 10;
+// else
+ .@amount = 5;
+ mes "[Guard Leader]";
+ mes "Can't believe you really got rid of Buwaya!";
+ mes "You aren't just any ordinary youth, aren't you? People of Port Malaya can now sleep at night.";
+ next;
+ mes "[Guard Leader]";
+ mes "Good work.";
+ erasequest 2281;
+ getitem 6497, .@amount; //Lesser_Agimat
+ getexp 0,600000;
+ } else {
+ mes "[Guard Leader]";
+ mes "I will not stand down until all of Port Malaya, including Baryo Mahiwaga, is safe from Buwaya. Promise to take care of yourself.";
+ erasequest 2281;
+ }
+ }
+ close;
+}
+
+ma_fild02,307,245,0 script #buwaya_todog1 139,3,3,{
+ end;
+OnTouch:
+ if (malaya_buwaya == 11) {
+ enablenpc "Dog#buwaya";
+ //mes "[Here something]";
+ mes "Bark bark!!";
+ close;
+ }
+ end;
+}
+ma_fild02,320,241,0 duplicate(#buwaya_todog1) #buwaya_todog2 139,3,3
+ma_fild02,317,250,0 duplicate(#buwaya_todog1) #buwaya_todog3 139,7,7
+
+ma_fild02,312,259,3 script Dog#buwaya 81,{
+ if (malaya_buwaya == 11) {
+ mes "[Dog]";
+ mes "Bark bark!!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Why is a dog here?";
+ next;
+ if (select("Look closely at the dog.:Ignore it.") == 2) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Looks like a lost dog.";
+ close;
+ }
+ mes "- Looked real hard at the dirty dog and noticed an old collar on its neck. -";
+ next;
+ mes "- The collar says, 'Forever with Totoy'. -";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "So you are Ed?";
+ next;
+ mes "[Dog]";
+ mes "Bark bark!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "You didn't get killed by Buwaya. You lucky little dog. Let's go back to your owner.";
+ next;
+ emotion e_ho;
+ mes "[Dog]";
+ mes "Bark bark!!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Ah, before we go, do you happen to know where Buwaya's nest is?";
+ next;
+ mes "[Dog]";
+ mes "Woof!";
+ next;
+ mes "- Ed is one smart dog and understood what you asked him. Ed started to bark towards the north. -";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Buwaya is over there!";
+ mes "Then I should shoot the smoke bomb here.";
+ next;
+ mes "- You take the smoke bomb out of your inventory and shoot towards the sky. -";
+ next;
+ mes "^FF0000- Shoook-^000000";
+ enablenpc "Guard#buwayacave";
+ specialeffect2 EF_MVP;
+ next;
+ mes "[Guard]";
+ mes "Job well done!";
+ mes "So Buwaya lives in remote place like this. I will make sure this information goes to the Guard Leader!";
+ disablenpc "Guard#buwayacave";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Should I return Ed to Totoy first and then go see the Guard Leader?";
+ next;
+ mes "[Dog]";
+ mes "Bark bark!";
+ set malaya_buwaya,12;
+ disablenpc "Dog#buwaya";
+ erasequest 2277;
+ setquest 2278;
+ close;
+ } else if (malaya_buwaya == 12) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "Lets first bring Ed to Totoy and then go back to the Guard Leader.";
+ close;
+ }
+ end;
+OnInit:
+ disablenpc "Dog#buwaya";
+ end;
+}
+
+ma_fild02,308,262,3 script Guard#buwayacave 570,{
+ end;
+OnInit:
+ disablenpc "Guard#buwayacave";
+ end;
} \ No newline at end of file
diff --git a/npc/re/quests/quests_mora.txt b/npc/re/quests/quests_mora.txt
index f1d8e5784..3e58961d2 100644
--- a/npc/re/quests/quests_mora.txt
+++ b/npc/re/quests/quests_mora.txt
@@ -7,6 +7,7 @@
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
+//= [Official Conversion]
//= Quest NPCs related to Mora:
//== Theore's Request, Chesire's New Day,
//== Helping Lope and Euridi, Mora Daily Quests,
diff --git a/npc/re/quests/quests_morocc.txt b/npc/re/quests/quests_morocc.txt
new file mode 100644
index 000000000..95d2ef5e4
--- /dev/null
+++ b/npc/re/quests/quests_morocc.txt
@@ -0,0 +1,213 @@
+//===== rAthena Script =======================================
+//= Morroc Quest NPCs
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0a
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Official Conversion]
+//= Quest NPCs related to Morroc.
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.0a Gathered remaining dialogues. [Euphy]
+//============================================================
+
+// Pyramids Nightmare Mode
+//============================================================
+moc_prydb1,103,54,3 script Suspicious Cat#night 547,{
+ mes "[Suspicious Cat]";
+ mes "I can't believe a mummy could do this to me. Oh man, it hurts. Nobody should find out about this....";
+ next;
+ if(select("Mummy? What happened?:Pretend not to know anything.") == 2)
+ close;
+ mes "[Suspicious Cat]";
+ mes "You caught me! Darn it...I didn't expect my reputation as a tomb raider would get damaged like this...";
+ next;
+ mes "[Suspicious Cat]";
+ mes "But come on, they're so strange! They're mummies! Just mummies, you know? They shouldn't be that strong!";
+ next;
+ if(select("Strong mummies? Where are they?:End the conversation.") == 2) {
+ mes "[Suspicious Cat]";
+ mes "Whaaat~ you don't want to hear my story? Fine! You'd better not mention my name anywhere else!";
+ close;
+ }
+ mes "[Suspicious Cat]";
+ mes "Haha, it's a secret.";
+ mes "I found out while I was stealing... No, I mean, just walking through the pyramid.";
+ next;
+ mes "[Suspicious Cat]";
+ mes "When I saw a mummy coming toward me, I was like 'whatever' and didn't care. But then he knocked me down with a slap in the face! How could he do that to a cute cat like me! You bandaged freak... you just wait and see!";
+ next;
+ if(select("I would like to go, too.:End the conversation.") == 2)
+ close;
+ mes "[Suspicious Cat]";
+ mes "No way! I spent so much time finding that path!!";
+ next;
+ mes "[Suspicious Cat]";
+ mes "Hmm... but if you insist, just give me 5000 Zeny. I'll lead you.";
+ mes "What~? Don't give me that look! Do you have any idea how hard it is for a cat to survive in Midgard!";
+ next;
+ mes "[Suspicious Cat]";
+ mes "^FF0000But come to think of it, a weakling like you won't survive there. Maybe for a second if you're lucky?^000000";
+ mes "Well, it's none of my business. But I warned you anyway!";
+ next;
+ switch(select("Pay 5,000 zeny and set out.:Forget it.")) {
+ case 1:
+ if (Zeny < 5000) {
+ mes "[Suspicious Cat]";
+ mes "Where do you think you're going! You're so broke!";
+ close;
+ }
+ set Zeny, Zeny-5000;
+ mes "[Suspicious Cat]";
+ mes "Bah, what's up with this old money... you don't have anything sparkly or shiny?!";
+ mes "Ahh, just follow me!";
+ close2;
+ warp "moc_prydn1",93,96;
+ end;
+ case 2:
+ mes "[Suspicious Cat]";
+ mes "Gosh, you don't even have 5000 Zeny, do you?";
+ close;
+ }
+}
+
+moc_prydn1,94,98,3 script Suspicious Cat#night2 547,{
+ mes "[Suspicious Cat]";
+ mes "That stupid mummy slapped me again while you were looking away! Sniff sniff... Let's go back, meow!";
+ next;
+ switch(select("Go back to Thief Guild:Eliminate Verit:Eliminate Ancient Mummy:It's nothing")) {
+ case 1:
+ mes "[Suspicious Cat]";
+ mes "Right right... let's go back.";
+ close2;
+ warp "moc_prydb1",100,57;
+ end;
+ case 2:
+ set .@playtime, checkquest(2290,PLAYTIME);
+ if (.@playtime == 0 || .@playtime == 1) {
+ mes "[Suspicious Cat]";
+ mes "Look at that Verit, he's afraid of us! Kyaahaha! We're safe, at least for a while!";
+ close;
+ } else if (.@playtime == 2)
+ erasequest 2290;
+ set .@hunting, checkquest(2289,HUNTING);
+ if (.@hunting == -1) {
+ mes "[Suspicious Cat]";
+ mes "Did you know that cats and dogs don't get along?";
+ next;
+ mes "[Suspicious Cat]";
+ mes "Look at that ugly and hideous Verit. He's scowling, wagging his tail and trying to come closer.";
+ mes "Oh, you don't have a tail, right? He thinks I'm a thorn in his side, and he's trying to start a fight now!";
+ next;
+ mes "[Suspicious Cat]";
+ mes "Look at him, so greedy and drooly... I don't like the way he breathes, either. I can't stand how he's making those gobbling sounds...";
+ mes "It's so obvious that he's waiting to attack me from behind.";
+ next;
+ mes "[Suspicious Cat]";
+ mes "Gosh, I could have scratched his face so hard if it wasn't for my stomachache!";
+ mes "Hey, it's not because I'm afraid of Majoruros!";
+ next;
+ mes "[Suspicious Cat]";
+ mes "If you want to go home, you'd better beat up that ugly doggie! Otherwise, he'll bite you!";
+ next;
+ switch(select("Help him:Stay away")) {
+ case 1:
+ mes "[Suspicious Cat]";
+ mes "Good, the target number is 20! Good luck!";
+ setquest 2289;
+ close;
+ case 2:
+ mes "[Suspicious Cat]";
+ mes "Pah! You don't care about me? Fine, you traitor!";
+ close;
+ }
+ } else if (.@hunting == 0 || .@hunting == 1) {
+ mes "[Suspicious Cat]";
+ mes "Is Verit's training going well?";
+ next;
+ switch(select("Sure.:I want to stop.")) {
+ case 1:
+ mes "[Suspicious Cat]";
+ mes "Good. Keep up the good work!";
+ close;
+ case 2:
+ mes "[Suspicious Cat]";
+ mes "What? You're so irresponsible!";
+ erasequest 2289;
+ close;
+ }
+ } else if (.@hunting == 2) {
+ mes "[Suspicious Cat]";
+ mes "Hey, you're actually useful! Good job!";
+ mes "That Verit wouldn't dare come around here for a while, right? Muhahah!";
+ changequest 2289,2290;
+ getexp 300000,100000;
+ close;
+ }
+ case 3:
+ set .@playtime, checkquest(2291,PLAYTIME);
+ if (.@playtime == 0 || .@playtime == 1) {
+ mes "[Suspicious Cat]";
+ mes "Good, I'll make a good use of the time you gained! But I gotta do something about this stomachache first.....";
+ close;
+ } else if (.@playtime == 2)
+ erasequest 2291;
+ set .@hunting, checkquest(2292,HUNTING);
+ if (.@hunting == -1) {
+ mes "[Suspicious Cat]";
+ mes "Precious treasures are supposed to be hidden in the deep secret places here!";
+ mes "I'm sure the mummy's precious treasures are hidden in the second basement level.";
+ next;
+ mes "[Suspicious Cat]";
+ mes "But Ancient Mummies caught me off guard and hit my head before I knew it!";
+ next;
+ mes "[Suspicious Cat]";
+ mes "I'm sure they're trying to stop me from finding the treasures by decreasing my superior brain cells!!";
+ next;
+ mes "[Suspicious Cat]";
+ mes "They can't stop me! Let's go get rid of Ancient Mummies!!";
+ next;
+ mes "[Suspicious Cat]";
+ mes "Don't ask why! I'm sure you wouldn't want those beautiful treasures to be hidden in the dark either!";
+ next;
+ switch(select("Help him:Stay away")) {
+ case 1:
+ mes "[Suspicious Cat]";
+ mes "Alright, the target number is 20! Good luck!";
+ setquest 2292;
+ close;
+ case 2:
+ mes "[Suspicious Cat]";
+ mes "Bah, you're so cold-hearted.";
+ close;
+ }
+ } else if (.@hunting == 0 || .@hunting == 1) {
+ mes "[Suspicious Cat]";
+ mes "Is fighting Ancient Mummies going well?";
+ next;
+ switch(select("Sure.:I want to stop.")) {
+ case 1:
+ mes "[Suspicious Cat]";
+ mes "Good. Keep up the good work!";
+ close;
+ case 2:
+ mes "[Suspicious Cat]";
+ mes "What? You're so irresponsible!";
+ erasequest 2292;
+ close;
+ }
+ } else if (.@hunting == 2) {
+ mes "[Suspicious Cat]";
+ mes "Hey, you're actually useful! Good job!";
+ mes "That Ancient Mummy wouldn't dare come around here for a while, right? Muhahah!";
+ changequest 2292,2291;
+ getexp 600000,200000;
+ close;
+ }
+ case 4:
+ close;
+ }
+}