diff options
Diffstat (limited to 'npc/re/quests')
-rw-r--r-- | npc/re/quests/cupet.txt | 242 | ||||
-rw-r--r-- | npc/re/quests/eden/11-25.txt | 154 | ||||
-rw-r--r-- | npc/re/quests/eden/26-40.txt | 672 | ||||
-rw-r--r-- | npc/re/quests/eden/41-55.txt | 89 | ||||
-rw-r--r-- | npc/re/quests/eden/56-70.txt | 1089 | ||||
-rw-r--r-- | npc/re/quests/eden/71-85.txt | 606 | ||||
-rw-r--r-- | npc/re/quests/eden/86-90.txt | 113 | ||||
-rw-r--r-- | npc/re/quests/eden/91-99.txt | 118 | ||||
-rw-r--r-- | npc/re/quests/eden/eden_common.txt | 387 | ||||
-rw-r--r-- | npc/re/quests/eden/eden_quests.txt | 5152 | ||||
-rw-r--r-- | npc/re/quests/eden/eden_service.txt | 64 | ||||
-rw-r--r-- | npc/re/quests/homu_s.txt | 144 | ||||
-rw-r--r-- | npc/re/quests/magic_books.txt | 845 | ||||
-rw-r--r-- | npc/re/quests/mrsmile.txt | 16 | ||||
-rw-r--r-- | npc/re/quests/pile_bunker.txt | 115 | ||||
-rw-r--r-- | npc/re/quests/quests_brasilis.txt | 3149 | ||||
-rw-r--r-- | npc/re/quests/quests_dewata.txt | 2460 | ||||
-rw-r--r-- | npc/re/quests/quests_dicastes.txt | 7581 | ||||
-rw-r--r-- | npc/re/quests/quests_izlude.txt | 15 | ||||
-rw-r--r-- | npc/re/quests/quests_lighthalzen.txt | 591 | ||||
-rw-r--r-- | npc/re/quests/quests_malangdo.txt | 1906 |
21 files changed, 25508 insertions, 0 deletions
diff --git a/npc/re/quests/cupet.txt b/npc/re/quests/cupet.txt new file mode 100644 index 000000000..ac19d237d --- /dev/null +++ b/npc/re/quests/cupet.txt @@ -0,0 +1,242 @@ +//===== rAthena Script ======================================= +//= Cute Pet Manager +//===== By: ================================================== +//= Z3R0 +//===== Current Version: ===================================== +//= 1.0 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= [Aegis Conversion] +//= Exchanges Hunted Items for Tames +//===== Additional Comments: ================================= +//= v1.0 First / Optimized Version +//============================================================ + +// 1st NPC +- script CPM1 750,{ + + set .@npc$, "[Cute Pet Manager]"; + + setarray .@tame_id[0],619,620,622,623,624,627,628,629,630; + setarray .@tame_amount[0],3,3,3,3,3,3,3,3,3; + setarray .@hunt_id[0],909,909,705,916,935,919,919,940,921; + setarray .@hunt_amount[0],500,600,500,500,500,500,600,500,500; + setarray .@mob_id[0],1002,1113,1063,1049,1011,1167,1107,1052,1014; + set .@tame_gets, 3; + + if (cpm_one == .@tame_gets) { + mes "[Cute Pet Manager]"; + mes "You have already exchanged"; + mes .@tame_amount + " times for a taming item."; + mes "You can't exchange anymore."; + next; + + mes "[Cute Pet Manager]"; + mes "Besides me, there are other"; + mes "Cute Pet Managers. If you want"; + mes "to tame other pets, I suggest"; + mes "you go and see them."; + close; + } + + callfunc "cute_pet_manager",.@tame_id,.@tame_amount,.@hunt_id,.@hunt_amount,.@mob_id,cpm_one,.@tame_gets,.@hunt_id2,.@hunt_amount2; + +} + +// 2nd NPC +- script CPM2 750,{ + + set .@npc$, "[Cute Pet Manager]"; + + setarray .@tame_id[0],621,625,632,631,633,634,635,636,659,637,639,640; + setarray .@tame_amount[0],2,2,2,2,2,2,2,2,2,2,2,2; + setarray .@hunt_id[0],938,935,925,7033,945,942,931,901,1094,1021,936,1035; + setarray .@hunt_amount[0],500,600,500,300,500,500,500,500,500,500,500,500; + setarray .@hunt_item_count[0],1,1,1,1,1,1,1,1,1; + setarray .@mob_id[0],1031,1042,1019,1077,1056,1057,1023,1026,1188,1110,1029; + set .@tame_gets, 2; + + if (cpm_two == .@tame_gets) { + mes "[Cute Pet Manager]"; + mes "You have already exchanged"; + mes .@tame_amount + " times for a taming item."; + mes "You can't exchange anymore."; + next; + + mes "[Cute Pet Manager]"; + mes "Besides me, there are other"; + mes "Cute Pet Managers. If you want"; + mes "to tame other pets, I suggest"; + mes "you go and see them."; + close; + } + + callfunc "cute_pet_manager",.@tame_id,.@tame_amount,.@hunt_id,.@hunt_amount,.@mob_id,cpm_two,.@tame_gets,.@hunt_id2,.@hunt_amount2; + +} + +// 3rd NPC +- script CPM3 750,{ + + set .@npc$, "[Cute Pet Manager]"; + + setarray .@tame_id[0],638,626,641,661,660,642; + setarray .@tame_amount[0],1,1,1,1,1,1; + setarray .@hunt_id[0],1020,943,1038,7047,1970,923; + setarray .@hunt_amount[0],600,600,600,500,1,100; + setarray .@hunt_id2[0],0,0,0,0,7017,0; + setarray .@hunt_amount2[0],0,0,0,0,20,0; + setarray .@mob_id[0],1170,1035,1109,1275,1200,1101; + set .@tame_gets, 1; + + if (cpm_three == .@tame_gets) { + mes "[Cute Pet Manager]"; + mes "You have already exchanged"; + mes .@tame_amount + " times for a taming item."; + mes "You can't exchange anymore."; + next; + + mes "[Cute Pet Manager]"; + mes "Besides me, there are other"; + mes "Cute Pet Managers. If you want"; + mes "to tame other pets, I suggest"; + mes "you go and see them."; + close; + } + + callfunc "cute_pet_manager",.@tame_id,.@tame_amount,.@hunt_id,.@hunt_amount,.@mob_id,cpm_three,.@tame_gets,.@hunt_id2,.@hunt_amount2; + +} + +function script cute_pet_manager { + // getarg(0) -> .@tame_id Array + // getarg(1) -> .@tame_amount Array + // getarg(2) -> .@hunt_id Array + // getarg(3) -> .@hunt_amount Array + // getarg(4) -> .@mob_id Array + // getarg(5) -> Attempt Variable + // getarg(6) -> .@tame_gets Variable + // getarg(7) -> .@hunt_id2 Array + // getarg(8) -> .@hunt_amount2 Array + + mes "[Cute Pet Manager]"; + mes "Hello~! I am a Cute Pet Manager"; + mes "who is in charge of public relations"; + mes "for the New Upgraded Cute Pet system."; + next; + + mes "[Cute Pet Manager]"; + mes "If you have any concerns regarding"; + mes "the Cute Pet system I am here to guide you."; + mes "Let me know which taming"; + mes "item you want,"; + mes "then I will tell you the monster"; + mes "that you can tame with the item."; + next; + + mes "Also I will explain what materials"; + mes "you need to bring in order to"; + mes "get the taming item."; + next; + + mes "[Cute Pet Manager]"; + mes "If you already brought materials"; + mes "to exchange for the taming item,"; + mes "I can exchange it for taming items immediately."; + next; + + mes "[Cute Pet Manager]"; + mes "However, there is a limit"; + mes "for exchanging taming items."; + mes "You can only get taming items"; + mes getarg(6) + " times. So please make sure"; + mes "how many times you have exchanged."; + next; + + mes "[Cute Pet Manager]"; + mes "So, which taming item do you want?"; + mes "Please choose one from the list."; + next; + + // Create Menu System + for (set .@a, 0; .@a < getarraysize(getarg(0)); set .@a, .@a + 1) { + set .@menu$, .@menu$ + (.@menu$ == "" ? "" : ":") + getitemname(getelementofarray(getarg(0), .@a)); + } + + // Query Player Choice + set .@choice, select(.@menu$) - 1; + + // Store Variables (Less Lookup) + set .@tame_id, getelementofarray(getarg(0), .@choice); + set .@tame_amount, getelementofarray(getarg(1), .@choice); + set .@hunt_id, getelementofarray(getarg(2), .@choice); + set .@hunt_amount, getelementofarray(getarg(3), .@choice); + set .@mob_id, getelementofarray(getarg(4), .@choice); + set .@hunt_id2, getelementofarray(getarg(7), .@choice); + set .@hunt_amount2, getelementofarray(getarg(8), .@choice); + + dispbottom "Tame ID: " + .@tame_id; + dispbottom "Tame Amount: " + .@tame_amount; + dispbottom "Hunt ID: " + .@hunt_id; + dispbottom "Hunt Name: " + getitemname(.@hunt_id); + dispbottom "Hunt Amount: " + .@hunt_amount; + dispbottom "Mob ID: " + .@mob_id; + dispbottom "Hunt ID2: " + .@hunt_id2; + dispbottom "Hunt Amount2: " + .@hunt_amount2; + + if (.@hunt_id2) { set .@hunt2_count, countitem(.@hunt_id2); } + if (countitem(.@hunt_id) >= .@hunt_amount && countitem(6083) > 0 && .@hunt2_count >= .@hunt_amount2) { + + mes "[Cute Pet Manager]"; + mes "Ah, you have gathered all items"; + mes "with your friends. You can now"; + mes "exchange for an " + getitemname(.@tame_id) + "."; + mes "Do you want to exchange with me?"; + next; + + if (select("Exchange:Don't Exchange") == 2) { + mes "[Cute Pet Manager]"; + mes "You don't? You will come back again."; + close; + } + + delitem .@hunt_id, .@hunt_amount; + delitem 6083, 1; + set getarg(5), getarg(5) + 1; + getitem .@tame_id, .@tame_amount; + + mes "[Cute Pet Manager]"; + mes "Wise choice."; + mes "I hope you and your pet get along."; + close; + } else { + mes "[Cute Pet Manager]"; + mes "You have chosen " + getitemname(.@tame_id) + "."; + mes "You can use it for taming"; + mes "^FF0000" + strmobinfo(1,.@mob_id) + "^000000 monsters."; + next; + mes "[Cute Pet Manager]"; + mes "Bring ^FF0000" + .@hunt_amount + " " + getitemname(.@hunt_id) + "^000000s " + (.@hunt_id2 ? ", ^FF0000" + .@hunt_amount2 + " " + getitemname(.@hunt_id2) : "") + " ^000000 and ^FF00001 Dolly Capsule^000000"; + mes "then you can exchange them"; + mes "for an " + getitemname(.@tame_id) + "."; + close; + } +} + +// NPC Duplicates +prontera,67,212,5 duplicate(CPM1) Cute Pet Manager#1 750 +prontera,242,92,3 duplicate(CPM2) Cute Pet Manager#2 750 +prontera,179,92,3 duplicate(CPM3) Cute Pet Manager#3 750 + +geffen,180,125,5 duplicate(CPM1) Cute Pet Manager#4 750 +geffen,152,66,3 duplicate(CPM2) Cute Pet Manager#5 750 +geffen,197,95,3 duplicate(CPM3) Cute Pet Manager#6 750 + +morocc,115,83,5 duplicate(CPM1) Cute Pet Manager#7 750 +morocc,218,130,3 duplicate(CPM2) Cute Pet Manager#8 750 +morocc,236,225,3 duplicate(CPM3) Cute Pet Manager#9 750 + +payon,109,278,5 duplicate(CPM1) Cute Pet Manager#10 750 +payon,157,124,3 duplicate(CPM2) Cute Pet Manager#11 750 +payon,85,237,3 duplicate(CPM3) Cute Pet Manager#12 750 diff --git a/npc/re/quests/eden/11-25.txt b/npc/re/quests/eden/11-25.txt new file mode 100644 index 000000000..4e5d95a4d --- /dev/null +++ b/npc/re/quests/eden/11-25.txt @@ -0,0 +1,154 @@ +//===== rAthena Script ======================================= +//= Eden Group Quests - Mission [11 - 25] +//===== By: ================================================== +//= L0ne_W0lf +//===== Current Version: ===================================== +//= 1.2 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= Repetable Quests for Players between Baselevel 11 - 25. +//===== Additional Comments: ================================= +//= 1.0 First Version. +//= 1.1 Some little optimization here and there. [Masao] +//= 1.2 Optimized. [Euphy] +//============================================================ + +moc_para01,36,38,3 script Mission [11 - 25]#Tuto 857,{ + if (countitem(6219) < 1) { + mes "- You need to have an -"; + mes "- ^4d4dff'Eden Group Mark'^000000 -"; + mes "- to receive these missions. -"; + close; + } + for(set .@i,11124; .@i<11134; set .@i,.@i+1) + if (checkquest(.@i,PLAYTIME) == 2) erasequest .@i; + for(set .@i,11114; .@i<11123; set .@i,.@i+1) { + set .@j, checkquest(.@i,HUNTING); + if (.@j == 2) { + mes " - You must collect your - "; + mes " - reward before starting - "; + mes " - a new mission. - "; + mes " "; + mes " - Manager : Spike - "; + close; + } + else if (.@j >= 0) { + mes " - You can only request - "; + mes " - one mission at a time. - "; + mes " "; + mes " - Manager : Spike - "; + close; + } + } + if (BaseLevel < 11) { + mes " - There are no tasks - "; + mes " - open for you right now. - "; + close; + } + if (BaseLevel > 25) { + mes " - These missions are too - "; + mes " - easy for your caliber - "; + mes " - search for a more level - "; + mes " - appropriate mission. - "; + close; + } + mes " - Mission bulletin board -"; + mes " - for beginners. -"; + mes " "; + mes " - Manager : Spike -"; + next; + switch(select("Hornet Hunting:Condor Hunting:Grasshopper's Leg:Worm Tail Hunting:Spore Hunting:Pest Control:Muka Hunting:Familiar Hunting:Collect Feathers:Collect Poison Spores:Cancel")) { + case 1: callsub L_Quest,11114,"Hornet Hunting"," - Hunt 10 ^4d4dff'Hornets'^000000 - "," - northwest of Prontera. - "; + case 2: callsub L_Quest,11115,"Condor Hunting"," - Hunt 20 ^4d4dff'Condors'^000000 - "," - south of Morroc. - "; + case 3: callsub L_Quest,11116,"Grasshopper's Leg"," - Hunt 10 ^4d4dff'Rockers'^000000 - "," - southwest of Prontera and - "," - bring 10 ^4d4dffGrasshopper's Legs^000000. - "; + case 4: callsub L_Quest,11117,"Worm Tail Hunting"," - Hunt 20 ^4d4dff'Worm Tails'^000000 - "," - southeast of Payon.- "; + case 5: callsub L_Quest,11118,"Spore Hunting"," - Hunt 30 ^4d4dff'Spores'^000000 - "," - around Payon. - "; + case 6: callsub L_Quest,11119,"Pest Control"," - Hunt 20 ^4d4dffThief Bug Eggs^000000 - "," - in the Prontera Culvert - "," - and bring 10 ^4d4dffChrysalis^000000. - "; + case 7: callsub L_Quest,11120,"Muka Hunting"," - Hunt 20 ^4d4dff'Muka'^000000 - "," - south of Prontera. - "; + case 8: callsub L_Quest,11121,"Familiar Hunting"," - Hunt 20 ^4d4dffFamiliar^000000 - "," - in the Culvert Sewers - "," - west of Prontera. - "; + case 9: callsub L_Quest,11122,"Collect Feathers"," - Hunt 30 ^4d4dff'Peco Pecos'^000000 - "," - south of Prontera. - "; + case 10: callsub L_Quest,11123,"Collect Poison Spores"," - Hunt 30 ^4d4dffPoison Spores^000000 - "," - inside the Geffen Tower and - "," - bring 5 ^4d4dffPoison Spores^000000. - "; + case 11: mes " - Stop reading the bulletin board. - "; close; + } + end; +L_Quest: + if (checkquest(getarg(0),PLAYTIME) == 1) { + mes " - Mission ^4d4dff"+getarg(1)+"^000000 - "; + mes " - is already finished for today. - "; + mes " "; + mes " - Manager : Spike - "; + close; + } + mes " - Mission '"+getarg(1)+"' - "; + for(set .@i,2; .@i<getargcount(); set .@i,.@i+1) + mes getarg(.@i); + mes " "; + mes " - Manager : Spike - "; + next; + if(select("I will do this mission.:Look for other missions.") == 2) { + mes " - Let's search for -"; + mes " - other missions. - "; + close; + } + for(set .@i,2; .@i<getargcount(); set .@i,.@i+1) + mes getarg(.@i); + if (getarg(0) == 11123 && checkquest(11123,PLAYTIME) == 2) + erasequest 11133; // Special case for "Collect Poison Spores" + setquest getarg(0); + close; +} + +moc_para01,32,30,6 script Spike 914,{ + for(set .@i,11114; .@i<11124; set .@i,.@i+1) { + set .@j, checkquest(.@i,HUNTING); + if (.@j == 2) switch(.@i) { + case 11114: callsub L_Quest,.@i,"Hornet Hunting",900; + case 11115: callsub L_Quest,.@i,"Condor Hunting",1800; + case 11116: callsub L_Quest,.@i,"Grasshopper's Leg",1400,940,10; + case 11117: callsub L_Quest,.@i,"Worm Tail Hunting",2600; + case 11118: callsub L_Quest,.@i,"Spore Hunting",3900; + case 11119: callsub L_Quest,.@i,"Extirpate Insects",2900,915,10; + case 11120: callsub L_Quest,.@i,"Muka Hunting",3200; + case 11121: callsub L_Quest,.@i,"Familiar Hunting",3200; + case 11122: callsub L_Quest,.@i,"Collect Feathers",5400; + case 11123: callsub L_Quest,.@i,"Collect Poison Spores",6000,7033,5; + } + else if (.@j >= 0) { + mes "[Spike]"; + mes "You haven't finished your mission yet."; + mes "Keep up the good work. You are almost done."; + close; + } + } + mes "[Spike]"; + mes "Are you looking for a job?"; + mes "We always have lots of work to do."; + next; + mes "[Spike]"; + mes "Why don't you look around and find some interesting tasks?"; + close; +L_Quest: + if (checkquest(getarg(0),HUNTING) == 2) { + if (getarg(3,0)) + if (countitem(getarg(3)) < getarg(4)) { + mes "[Spike]"; + mes "You don't have enough "+getitemname(getarg(3))+"."; + mes "You need to bring "+getarg(4)+" "+getitemname(getarg(3))+"."; + close; + } + mes "[Spike]"; + mes "Hmm... let me see~"; + mes "You have completed the '"+getarg(1)+"' mission."; + next; + mes "[Spike]"; + mes "Good work~!!"; + mes "Our client is so happy with your work. He will appreciate what you have done."; + mes "Please help us again. Thanks!"; + if (getarg(3,0)) delitem getarg(3),getarg(4); + erasequest getarg(0); + setquest getarg(0)+10; + getexp getarg(2),0; + close; + } +} diff --git a/npc/re/quests/eden/26-40.txt b/npc/re/quests/eden/26-40.txt new file mode 100644 index 000000000..267cc0994 --- /dev/null +++ b/npc/re/quests/eden/26-40.txt @@ -0,0 +1,672 @@ +//===== rAthena Script ======================================= +//= Eden Group Quests - Mission [26 - 40] +//===== By: ================================================== +//= L0ne_W0lf +//===== Current Version: ===================================== +//= 1.2 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= Repetable Quests for Players between Baselevel 26 - 40. +//===== Additional Comments: ================================= +//= 1.0 First Version. +//= 1.1 Some little optimization here and there. [Masao] +//= 1.2 Optimized. [Euphy] +//============================================================ + +moc_para01,38,38,3 script Mission [26 - 40] 857,{ + if (countitem(6219) < 1) { + mes "You are not a qualified member. You can not use the bulletin board."; + close; + } + mes "[26 ~ 40 Lv. Mission Board]"; + mes "- Many missions are -"; + mes "- on the bulletin board. -"; + next; + if ((BaseLevel < 26) || (BaseLevel > 40)) { + mes "Your level is not qualified. You can not use the bulletin board."; + close; + } + switch(select("Hunting Mission:Delivery Mission:Gathering Mission:Escort Mission")) { + case 1: + mes "[Hunting Mission Board]"; + mes "- Hunting Mission details -"; + mes "- are on the board. -"; + next; + switch(select("Hunting Poison Spore:Hunting Smokie:Hunting Elder Willow(Above Lv.30):Hunting Coco(Above Lv.35):Hunting Thara Frog(Above Lv.38)")) { + case 1: callsub L_Quest,8266,0,"Hunting Poison Spore","Sponiac","Geffen","Hunt 10 Poison Spores"; + case 2: callsub L_Quest,8267,0,"Hunting Smokie","Sponiac","Geffen","Hunt 10 Smokies"; + case 3: callsub L_Quest,8268,30,"Hunting Elder Willow","Sponiac","Geffen","Hunt 10 Elder Willows"; + case 4: callsub L_Quest,8269,35,"Hunting Coco","Sponiac","Geffen","Hunt 10 Cocos"; + case 5: callsub L_Quest,8270,38,"Hunting Thara Frog","Sponiac","Geffen","Hunt 10 Thara Frogs"; + } + case 2: + mes "[Delivery Mission Board]"; + mes "- Delivery Mission details -"; + mes "- are on the board. -"; + next; + switch(select("Deliver an Insecticide:Deliver Honey:Deliver Blanket(Above Lv.35)")) { + case 1: callsub L_Quest,8271,0,"Deliver an Insecticide","Dieshin Man","Morroc Ruins","Get an 'Insecticide' from Dieshin Man and deliver it south east of Payon"; + case 2: callsub L_Quest,8272,0,"Deliver Honey","Dieshin Man","Morroc Ruins","Get 'Honey' from Dieshin Man and deliver it west of St. Capitolina Abbey"; + case 3: callsub L_Quest,8273,35,"Deliver Blanket","Dieshin Man","Morroc Ruins","Get Blankets from Dieshin Man and deliver to the field south of Lutie"; + } + case 3: + mes "[Gathering Mission Board]"; + mes "- Gathering Mission details -"; + mes "- are on the board. -"; + next; + switch(select("Gather Bones:Gather Animal Skins:Gather Peelings(Above Lv.30):Gather Tails(Above Lv.32):Gather Cookies(Above Lv.35):Gather Mustaches(Above Lv.35)")) { + case 1: callsub L_Quest,8274,0,"Gather Bones","Dashia","Payon","Gather '10 Skel-Bones' and give them to Dashia"; + case 2: callsub L_Quest,8275,0,"Gather Animal Skins","Dashia","Payon","Gather '10 Bear's Footskins' and '5 Animal Skins' and give them to Dashia"; + case 3: callsub L_Quest,8276,30,"Gather Peelings","Dashia","Payon","Gather '20 Worm Peelings' and '20 Garlets' and give them to Dashia"; + case 4: callsub L_Quest,8277,32,"Gather Tails","Dashia","Payon","Gather '10 Yoyo Tails', '10 Acorns' and '10 Raccon Leafs' and give them to Dashia"; + case 5: callsub L_Quest,8278,35,"Gather Cookies","Dashia","Payon","Gather '5 Well-baked Cookies' and '1 Piece of Cake' and give them to Dashia"; + case 6: callsub L_Quest,8279,35,"Gather Mustaches","Dashia","Payon","Gather '5 Mole Whiskers' and '3 Mole Claws' and give them to Dashia"; + } + case 4: + mes "[Escort Mission Board]"; + mes "There are currently no Escort Missions registered on the board."; + close; + } + end; +L_Quest: + //QuestID,ReqLvl,Quest,Client,Loc,Desc + if (BaseLevel < getarg(1,26)) { + mes "Your level doesn't meet the requirements. You can't take the '"+getarg(2)+"' mission."; + close; + } + mes "["+getarg(2)+" !!]"; + mes "Client : "+getarg(3); + mes "Client Location : "+getarg(4); + mes "Requested Mission : "+getarg(5); + mes " "; + mes "Will you accept this mission?"; + next; + if(select("No, I won't accept it.:Yes, I will accept it.") == 1) { + mes "You have declined the "+getarg(2)+" mission."; + close; + } + if (checkquest(getarg(0)) == 1) mes "You are already doing this mission."; + else { + setquest getarg(0); + mes "You have accepted the "+getarg(2)+" mission."; + } + mes "You can get a reward from the client after you finish the mission."; + next; + mes "For more details, please press 'Alt + U', to get more information from the Quest Window."; + close; +} + +geffen,103,42,5 script Sponiac 99,{ + if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) { + mes "[Sponiac]"; + mes "Why are you carrying so many items?"; + mes "Are you in a training course or something?"; + close; + } + mes "[Sponiac]"; + mes "Lu~lu~lu~lu~"; + mes "Lu~ Huh?"; + next; + mes "[Sponiac]"; + mes "Wow, you must be a beginner, right?"; + mes "What an innocent face! Ha~ hahaha."; + emotion e_gg; + next; + mes "[Sponiac]"; + mes "Why don't you do some hunting outside instead of walking around and wasting your time?"; + next; + if(select("I am about to leave now.:I've got a Hunting Mission.") == 1) { + mes "[Sponiac]"; + mes "Oh, well. Then, go figure."; + mes "Bye~ bye."; + close; + } + mes "[Sponiac]"; + mes "Oh, you are from the Eden Group?"; + mes "What mission do you have?"; + next; + switch(select("Hunting Poison Spore:Hunting Smokie:Hunting Elder Willow:Hunting Coco:Hunting Thara Frog")) { + case 1: callsub L_Quest,8266,"Hunting Poison Spore",1000,0,100,"You can find Poison Spores on the Geffen Dungeon 1F or northeast of Prontera. There are other spots but I'll leave it up to you to find out."; + case 2: callsub L_Quest,8267,"Hunting Smokie",1000,0,100,"You can find Smokies northeast and northwest of Geffen. Oh, also the field east of Ayotaya is good spot to find them."; + case 3: callsub L_Quest,8268,"Hunting Elder Willow",1000,100,110,"You can find Elder Willows northeast of Geffen, east of payon and southwest of Prontera."; + case 4: callsub L_Quest,8269,"Hunting Coco",1000,200,150,"You can find Cocos around the east of Payon, southwest of Prontera and the field east of Ayotaya."; + case 5: callsub L_Quest,8270,"Hunting Thara Frog",1500,300,200,"You can find Thara Frogs in the Cave east of Comodo or on Turtle Island."; + } + end; +L_Quest: + //QuestID,Quest,BExp,JExp,PotionAmt,Desc + if (checkquest(getarg(0)) == 1) { + if (checkquest(getarg(0),HUNTING) == 2) { + mes "[Sponiac]"; + mes getarg(1)+"!"; + mes "Wow, I didn't expect you would do that mission. I was just about to give up. But you did good job. I appreciate it!"; + next; + mes "[Sponiac]"; + mes "Well, I requested the mission and you did an excellent job."; + mes "I will give you a reward as I promised."; + next; + mes "[Sponiac]"; + mes "Here it is. Thank you very much. God bless you!"; + getitem 569,getarg(4); //Novice_Potion + getexp getarg(2),getarg(3); + erasequest getarg(0); + close; + } + mes "[Sponiac]"; + mes "Oh, you are right."; + next; + mes "[Sponiac]"; + mes "But, you haven't done the mission yet. Why did you come to me now? You haven't completed the mission!"; + mes "I will give you a reward if you complete the mission. Ok? Are we good?"; + next; + mes "[Sponiac]"; + mes getarg(5); + mes "You can check the world map by pressing 'ctrl + ~' key."; + next; + mes "[Sponiac]"; + mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!"; + close; + } + mes "[Sponiac]"; + mes "Huh? Are you sure? Something is wrong..."; + next; + mes "[Sponiac]"; + mes "It is weird."; + mes "Please check your Quest Window by pressing 'alt + u'."; + close; +} + +moc_ruins,173,55,3 script Dieshin Man 89,{ + if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) { + mes "[Dieshin Man]"; + mes "Why are you carrying so many items?"; + mes "Are you in a training course or something?"; + close; + } + mes "[Dieshin Man]"; + mes "Hu hu~~ we are delivery men~"; + mes "We are faster than any flight~!"; + next; + mes "[Dieshin Man]"; + mes "Welcome~ welcome!"; + mes "We are the fastest delivery company, Dieshin Corperation."; + next; + mes "[Dieshin Man]"; + mes "How can I help you?"; + next; + if(select("I don't need help.:I've got a Delivery Mission.") == 1) { + mes "[Dieshin Man]"; + mes "Oh, well. Then, go figure. Bye~!"; + close; + } + mes "[Dieshin Man]"; + mes "Oh, you are from the Eden Group?"; + mes "What mission do you have?"; + next; + switch(select("Deliver an Insecticide.:Deliver Honey.:Deliver Blankets.")) { + case 1: callsub L_Quest,8271; + case 2: callsub L_Quest,8272; + case 3: callsub L_Quest,8273; + } + end; +L_Quest: + if (checkquest(getarg(0)) != 1) { + mes "[Dieshin Man]"; + mes "Huh? Are you sure? Something is wrong..."; + next; + mes "[Dieshin Man]"; + mes "It is weird."; + mes "Please check your Quest Window by pressing 'alt + u'."; + close; + } + if (countitem(6218) > 0) { + mes "[Dieshin Man]"; + mes "Wait, but you already have a delivery box."; + next; + mes "[Dieshin Man]"; + mes "We can't allow you to deliver two boxes at once. So, please finish your delivery first."; + next; + mes "[Dieshin Man]"; + mes "If you forgot where to deliver, then please check Quest Window by pressing 'alt + u'."; + close; + } + switch(getarg(0)) { + case 8271: + mes "[Dieshin Man]"; + mes "Ah ha! I got it!"; + mes "The insecticide? It must be the Zoologist on the southeast of Payon who ordered the Insecticide."; + break; + case 8272: + mes "[Dieshin Man]"; + mes "Ah ha! I got it!"; + mes "Honey? It must be the Entomologist at the west of St. Capitolina Abbey, wich is northeast of Prontera who ordered the Honey."; + break; + case 8273: + mes "[Dieshin Man]"; + mes "Oh, Right!"; + mes "The blankets! It must be the biologist in the south of Lutie field who ordered the blankets."; + next; + mes "[Dieshin Man]"; + mes "You can can go to Lutie by asking Mr. Claus in the northeastern part of Al De Baran."; + break; + } + next; + mes "[Dieshin Man]"; + mes "Dieshin's cooperation motive is to give the fastest and credited delivery. So please deliver it now without any delay."; + next; + mes "[Dieshin Man]"; + mes "If you forgot where to make the delivery, then please check the Quest Window by pressing 'alt + u'."; + getitem 6218,1; //Disin_Delivery_Box + close; +} + +pay_fild07,83,89,7 script Zoologist 89,{ + if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) { + mes "[Zoologist]"; + mes "Why are you carrying so many items?"; + mes "Are you in a training course or something?"; + close; + } + mes "[Zoologist]"; + mes "Have you heard of a monster named Bigfoot?"; + mes "It looks like a bear with red fur and has a 'X' shape scar on his shoulder."; + next; + mes "[Zoologist]"; + mes "According to the recent research, flies and Bigfoot monsters have a symbiotic relationship."; + next; + mes "[Zoologist]"; + mes "I am currently studying about it and try to prove the theory. So I plan to kill the flies around Bigfoot and observe his reaction."; + next; + if(select("...I am not interested.:Here is the Insecticide.") == 1) { + mes "[Zoologist]"; + mes "Oh, I need an Insecticide to continue the study."; + close; + } + if (checkquest(8271) != 1) { + mes "[Zoologist]"; + mes "Huh?"; + mes "You are not Dieshin's delivery man?"; + next; + mes "[Zoologist]"; + mes "I am waiting for a special delivery."; + close; + } + if (countitem(6218) > 0) { + mes "[Zoologist]"; + mes "Oh ho! Yes! That one!"; + next; + mes "[Zoologist]"; + mes "That is the Insecticide that I ordered! You were sent by Dieshin right?"; + next; + mes "[Zoologist]"; + mes "I have been waiting for this!"; + mes "Give it to me!"; + next; + mes "[Zoologist]"; + mes "It arrived much faster than I thought. I want to test it right away!"; + next; + mes "[Zoologist]"; + mes "Well done. Good Job! Thank you so much! Here is a little gift for you."; + delitem 6218,1; //Disin_Delivery_Box + erasequest 8271; + getitem 569,100; //Novice_Potion + getexp 1000,0; + close; + } + mes "[Zoologist]"; + mes "I appreciate your kindness."; + mes "But, what did you bring?"; + next; + mes "[Zoologist]"; + mes "Hmm, I thought that Dieshin was fast and accurate, but you brought me an empty box. How disappointing."; + next; + mes "[Zoologist]"; + mes "Please bring my order. Dieshin will give you my product."; + close; +} + +prt_fild03,30,254,3 script Entomologist 83,{ + if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) { + mes "[Entomologist]"; + mes "Why are you carrying so many items?"; + mes "Are you in a training course or something?"; + close; + } + mes "[Entomologist]"; + mes "Have you heard about the Horn monster?"; + mes "It's shaped like an insect with black sleek skin and it has a giant horn it's head."; + next; + mes "[Entomologist]"; + mes "Recent research came out and showed that this monster can be tamed and trained by Honey."; + next; + mes "[Entomologist]"; + mes "I am currently studying about it and trying to prove the theory. So I plan to set a Honey trap on the places he usually passes and observe his reaction."; + next; + if(select("...I am not interested.:Here is the Honey.") == 1) { + mes "[Entomologist]"; + mes "Oh, I need Honey to continue the study."; + close; + } + if (checkquest(8272) != 1) { + mes "[Entomologist]"; + mes "Huh?"; + mes "You are not Dieshin's delivery man?"; + next; + mes "[Entomologist]"; + mes "I am waiting for a special delivery."; + close; + } + if (countitem(6218) > 0) { + mes "[Entomologist]"; + mes "Oh ho! Yes! That one!"; + next; + mes "[Entomologist]"; + mes "That is the Honey that I ordered! You were sent by Dieshin right?"; + next; + mes "[Entomologist]"; + mes "I have been waiting for this!"; + mes "Give it to me!"; + next; + mes "[Entomologist]"; + mes "It arrived much faster than I thought. I want to test it right away!"; + next; + mes "[Entomologist]"; + mes "Well done. Good Job! Thank you so much! Here is a little gift for you."; + delitem 6218,1; //Disin_Delivery_Box + erasequest 8272; + getitem 569,100; //Novice_Potion + getexp 1000,0; + close; + } + mes "[Entomologist]"; + mes "I appreciate your kindness."; + mes "But, what did you bring?"; + next; + mes "[Entomologist]"; + mes "Hmm, I thought that Dieshin was fast and accurate, but you brought me an empty box. How disappointing."; + next; + mes "[Entomologist]"; + mes "Please bring my order. Dieshin will give you my product."; + close; +} + +xmas_fild01,92,57,3 script Biologist 97,{ + if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) { + mes "[Biologist]"; + mes "Why are you carrying so many items?"; + mes "Are you in a training course or something?"; + close; + } + mes "[Biologist]"; + mes "Have you heard about the Marin monster?"; + mes "It does look like the usual poring, but it has unique characteristic."; + next; + mes "[Biologist]"; + mes "Porings steal items if they see them on the ground. However, Marin has no interest in dropped items. So I was wondering, how come Marin doesn't pay attention to gathering items even though they are the same kind of monster as Porings."; + next; + mes "[Biologist]"; + mes "But, this place is freaking cold."; + next; + if(select("...I am not interested.:Here are the blankets.") == 1) { + mes "[Biologist]"; + mes "Huh, whatever. But be careful! It's very slippery here."; + close; + } + if (checkquest(8273) != 1) { + mes "[Biologist]"; + mes "Huh?"; + mes "You are not Dieshin's delivery man?"; + next; + mes "[Biologist]"; + mes "I am waiting for a special delivery."; + close; + } + if (countitem(6218) > 0) { + mes "[Biologist]"; + mes "Oh ho! Yes! That one!"; + next; + mes "[Biologist]"; + mes "Those are the Blankets that I ordered! You were sent by Dieshin right?"; + next; + mes "[Biologist]"; + mes "I have been waiting for this!"; + mes "Give it to me!"; + next; + mes "[Biologist]"; + mes "It arrived much faster than I thought. I want to test them right away!"; + next; + mes "[Biologist]"; + mes "Well done. Good Job! Thank you so much! Here is a little gift for you."; + delitem 6218,1; //Disin_Delivery_Box + erasequest 8273; + getitem 569,100; //Novice_Potion + getexp 1000,0; + close; + } + mes "[Biologist]"; + mes "I appreciate your kindness."; + mes "But, what did you bring?"; + next; + mes "[Biologist]"; + mes "Hmm, I thought that Dieshin was fast and accurate, but you brought me an empty box. How disappointing."; + next; + mes "[Biologist]"; + mes "Please bring my order. Dieshin will give you my product."; + close; +} + +payon,179,66,3 script Dashia 931,{ + if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) { + mes "[Dashia]"; + mes "Why are you carrying so many items?"; + mes "Are you in a training course or something?"; + close; + } + mes "[Dashia]"; + mes "Here is some hair~ a broken clock~!"; + next; + mes "[Dashia]"; + mes "Broken clock..? Hu hu.."; + next; + mes "[Dashia]"; + mes "Hey~! Dude! You look like a very rich adventurer."; + next; + if(select("I am a poor adventurer.:I have a gathering mission.") == 1) { + mes "[Dashia]"; + mes "Really? Hmm, oh right. You don't look sophisticated."; + next; + mes "[Dashia]"; + mes "You are a poor adventurer~! Good luck!"; + close; + } + mes "[Dashia]"; + mes "Oh, you are from the Eden Group?"; + mes "What mission do you have?"; + next; + switch(select("Gather Bones:Gather Animal Skin:Gather Peelings:Gather Tails:Gather Cookies:Gather Mustaches")) { + case 1: + callsub L_Quest,8274; + if (countitem(932) > 9) { + callsub L_Reward; + delitem 932,10; //Skel_Bone + getitem 569,100; //Novice_Potion + getexp 1000,100; + erasequest 8274; + close; + } + mes "[Dashia]"; + mes "I can see that you have a gathering mission."; + mes "But, where are the Skel-Bones?"; + next; + mes "[Dashia]"; + mes "You haven't done the mission yet. Why did you come back here?"; + next; + mes "[Dashia]"; + mes "You don't have enough 'Skel-Bones'... You can find it when you hunt Skeletons."; + next; + mes "[Dashia]"; + mes "To find Skeletons, you better check Payon Dungeon 1F, which is located in Archer Village, north of Payon."; + break; + case 2: + callsub L_Quest,8275; + if ((countitem(948) > 9) && (countitem(919) > 4)) { + callsub L_Reward; + getitem 569,100; //Novice_Potion + delitem 948,10; //Bear's_Foot + delitem 919,5; //Animal's_Skin + getexp 1000,100; + erasequest 8275; + close; + } + mes "[Dashia]"; + mes "I can see that you have a gathering mission."; + mes "But, where is the Bear's Footskins and Animal Skins?"; + next; + mes "[Dashia]"; + mes "You haven't done the mission yet. Why did you come back here?"; + next; + mes "[Dashia]"; + mes "You have to bring 10 Bear's Footskins' and '5 Animal Skins!"; + mes "You can find Bear's Footskin from Bigfoot and Animal Skin from Animals."; + next; + mes "[Dashia]"; + mes "Bigfoot is around the north of Geffen field or the southeast of Payon field."; + break; + case 3: + callsub L_Quest,8276; + if ((countitem(955) > 19) && (countitem(910) > 19)) { + callsub L_Reward; + delitem 955,20; //Worm_Peelings + delitem 910,20; //Garlet + getitem 569,100; //Novice_Potion + getexp 1000,100; + erasequest 8276; + close; + } + mes "[Dashia]"; + mes "I can see that you have a gathering mission."; + mes "But, where are the Worm Peelings and Garlets?"; + next; + mes "[Dashia]"; + mes "You have to bring '20 Worm Peelings' and '20 Garlets' to complete the mission."; + next; + mes "[Dashia]"; + mes "You can get those items from 'Piere', 'Andre', 'Deniro', 'Vitata', 'Thief Bug', 'Female Thief Bug' and 'Male Thief Bug'."; + next; + mes "[Dashia]"; + mes "'Piere', 'Andre', 'Deniro' and 'Vitata' are in Ant Hell which is located near the Saint Darmain Fortress soutwest of Morroc."; + next; + mes "[Dashia]"; + mes "'Thief Bug', 'Female Thief Bug' and 'Male Thief Bug' are int he Prontere Culvert. To get there, you need to be a volunteer of the Prontera Culvert's punitive force."; + break; + case 4: + callsub L_Quest,8277; + if ((countitem(942) > 9) && (countitem(1026) > 9) && (countitem(945) > 9)) { + callsub L_Reward; + delitem 942,10; //Yoyo_Tail + delitem 1026,10; //Acorn + delitem 945,10; //Raccoon_Leaf + getitem 569,150; //Novice_Potion + getexp 1000,200; + erasequest 8277; + close; + } + mes "[Dashia]"; + mes "I can see that you have a gathering mission."; + mes "But, where are the Yoyo Tails, Acorns and Raccoon Leafs?"; + next; + mes "[Dashia]"; + mes "You haven't done the mission yet. Why did you come back here?"; + mes "You have to bring '10 Yoyo Tails,' '10 Acorns' and '10 Raccoon Leafs' to complete the mission."; + next; + mes "[Dashia]"; + mes "You can get Yoyo Tails from 'Yoyo's', Acorn from 'Coco's' and Raccoon Leaf from 'Smokies'."; + next; + mes "[Dashia]"; + mes "You can find them easily around fields, but the field east of Ayothya is the best spot for hunting all 3 monsters."; + next; + mes "[Dashia]"; + mes "To get to Ayotaya, you better go to 'Aibakthing' in Alberta and pay his fare."; + break; + case 5: + callsub L_Quest,8278; + if ((countitem(538) > 4) && (countitem(539) > 0)) { + callsub L_Reward; + delitem 538,5; //Well_Baked_Cookie + delitem 539,1; //Piece_Of_Cake + getitem 569,150; //Novice_Potion + getexp 1000,200; + erasequest 8278; + close; + } + mes "[Dashia]"; + mes "I can see that you have a gathering mission."; + mes "But, where are the Well-baked Cookies and the Piece of Cake?"; + next; + mes "[Dashia]"; + mes "You haven't done the mission yet. Why did you come back here?"; + mes "You have to bring '5 Well-baked Cookies' and '1 Piece of Cake' to complete the mission."; + next; + mes "[Dashia]"; + mes "You can get Well-baked Cookie from 'Cookies' who wears red or green shirts."; + mes "For getting Piece of Cake, you should look for 'Mystcases'."; + next; + mes "[Dashia]"; + mes "Both monsters canbe found in the Toy Factory Warehouse or Toy Monitoring Room. To get there, ask Mr. Claus in the northeastern part of Al De Baran."; + break; + case 6: + callsub L_Quest,8279; + if ((countitem(1017) > 4) && (countitem(1018) > 2)) { + callsub L_Reward; + delitem 1017,5; //Moustache_Of_Mole + delitem 1018,3; //Nail_Of_Mole + getitem 569,150; //Novice_Potion + getexp 1000,200; + erasequest 8279; + close; + } + mes "[Dashia]"; + mes "I can see that you have a gathering mission."; + mes "But, where are the Mole Whiskerss and Mole Claws??"; + next; + mes "[Dashia]"; + mes "You haven't done the mission yet. Why did you come back here?"; + mes "You have to bring '5 Mole Whiskers' and '3 Mole Claws' to complete the mission."; + next; + mes "[Dashia]"; + mes "You can get those items from 'Martins'."; + mes "Martins can be found in the Mjolnir Dead Pit, but the second floor is dangerous, so be careful!"; + next; + mes "[Dashia]"; + mes "To get there, ask a Kafra Employee in Geffen, they can warp you there."; + break; + } + next; + mes "[Dashia]"; + mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!"; + close; +L_Quest: + if (checkquest(getarg(0)) != 1) { + mes "[Dashia]"; + mes "Huh? Are you sure? Something is wrong..."; + next; + mes "[Dashia]"; + mes "It is weird."; + mes "Please check your Quest Window by pressing 'alt + u'."; + close; + } + return; +L_Reward: + mes "[Dashia]"; + mes "Wow~ you did an excellent job!"; + next; + mes "[Dashia]"; + mes "Thank you very much. God bless you!"; + emotion e_heh; + next; + mes "[Dashia]"; + mes "Ha~! Ha~!"; + mes "I will give you a reward as promised."; + return; +} diff --git a/npc/re/quests/eden/41-55.txt b/npc/re/quests/eden/41-55.txt new file mode 100644 index 000000000..dfa5e2df5 --- /dev/null +++ b/npc/re/quests/eden/41-55.txt @@ -0,0 +1,89 @@ +//===== rAthena Script ======================================= +//= Eden Group Quests - Mission [41 - 55] +//===== By: ================================================== +//= L0ne_W0lf +//===== Current Version: ===================================== +//= 1.2 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= Repetable Quests for Players between Baselevel 41 - 55. +//===== Additional Comments: ================================= +//= 1.0 First Version. +//= 1.1 Some little optimization here and there. [Masao] +//= 1.2 Optimized. [Euphy] +//============================================================ + +moc_para01,40,38,3 script Mission [41 - 55] 857,{ + if (countitem(6219) < 1) { + mes "You are not an Eden group member. You are not qualified to access the bulletin board."; + close; + } + if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 1000) { + mes "^008800Wait a sec!!"; + mes "You cannot receive any more items because you're carrying too many items. Please try again after you lighten up.^000000"; + close; + } + if (checkquest(12088) == -1) { + if (BaseLevel < 41 || BaseLevel > 55) { + mes "[41 ~ 55 Lv. Mission Board]"; + close; + } + mes "[Mission Board]"; + mes "Mission bulletin board."; + next; + if(select("Check the Missions.:Cancel.") == 2) { + mes "^000077Ok. Let's check the missions next time.^000000."; + close; + } + switch(select("Thara Frog Hunting:Cruiser Hunting:Kukre Hunting:Orc Baby Hunting:Orc Warrior Hunting:Vadon Hunting:Megalodon Hunting:Marse Hunting:Cornutus Hunting:Myst Hunting:Shellfish Hunting:Marine Sphere Hunting")) { + case 1: callsub L_Quest,12072,"Have you seen a red frog? It is called Thara Frog and it's very rare. We are trying to verify where it inhabits. So please hunt 20 Thara Frogs."; + case 2: callsub L_Quest,12073,"I heard of some toys attacking people. It is ridiculous! Let's show them our power! We have to hunt 15 Cruisers!"; + case 3: callsub L_Quest,12074,"Someone got robbed near the beach! The possible suspect is a criminal monster called Kukre. Please hunt 30 Kukre."; + case 4: callsub L_Quest,12075,"Orc Babies are getting more violent these days. Please hunt 15 Orc Babies."; + case 5: callsub L_Quest,12076,"Orc Warriors are increasing their aggression. Please hunt 20 Orc Warriors."; + case 6: callsub L_Quest,12077,"Have you seen crabs with thick shells? They are Vadons. Please hunt 15 Vadons."; + case 7: callsub L_Quest,12078,"Dead fish are all around the beach and it is getting worse. Please hunt 30 Megalodon."; + case 8: callsub L_Quest,12079,"Can you hunt Marse? I need 15 Marse for my study. Please help me."; + case 9: callsub L_Quest,12080,"An idiot Cornutus bit the Mayor's foot. The Mayor is upset so we need to hunt 20 Cornutus to make him happy!"; + case 10: callsub L_Quest,12081,"People are freaking out because of Myst. It looks like a ghost so, it scares people. Please hunt 15 Myst."; + case 11: callsub L_Quest,12082,"Don't ask why, but please hunt 30 Shellfish. It is a secret mission!"; + case 12: callsub L_Quest,12083,"Marine Sphere? Do you know what a Marine Sphere is? I got a mission for you to hunt 15 Marine Sphere, so please do so."; + case 13: callsub L_Quest,12084,"The mayor wants to eat a delicious fish dish. Phen will be the perfect ingredient for it. Please hunt 20 Phen!"; + case 14: callsub L_Quest,12085,"You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window."; + case 15: callsub L_Quest,12086,"Some weird monsters called Zenorc are attacking us. Please hunt 30 Zenorc."; + case 16: callsub L_Quest,12087,"Be prepared! It is a cruel mission! Hunt 15 Mummies!! I tried once, but I couldn't succeed. It is too scary!"; + } + end; + } + setarray .@Exp[0],9600,7200,15750,7875,11100,8550,17100,9000,12300,9900,20250,10350,13800,11025,22500,11250; + for(set .@i,0; .@i<16; set .@i,.@i+1) + if (checkquest(12072+.@i,HUNTING) == 2) { + mes "[Mission Board]"; + mes "You have completed the mission."; + mes "Here is your reward."; + erasequest 12088; + erasequest 12072+.@i; + specialeffect2 EF_STEAL; + getexp .@Exp[.@i],0; + close; + } + if ((checkquest(12072,HUNTING) == 0) && (checkquest(12073,HUNTING) == 0) && (checkquest(12074,HUNTING) == 0) && (checkquest(12075,HUNTING) == 0) && (checkquest(12076,HUNTING) == 0) && (checkquest(12077,HUNTING) == 0) && (checkquest(12078,HUNTING) == 0) && (checkquest(12079,HUNTING) == 0) && (checkquest(12080,HUNTING) == 0) && (checkquest(12081,HUNTING) == 0) && (checkquest(12082,HUNTING) == 0) && (checkquest(12083,HUNTING) == 0) && (checkquest(12084,HUNTING) == 0) && (checkquest(12085,HUNTING) == 0) && (checkquest(12086,HUNTING) == 0) && (checkquest(12087,HUNTING) == 0)) { + mes "You may now view the bulletin board."; + erasequest 12088; + close; + } + mes "There is nothing special to do."; + close; +L_Quest: + mes "[Mission Board Memo]"; + mes getarg(1); + next; + if(select("Accept the mission.:Cancel.") == 1) { + mes "[Mission Board]"; + mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window."; + setquest 12088; + setquest getarg(0); + } + close; +} diff --git a/npc/re/quests/eden/56-70.txt b/npc/re/quests/eden/56-70.txt new file mode 100644 index 000000000..79a6af3ec --- /dev/null +++ b/npc/re/quests/eden/56-70.txt @@ -0,0 +1,1089 @@ +//===== rAthena Script ======================================= +//= Eden Group Quests - Mission [56 - 70] +//===== By: ================================================== +//= L0ne_W0lf +//===== Current Version: ===================================== +//= 1.4 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= Repetable Quests for Players between Baselevel 56 - 70. +//===== Additional Comments: ================================= +//= 1.0 First Version. +//= 1.1 Some little optimization here and there. [Masao] +//= 1.2 Added checkquest confirmation for -1. [Euphy] +//= 1.3 Fixed Puppet Master's Agony Quest (12217 -> 3259). [Joseph] +//= 1.4 Fixed invalid check (Magic Wand Quest). [Joseph] +//============================================================ + +moc_para01,42,38,3 script Mission [56 - 70] 857,{ + if (checkquest(12217) > -1) erasequest 12217; + if (countitem(6219)) { + mes "Here is the list of various adventures for level 55~70 adventurers."; + next; + mes "Lots of missions such as a Monster Hunting, Delivery Goods, Finding People."; + next; + switch (select("Mission Numbers 1~5:Mission Numbers 6~10:Mission Numbers 11~15")) { + case 1: + switch (select("What is this Bandage?:Dangerous Alligators.:That wasn't a mermaid...:My country is calling me!")) { + case 1: + if (checkquest(3250) <= 0) { + mes "This mission is assigned by the Rekenber corporation from Lighthalzen. Below are the details."; + next; + mes "Rekenber corporation is about to launch a new project called 'Green Medical Center'. For the first product of the project, we are preparing well-being Bandages."; + next; + mes "Regarding the project, we need to research monster's reactions when they are wrapped with Rotten Bandages."; + next; + mes "If you are interested, please hunt 30 Mummies and bring 30 Rotten Bandages. You can find them in the Pyramid West of Morroc."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "- Rekenber corporation chief director 'Julie E Delph' -"; + next; + mes " "; + next; + mes "Would you like to accept this mission?"; + next; + switch (select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3250; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + close; + } + mes "These missions are not fit for my level. I should look for other missions."; + close; + case 2: + close; + } + } + if (checkquest(3250,HUNTING) == 1) { + mes "You have an on-going mission. Would you like to check the details?"; + next; + switch (select("Check the details.:Cancel.")) { + case 1: + mes "This mission is assigned by the Rekenber corporation from Lighthalzen. Below are the details."; + next; + mes "Rekenber corporation is about to launch a new project called 'Green Medical Center'. For the first product of the project, we are preparing well-being Bandages."; + next; + mes "Regarding the project, we need to research monster's reactions when they are wrapped with Rotten Bandages."; + next; + mes "If you are interested, please hunt 30 Mummies and bring 30 Rotten Bandages. You can find them in the Pyramid West of Morroc."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "- Rekenber corporation chief director 'Julie E Delph' -"; + close; + case 2: + close; + } + } + if ((checkquest(3250,HUNTING) == 2) && (countitem(930) > 19)) { + mes "I have done pretty well for the mission. Should I report it now?"; + next; + switch (select("Report the mission.:Do not report it yet.")) { + case 1: + delitem 930,20; //Rotten_Bandage + getexp 15000,5000; + erasequest 3250; + mes "You have completed the mission. Get rewards."; + close; + case 2: + close; + } + } + case 2: + if (checkquest(3251) <= 0) { + mes "This mission is assigned by the Comodo cooperative society. Below are the details."; + next; + mes "Alligators have gone wild these days, they attack women and drunken people who hang out near the beach."; + next; + mes "This is a very shameful situation for us, the most wonderful vacation spot in Rune-Midgard."; + next; + mes "So, it would be very helpful if you hunt 30 Alligators to clean out this situation."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes " "; + next; + mes "Would you like to accept this mission?"; + next; + switch (select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3251; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + close; + } + mes "These missions are not fit for my level. I should look for other missions."; + close; + case 2: + close; + } + } + if (checkquest(3251,HUNTING) == 1) { + mes "You have an on-going mission. Would you like to check the details?"; + next; + switch (select("Check the details.:Cancel.")) { + case 1: + mes "This mission is assigned by the Comodo cooperative society. Below are the details."; + next; + mes "Alligators have gone wild these days, they attack women and drunken people who hang out near the beach."; + next; + mes "This is a very shameful situation for us, the most wonderful vacation spot in Rune-Midgard."; + next; + mes "So, it would be very helpful if you hunt 30 Alligators to clean out this situation."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + close; + case 2: + close; + } + } + if (checkquest(3251,HUNTING) == 2) { + mes "I have done pretty well for the mission. Should I report it now?"; + next; + switch (select("Report the mission.:Do not report it yet.")) { + case 1: + getexp 16000,6000; + erasequest 3251; + mes "You have completed the mission. Get rewards."; + close; + case 2: + close; + } + } + case 3: + if (checkquest(3252) <= 0) { + mes "This mission is assigned by an unknown client from Izlude."; + next; + mes "I have admired the beach of Izlude, ever since I was born."; + next; + mes "When I was young, I found a mysterious creature in the Izlude dungeon, I had never seen something like that before..."; + next; + mes "I instantly thought it was a mermaid. I was so supprised, I have studied about mermaids in whole my life."; + next; + mes "But, as I studied harder, I found that the creature was not a mermaid... yes, It wasn't beautiful at all like other mermaids..."; + next; + mes "I finally tracked down the fact that it was a Merman, not a Mermaid!"; + next; + mes "Merman... I have wasted my life studying this monster! So please hunt 30 Mermans to make me feel better."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Izlude 'The Lost dream mermaid' --"; + next; + mes " "; + next; + mes "Would you like to accept this mission?"; + next; + switch (select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3252; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + close; + } + mes "These missions are not fit for my level. I should look for other missions."; + close; + case 2: + close; + } + } + if (checkquest(3252,HUNTING) == 1) { + mes "You have an on-going mission. Would you like to check the details?"; + next; + switch (select("Check the details.:Cancel.")) { + case 1: + mes "This mission is assigned by an unknown client from Izlude."; + next; + mes "I have admired the beach of Izlude, ever since I was born."; + next; + mes "When I was young, I found a mysterious creature in the Izlude dungeon, I had never seen something like that before."; + next; + mes "I instantly thought it was a mermaid. I was so supprised, I have studied about mermaids in whole my life."; + next; + mes "But, as I studied harder, I found that the creature was not a mermaid... yes, It wasn't beautiful at all like other mermaids..."; + next; + mes "I finally tracked down the fact that it was a Merman, not a Mermaid!"; + next; + mes " Merman... I have wasted my life studying this monster! So please hunt 30 Mermans to make me feel better."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Izlude 'The Lost dream mermaid' --"; + close; + case 2: + close; + } + } + if (checkquest(3252,HUNTING) == 2) { + mes "I have done pretty well for the mission. Should I report it now?"; + next; + switch (select("Report the mission.:Do not report it yet.")) { + case 1: + getexp 17000,8000; + erasequest 3252; + mes "You have completed the mission. Get rewards."; + close; + case 2: + close; + } + } + case 4: + if (checkquest(3254) <= 0) { + mes "This mission is assigned by the government officer of the Rune-Midgarts Kingdom."; + next; + mes "To prevent a flood in Prontera, we decided to build a huge dam to regulate the water supply."; + next; + mes "But, we are shorthanded on supplies and we need to collect Fine Sand and Grit."; + next; + mes "So, we would like to ask for help. People, please bring us 10 Fine Sand and 30 Grit each so we can build the dam."; + next; + mes "You can get those materials from Sand Man, I wish you good luck!"; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Government officer of the Rune-Midgarts Kingdom, Dufre Kent --"; + next; + switch (select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3254; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + close; + } + mes "These missions are not fit for my level. I should look for other missions."; + close; + case 2: + close; + } + } + if ((checkquest(3254) == 1) && (countitem(7043) < 10) && (countitem(1056) < 30)) { + mes "You have an on-going mission. Would you like to check the details?"; + next; + switch (select("Check the details.:Cancel.")) { + case 1: + mes "This mission is assigned by the government officer of the Rune-Midgarts Kingdom."; + next; + mes "To prevent a flood in Prontera, we decided to build a huge dam to regulate the water supply."; + next; + mes "But, we are shorthanded on supplies and we need to collect Fine Sand and Grit."; + next; + mes "So, we would like to ask for help. People, please bring us 10 Fine Sand and 30 Grit each so we can build the dam."; + next; + mes "You can get those materials from Sand Man, I wish you good luck!"; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Government officer of the Rune-Midgarts Kingdom, Dufre Kent --"; + close; + case 2: + close; + } + } + if ((checkquest(3254) == 1) && (countitem(7043) > 9) && (countitem(1056) > 29)) { + mes "I have done pretty well for the mission. Should I report it now?"; + next; + switch (select("Report the mission.:Do not report it yet.")) { + case 1: + delitem 7043,10; //Fine_Sand + delitem 1056,30; //Grit + getexp 18000,8000; + erasequest 3254; + mes "You have completed the mission. Get rewards."; + close; + case 2: + close; + } + } + if (checkquest(3254) == 2) { + mes "This mission is assigned by the government officer of the Rune-Midgarts Kingdom."; + next; + mes "To prevent a flood in Prontera, we decided to build a huge dam to regulate the water supply."; + next; + mes "But, we are shorthanded on supplies and we need to collect Fine Sand and Grit."; + next; + mes "So, we would like to ask for help. People, please bring us 10 Fine Sand and 30 Grit each so we can build the dam."; + next; + mes "You can get those materials from Sand Man, I wish you good luck!"; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Government officer of the Rune-Midgarts Kingdom, Dufre Kent --"; + next; + switch (select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3254; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + close; + } + mes "These missions are not fit for my level. I should look for other missions."; + close; + case 2: + close; + } + } + close; + } + case 2: + switch (select("Hunt Wild Boar:Preparing the Summer:A Woman's Grudge:Special ingredients:Puppet Master's Agony")) { + case 1: + if (checkquest(3255) <= 0) { + mes "This mission is assigned by the Payon town hall."; + next; + mes "Wild animals are always annoyances to farmers."; + next; + mes "They attack our farm and ruin whole crops!! We can't stand it anymore!"; + next; + mes "So, we would like to ask for the help from brave adventurers."; + next; + mes "Please, hunt 30 Savages to save our crops!"; + next; + mes "You can easily find those monsters around our town and field."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Payon town hall members --"; + next; + mes " "; + next; + switch (select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3255; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + close; + } + mes "These missions are not fit for my level. I should look for other missions."; + close; + case 2: + close; + } + } + if (checkquest(3255,HUNTING) == 1) { + mes "You have an on-going mission. Would you like to check the details?"; + next; + switch (select("Check the details.:Cancel.")) { + case 1: + mes "This mission is assigned by the Payon town hall."; + next; + mes "Wild animals are always an annoyance to farmers."; + next; + mes "They attack our farm and ruin whole crops!! We can't stand it anymore!"; + next; + mes "So, we would like to ask for the help from brave adventurers."; + next; + mes "Please, hunt 30 Savages to save our crops!"; + next; + mes "You can easily find those monsters around our town and field."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Payon town hall members --"; + close; + case 2: + close; + } + } + if (checkquest(3255,HUNTING) == 2) { + mes "I have done pretty well for the mission. Should I report it now?"; + next; + switch (select("Report the mission.:Do not report it yet.")) { + case 1: + getexp 16000,7000; + erasequest 3255; + mes "You have completed the mission. Get rewards."; + close; + case 2: + close; + } + } + case 2: + if (checkquest(3256) <= 0) { + mes "This mission is assigned by the Morroc blacksmith Aragham."; + next; + mes "Hello~~~~, Adventurers! This is Aragham, the hottest blacksmith in Morroc!"; + next; + mes "Anyway, I have a son named Aragam Junior, the cute one. Haha."; + next; + mes "He will be attending summer camp this summer, but he doesn't know how to swim."; + next; + mes "I want to teach him, but as you know I am a blacksmith, a far cry from swimming! Hehe."; + next; + mes "But, I figured that if I make swim fins, it will be great for his confidence~!"; + next; + mes "To make it, I need 30 Sticky Webfoots from a Roda Frog. Can you bring them to me?"; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "PS. Do not compare me with Hollgrehenn or Antonio!!!!"; + next; + mes "-- The hottest blacksmith, Morroc blacksmith Aragham --"; + next; + mes " "; + next; + switch (select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3256; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + close; + } + mes "These missions are not fit for my level. I should look for other missions."; + close; + case 2: + close; + } + } + if ((checkquest(3256) == 1) && (countitem(918) < 30)) { + mes "You have an on-going mission. Would you like to check the details?"; + next; + switch (select("Check the details.:Cancel.")) { + case 1: + mes "This mission is assigned by the Morroc blacksmith Aragham."; + next; + mes "Hello~~~~, Adventurers! This is Aragham, the hottest blacksmith in Morroc!"; + next; + mes "Anyway, I have a son named Aragam Junior, the cute one. Haha."; + next; + mes "He will be attending summer camp this summer, but he doesn't know how to swim."; + next; + mes "I want to teach him, but as you know I am a blacksmith, a far cry from swimming! Hehe."; + next; + mes "But, I figured that if I make swim fins, it will be great for his confidence~!"; + next; + mes "To make it, I need 30 Sticky Webfoots from a Roda Frog. Can you bring them to me?"; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "PS. Do not compare me with Hollgrehenn or Antonio!!!!"; + next; + mes "-- The hottest blacksmith, Morroc blacksmith Aragham --"; + close; + case 2: + close; + } + } + if ((checkquest(3256) == 1) && (countitem(918) > 29)) { + mes "I have done pretty well for the mission. Should I report it now?"; + next; + switch (select("Report the mission.:Do not report it yet.")) { + case 1: + delitem 918,30; //Sticky_Webfoot + getexp 15000,5000; + erasequest 3256; + mes "You have completed the mission. Get rewards."; + close; + case 2: + close; + } + } + if (checkquest(3256) == 2) { + mes "This mission is assigned by the Morroc blacksmith Aragham."; + next; + mes "Hello~~~~, Adventurers! This is Aragham, the hottest blacksmith in Morroc!"; + next; + mes "Anyway, I have a son named Aragam Junior, the cute one. Haha."; + next; + mes "He will be attending summer camp this summer, but he doesn't know how to swim."; + next; + mes "I want to teach him, but as you know I am a blacksmith, a far cry from swimming! Hehe."; + next; + mes "But, I figured that if I make swim fins, it will be great for his confidence~!"; + next; + mes "To make it, I need 30 Sticky Webfoots from a Roda Frog. Can you bring them to me?"; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "PS. Do not compare me with Hollgrehenn or Antonio!!!!"; + next; + mes "-- The hottest blacksmith, Morroc blacksmith Aragham --"; + next; + mes " "; + next; + switch (select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3256; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + close; + } + mes "These missions are not fit for my level. I should look for other missions."; + close; + case 2: + close; + } + } + close; + case 3: + if (checkquest(3257) <= 0) { + mes "This mission is assigned by an inventor Dorian from Izlude."; + next; + mes "Have you heard the story that if women have a grudge on their mind, it will bring natural disasters."; + next; + mes "Wow, so guys must watch out for those sensitive women! Make sure they don't have any grudges on you."; + next; + mes "Women can bring strange phenomenons with them!"; + next; + mes "I am so intrigued with that story that I'm trying to prove that it can be true."; + next; + mes "So I need to make women upset! Haha, I know what a mean idea, right?"; + next; + mes "But this is seriously just for studying... So please hunt 30 Sohee's who seems to be revived from victimized souls."; + next; + mes "So I can keep observing the case."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Elegance inventor Dorian --"; + next; + mes " "; + next; + switch (select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3257; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + close; + } + mes "These missions are not fit for my level. I should look for other missions."; + close; + case 2: + close; + } + } + if (checkquest(3257,HUNTING) == 1) { + mes "You have an on-going mission. Would you like to check the details?"; + next; + switch (select("Check the details.:Cancel.")) { + case 1: + mes "This mission is assigned by an inventor Dorian from Izlude."; + next; + mes "Have you heard the story that if women have a grudge on their mind, it will bring natural disasters."; + next; + mes "Wow, so guys must watch out for those sensitive women! Make sure they don't have any grudges on you."; + next; + mes "Women can bring strange phenomenons with them!"; + next; + mes "I am so intrigued with that story that I'm trying to prove that it can be true."; + next; + mes "So I need to make women upset! Haha, I know what a mean idea, right?"; + next; + mes "But this is seriously just for studying... So please hunt 30 Sohee's who seems to be revived from victimized souls."; + next; + mes "So I can keep observing the case."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Elegance inventor Dorian --"; + close; + case 2: + close; + } + } + if (checkquest(3257,HUNTING) == 2) { + mes "I have done pretty well for the mission. Should I report it now?"; + next; + switch (select("Report the mission.:Do not report it yet.")) { + case 1: + getexp 17000,8000; + erasequest 3257; + mes "You have completed the mission. Get rewards."; + close; + case 2: + close; + } + } + case 4: + if (checkquest(3258) <= 0) { + mes "This mission is assigned by Wallah from Payon."; + next; + mes "Hello, adventurer. How are you? How is your health?"; + next; + mes "I am a pharmacist and I am having a hard time getting special ingredients lately."; + next; + mes "Because I am a little sensitive girl, how can I possibly get those things by myself."; + next; + mes "So, please help me. Just bring 40 Huge Leafs to me, that will be enough to complete my special medicine!"; + next; + mes "Please bring it as soon as possible, people need my medicine."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Wallah --"; + next; + mes " "; + next; + switch (select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3258; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + close; + } + mes "These missions are not fit for my level. I should look for other missions."; + close; + case 2: + close; + } + } + if ((checkquest(3258) == 1) && (countitem(7198) < 40)) { + mes "You have an on-going mission. Would you like to check the details?"; + next; + switch (select("Check the details.:Cancel.")) { + case 1: + mes "This mission is assigned by Wallah from Payon."; + next; + mes "Hello, adventurer. How are you? How is your health?"; + next; + mes "I am a pharmacist and I am having a hard time getting special ingredients lately."; + next; + mes "Because I am a little sensitive girl, how can I possibly get those things by myself."; + next; + mes "So, please help me. Just bring 40 Huge Leafs to me, that will be enough to complete my special medicine!"; + next; + mes "Please bring it as soon as possible, people need my medicine."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Wallah --"; + close; + case 2: + close; + } + } + if ((checkquest(3258) == 1) && (countitem(7198) > 39)) { + mes "I have done pretty well for the mission. Should I report it now?"; + next; + switch (select("Report the mission.:Do not report it yet.")) { + case 1: + delitem 7198,40; //Great_Leaf + getexp 16000,7000; + erasequest 3258; + mes "You have completed the mission. Get rewards."; + close; + case 2: + close; + } + } + if (checkquest(3258) == 2) { + mes "This mission is assigned by Wallah from Payon."; + next; + mes "Hello, adventurer. How are you? How is your health?"; + next; + mes "I am a pharmacist and I am having a hard time getting special ingredients lately."; + next; + mes "Because I am a little sensitive girl, how can I possibly get those things by myself."; + next; + mes "So, please help me. Just bring 40 Huge Leafs to me, that will be enough to complete my special medicine!"; + next; + mes "Please bring it as soon as possible, people need my medicine."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Wallah --"; + next; + mes " "; + next; + switch (select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3258; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + close; + } + mes "These missions are not fit for my level. I should look for other missions."; + close; + case 2: + close; + } + } + close; + case 5: + if (checkquest(3259) <= 0) { + mes "This mission is assigned by puppet master Woonute from Geffen."; + next; + mes "You know being a puppet master is kind of a hard job to satisfy people."; + next; + mes "People can search and see so many different things on their own thesedays."; + next; + mes "Their expectations are getting high, I can't satisfy them anymore."; + next; + mes "But if I can make new toy concepts, like living toys, it will be ground breaking."; + next; + mes "I heard that there are live dolls called Marionettes. Can you hunt 30 Marionettes for me? And also bring 30 Golden Hair, those will be great materials for the new toys."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Puppet Master Woonute --"; + next; + mes " "; + next; + switch (select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3259; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + close; + } + mes "These missions are not fit for my level. I should look for other missions."; + close; + case 2: + close; + } + } + if ((checkquest(3259,HUNTING) == 1) && (countitem(1060) < 30)) { + mes "You have an on-going mission. Would you like to check the details?"; + next; + switch (select("Check the details.:Cancel.")) { + case 1: + mes "This mission is assigned by puppet master Woonute from Geffen."; + next; + mes "You know being a puppet master is kind of a hard job to satisfy people."; + next; + mes "People can search and see so many different things on their own thesedays."; + next; + mes "Their expectations are getting high, I can't satisfy them anymore."; + next; + mes "But if I can make new toy concepts, like living toys, it will be ground breaking."; + next; + mes "I heard that there are live dolls called Marionettes. Can you hunt 30 Marionettes for me? And also bring 30 Golden Hair, those will be great materials for the new toys."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Puppet Master Woonute --"; + close; + case 2: + close; + } + } + if ((checkquest(3259,HUNTING) == 2) && (countitem(1060) > 29)) { + mes "I have done pretty well for the mission. Should I report it now?"; + next; + switch (select("Report the mission.:Do not report it yet.")) { + case 1: + delitem 1060,30; //Golden_Hair + getexp 17000,7000; + erasequest 3259; + mes "You have completed the mission. Get rewards."; + close; + case 2: + close; + } + } + } + case 3: + switch (select("Tiresome Flies:Dangerous Munak:Make the World green:Magic Wand")) { + case 1: + if (checkquest(3260) <= 0) { + mes "This mission is assigned by an exterminator from Prontera."; + next; + mes "As the weather gets warmer, insects multiply more and more. It is already out of control."; + next; + mes "People in Prontera cannot sleep because of all the bugs in their house."; + next; + mes "So, please help us, hunt 30 Hunter Flies. Then the flies can be reduced slowly."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- The Prontera exterminator --"; + next; + switch (select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3260; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + close; + } + mes "These missions are not fit for my level. I should look for other missions."; + close; + case 2: + close; + } + } + if (checkquest(3260,HUNTING) == 1) { + mes "You have an on-going mission. Would you like to check the details?"; + next; + switch (select("Check the details.:Cancel.")) { + case 1: + mes "This mission is assigned by an exterminator from Prontera."; + next; + mes "As the weather gets warmer, insects multiply more and more. It is already out of control."; + next; + mes "People in Prontera cannot sleep because of all the bugs in their house."; + next; + mes "So, please help us, hunt 30 Hunter Flies. Then the flies can be reduced slowly."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- The Prontera exterminator --"; + close; + case 2: + close; + } + } + if (checkquest(3260,HUNTING) == 2) { + mes "I have done pretty well for the mission. Should I report it now?"; + next; + switch (select("Report the mission.:Do not report it yet.")) { + case 1: + getexp 16000,6000; + erasequest 3260; + mes "You have completed the mission. Get rewards."; + close; + case 2: + close; + } + } + case 2: + if (checkquest(3261) <= 0) { + mes "This mission is assigned by Cheese Dongja from Payon."; + next; + mes "Have you heard about Munak?"; + next; + mes "The ugly monster Munak is threatening people in Payon."; + next; + mes "So we need brave adventurers like you!"; + next; + mes "Please hunt 30 Munaks then Payon will be in peace."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "- Payon Cheese Dongja -"; + next; + mes " "; + next; + switch (select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3261; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + close; + } + mes "These missions are not fit for my level. I should look for other missions."; + close; + case 2: + close; + } + } + if (checkquest(3261,HUNTING) == 1) { + mes "You have an on-going mission. Would you like to check the details?"; + next; + switch (select("Check the details.:Cancel.")) { + case 1: + mes "This mission is assigned by Cheese Dongja from Payon."; + next; + mes "Have you heard about Munak?"; + next; + mes "The ugly monster Munak is threatening people in Payon."; + next; + mes "So we need brave adventurers like you!"; + next; + mes "Please hunt 30 Munaks then Payon will be in peace."; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "- Payon Cheese Dongja -"; + close; + case 2: + close; + } + } + if (checkquest(3261,HUNTING) == 2) { + mes "I have done pretty well for the mission. Should I report it now?"; + next; + switch (select("Report the mission.:Do not report it yet.")) { + case 1: + getexp 16000,7000; + erasequest 3261; + mes "You have completed the mission. Get rewards."; + close; + case 2: + close; + } + } + case 3: + if (checkquest(3262) <= 0) { + mes "This mission is assigned by a gem dealer, Ibraham from Morroc."; + next; + mes "A small beautiful flower in the barren desert... What an incredible scene it would be!"; + next; + mes "Planting flowers can make the world green and it will be so pretty everywhere."; + next; + mes "I plan to plant strong flowers in the Morroc desert so the soil gets better."; + next; + mes "I need 40 Maneater Blossom from Flora, I know Maneater Blossom is an ugly flower, but still it is a plant."; + next; + mes "I hope you can hunt Flora and get me 40 Maneater Blossoms. You are making the world green! Be proud!"; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Morroc Ibraham --"; + next; + mes " "; + next; + switch (select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3262; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + close; + } + mes "These missions are not fit for my level. I should look for other missions."; + close; + case 2: + close; + } + } + if ((checkquest(3262) == 1) && (countitem(1032) < 40)) { + mes "You have an on-going mission. Would you like to check the details?"; + next; + switch (select("Check the details.:Cancel.")) { + case 1: + mes "This mission is assigned by a gem dealer, Ibraham from Morroc."; + next; + mes "A small beautiful flower in the barren desert... What an incredible scene it would be!"; + next; + mes "Planting flowers can make the world green and it will be so pretty everywhere."; + next; + mes "I plan to plant strong flowers in the Morroc desert so the soil gets better."; + next; + mes "I need 40 Maneater Blossom from Flora, I know Maneater Blossom is an ugly flower, but still it is a plant."; + next; + mes "I hope you can hunt Flora and get me 40 Maneater Blossoms. You are making the world green! Be proud!"; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Morroc Ibraham --"; + close; + case 2: + close; + } + } + if ((checkquest(3262) == 1) && (countitem(1032) > 39)) { + mes "I have done pretty well for the mission. Should I report it now?"; + next; + switch (select("Report the mission.:Do not report it yet.")) { + case 1: + delitem 1032,40; //Blossom_Of_Maneater + getexp 17000,7000; + erasequest 3262; + mes "You have completed the mission. Get rewards."; + close; + case 2: + close; + } + } + case 4: + if (checkquest(3263) <= 0) { + mes "This mission is assigned by the Payon blacksmith Antonio."; + next; + mes "Magic wand! Have you heard about it? It is an incredible wand!"; + next; + mes "If you say the magic words and swing the wand, it will make your wishes come true."; + next; + mes "So, I decided to make it by myself. Then I will be rich and powerful~! Haha!!"; + next; + mes "To make the wand, I need some special materials."; + next; + mes "Please bring me 30 Dokebi Horns and 30 Bamboo Cut. If you do so, I will lend you my magic wand once. Haha, good deal?"; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Payon blacksmith Antonio --"; + next; + mes " "; + next; + switch (select("Accept the mission.:Do not accept the mission.")) { + case 1: + if ((BaseLevel > 54) && (BaseLevel < 71)) { + setquest 3263; + mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission."; + next; + mes "This mission doesn't have time limits."; + close; + } + mes "These missions are not fit for my level. I should look for other missions."; + close; + case 2: + close; + } + } + if ((checkquest(3263) == 1) && ((countitem(1021) < 30) || (countitem(7150) < 30))) { + mes "You have an on-going mission. Would you like to check the details?"; + next; + switch (select("Check the details.:Cancel.")) { + case 1: + mes "This mission is assigned by the Payon blacksmith Antonio."; + next; + mes "Magic wand! Have you heard about it? It is an incredible wand!"; + next; + mes "If you say the magic words and swing the wand, it will make your wishes come true."; + next; + mes "So, I decided to make it by myself. Then I will be rich and powerful~! Haha!!"; + next; + mes "To make the wand, I need some special materials."; + next; + mes "Please bring me 30 Dokebi Horns and 30 Bamboo Cut. If you do so, I will lend you my magic wand once. Haha, good deal?"; + next; + mes "Please confirm it to us after you complete the mission, then we will give you proper rewards."; + next; + mes "-- Payon blacksmith Antonio --"; + close; + case 2: + close; + } + } + if ((checkquest(3263) == 1) && (countitem(1021) > 29) && (countitem(7150) > 29)) { + mes "I have done pretty well for the mission. Should I report it now?"; + next; + switch (select("Report the mission.:Do not report it yet.")) { + case 1: + delitem 1021,30; //Dokkaebi_Horn + delitem 7150,30; //Bamboo_Cut + getexp 18000,8000; + erasequest 3263; + mes "You have completed the mission. Get rewards."; + close; + case 2: + close; + } + } + } + } + } + mes "To get these missions, I need to Join the Eden Group first. I must find Secretary Lime Evenor and become a member."; + close; +} diff --git a/npc/re/quests/eden/71-85.txt b/npc/re/quests/eden/71-85.txt new file mode 100644 index 000000000..e1f9b17a9 --- /dev/null +++ b/npc/re/quests/eden/71-85.txt @@ -0,0 +1,606 @@ +//===== rAthena Script ======================================= +//= Eden Group Quests - Mission [71 - 85] +//===== By: ================================================== +//= L0ne_W0lf +//===== Current Version: ===================================== +//= 1.2 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= Repetable Quests for Players between Baselevel 71 - 85. +//===== Additional Comments: ================================= +//= 1.0 First Version. +//= 1.1 Some little optimization here and there. [Masao] +//= 1.2 Optimized. [Euphy] +//============================================================ + +moc_para01,44,38,3 script Mission [71 - 85] 857,{ + if (countitem(6219) < 1) { + mes "- Only members of the -"; + mes "- Eden Group can read -"; + mes "- this bulletin board. -"; + close; + } + mes "- Many hunting missions -"; + mes "- are on the bulletin board. -"; + next; + if ((BaseLevel > 70) && (BaseLevel < 86)) { + switch (select("Sphinx Dungeon:Glast Heim:Juno Area:Clock Tower:Localized Islands")) { + case 1: + mes "- Sphinx Dungeon -"; + mes "- I am Meidi who lives -"; + mes "- in Morocc. I want to hunt -"; + mes "- monsters in the Sphinx -"; + mes "- Dungeon. I will wait for -"; + mes "- you in front of the -"; + mes "- western gate. -"; + callsub L_Quest,10102,1; + mes "- Good. Now go find Meidi -"; + mes "- at the western gate -"; + mes "- in Morroc. -"; + close; + case 2: + mes "- Glast Heim -"; + mes "- I am Ancellia. -"; + mes "- I need some help -"; + mes "- hunting monsters -"; + mes "- in Glast Heim.-"; + mes "- Please help me. -"; + callsub L_Quest,10103,2; + mes "- Look for Ancellia. -"; + mes "- in Geffen. -"; + close; + case 3: + mes "- Juno Area -"; + mes "- I want to go to Juno, -"; + mes "- but the monsters on -"; + mes "- the way there are too -"; + mes "- strong for me. Come -"; + mes "- visit me in Al De Baran. -"; + mes "- My name is Jeanbai. -"; + callsub L_Quest,10104,3; + mes "- Look for Jeanbai -"; + mes "- in Al De Baran. -"; + close; + case 4: + mes "- Clock Tower -"; + mes "- A Clock is the best thing! -"; + mes "- I'm asking you to hunt -"; + mes "- some monster inside of.-"; + mes "- the Clock Tower, -"; + mes "- Risingeter. -"; + callsub L_Quest,10105,4; + mes "- Look for Risingeter -"; + mes "- in front of the -"; + mes "- Clock Tower. -"; + close; + case 5: + mes "- Localized Islands -"; + mes "- I need someone who -"; + mes "- can hunt monsters -"; + mes "- for Funfi in Alberta. -"; + callsub L_Quest,10106,5; + mes "- Loof for Funfi -"; + mes "- in Alberta. -"; + close; + } + } + mes "- Only members of the -"; + mes "- right level can read -"; + mes "- this bulletin board. -"; + mes "- Try to find a board -"; + mes "- that suits your level. -"; + close; +L_Quest: + next; + if(select("Accept mission.:Decline mission.") == 2) { + mes "- I don't want to do -"; + mes "- a mission right now. -"; + close; + } + if (slv_quest && slv_quest != getarg(1)) { + mes "- You are already on -"; + mes "- another mission. -"; + mes "- You can't do multiple -"; + mes "- missions. Finish your -"; + mes "- current mission first. -"; + close; + } + if (checkquest(getarg(0)) <= 0) { + setquest getarg(0); + set slv_quest,getarg(1); + return; + } + mes "- You are already on -"; + mes "- or have recently -"; + mes "- completed a mission. -"; + mes "- You can't do anymore -"; + mes "- missions right now. -"; + close; +} + +morocc,35,174,5 script Meidi 729,{ + + if ((checkquest(10107) == 2) && (checkquest(10108) == 2) && (checkquest(10109) == 2) && (slv_quest == 6)) { + set slv_quest,0; + mes "[Meidi]"; + mes "You have completed the hunting missions."; + mes "I don't have anymore missions for you."; + mes "Thanks, you did a great job!"; + close; + } + if (checkquest(10107) == 1 || checkquest(10108) == 1 || checkquest(10109) == 1) { + mes "[Meidi]"; + mes "Wow! How did you come back so fast?"; + mes "What monster did you hunt?"; + next; + setarray .@monsters$[0],"Requiem","Marduk","Pasana"; + set .@i, select(implode(.@monsters$,":"))-1; + if (checkquest(10107+.@i,HUNTING) == 2) { + mes "[Meidi]"; + mes "You've hunted all 10 "+.@monsters$[.@i]+"."; + mes "Thank you very much."; + next; + mes "[Meidi]"; + mes "I know it isn't much but here's a small gift."; + mes "I hope that it will be helpful to you."; + next; + completequest 10107+.@i; + getexp 48000,0; + mes "[Meidi]"; + mes "Wooohoo!"; + mes "Good luck."; + close; + } + mes "[Meidi]"; + mes "You didn't hunt 10 "+.@monsters$[.@i]+" yet."; + mes "You should make sure that you hunt all of them."; + mes "Can you check again?"; + close; + } + if (slv_quest == 6) { + mes "[Meidi]"; + mes "Sphinx Dungeon... many adventurers came back with great injuries."; + mes "That place is very dangerous."; + mes "Someone should go inside an make it safer for everyone."; + mes "Hopefully, very soon!"; + close; + } + mes "[Meidi]"; + mes "Sphinx Dungeon... many adventurers came back with great injuries."; + mes "That place is very dangerous."; + mes "Someone should go inside an make it safer for everyone."; + mes "Hopefully, very soon!"; + if (slv_quest == 1) { + next; + mes "[Meidi]"; + mes "Oh! Are you from the Eden Group?"; + mes "Are you here for my mission?"; + mes "You came right on time."; + mes "I was worried that noone would accept the mission that I posted."; + next; + mes "[Meidi]"; + mes "So, I need help hunting 3 monsters"; + mes "inside of the Sphinx Dungeon."; + mes "Got it? Its too dangerous for me so that's why I posted the mission."; + next; + mes "[Meidi]"; + mes "Requiem, Marduk and Pasana..."; + mes "I heard they are very dangerous monsters."; + mes "Can you hunt 10 of those monsters?"; + mes "10 of each sounds good enough, right?"; + next; + mes "[Meidi]"; + mes "If you succeed, I will give you a small reward for your help."; + next; + switch (select("Accept mission.:Decline mission.")) { + case 1: + mes "[Meidi]"; + mes "Oh. Thank you so much."; + mes "How can I pay you backf or your effort?"; + mes "May Freya bless you~"; + next; + completequest 10102; + setquest 10107; + setquest 10108; + setquest 10109; + set slv_quest,6; + mes "[Meidi]"; + mes "Requiem, Marduk and Pasana."; + mes "Don't forget and good luck."; + close; + case 2: + set slv_quest,0; + erasequest 10102; + mes "[Meidi]"; + mes "I see. There is no other way."; + mes "I will send a message to the Eden Group."; + mes "Don't worry and nevermind."; + close; + } + } + close; +} + +geffen,146,132,3 script Ancellia 906,{ + if ((checkquest(10110 == 2)) && (checkquest(10111) == 2) && (checkquest(10112) == 2) && (checkquest(10113) == 2) && (slv_quest == 6)) { + set slv_quest,0; + mes "[Ancellia]"; + mes "Wow. You've finished all"; + mes "of my missions. Great!"; + mes "You are of great help."; + mes "I will inform the Eden Group of your assistance."; + mes "You can go back, don't worry."; + close; + } + if (checkquest(10110) == 1 || checkquest(10111) == 1 || checkquest(10112) == 1 || checkquest(10113) == 1) { + mes "[Ancellia]"; + mes "You seem to have hunted all of the monsters."; + mes "What monster have you hunted?"; + mes "Do you remember its name?"; + next; + setarray .@monsters$[0],"Dark Frame","Evil Druid","Wraith","Raydric Archer"; + set .@i, select(implode(.@monsters$,":"))-1; + if (checkquest(10110+.@i,HUNTING) == 2) { + mes "[Ancellia]"; + mes "Ah, you've hunted 10 "+.@monsters$[.@i]+"s."; + mes "That was pretty difficult!"; + mes "Thank you very much."; + next; + completequest 10110+.@i; + getexp 48000,0; + mes "[Ancellia]"; + mes "Perhaps you can hunt the rest as well."; + mes "I will wait for you here."; + close; + } + mes "[Ancellia]"; + mes "Hmm... maybe you were confused."; + mes "You didn't hunt all 10 "+.@monsters$[.@i]+"."; + mes "Can you check again?"; + close; + } + if (slv_quest == 6) { + mes "[Ancellia]"; + mes "Go to Glast Heim and kill"; + mes "Dark Frames, Evil Druids,"; + mes "Wraith and Raydric Archers."; + mes "10 of each should do just fine."; + close; + } + mes "[Ancellia]"; + mes "Glast Heim is very far away."; + mes "I heared that the castle was cursed by the ancient King of Prontera."; + mes "There is a another story."; + next; + mes "[Ancellia]"; + mes "One day the came out of the castle and attacked a nearby village, it was terrible."; + mes "That's why I can't stop worrying."; + if (slv_quest == 2) { + next; + mes "[Ancellia]"; + mes "Oh, you got my mission"; + mes "from the Eden Group. Great~!"; + mes "Thank you very much."; + next; + mes "[Ancellia]"; + mes "I already explained."; + mes "So I expect you understand."; + mes "You need to hurry hunting"; + mes "Dark Frames, Evil Druids,"; + mes "Wraith and Raydric Archesr."; + next; + mes "[Ancellia]"; + mes "You should hunt them all."; + mes "These are dangerous monsters so please take care of yourself."; + next; + switch (select("Accept mission.:Decline mission.")) { + case 1: + mes "[Ancellia]"; + mes "Thanks a lot."; + mes "Be careful when you hunt these monsters. Good luck."; + next; + completequest 10103; + setquest 10110; + setquest 10111; + setquest 10112; + setquest 10113; + set slv_quest,6; + mes "[Ancellia]"; + mes "Remember, Dark Frames,"; + mes "Evil Druids, Wraiths"; + mes "and Raydric Archers."; + close; + case 2: + set slv_quest,0; + erasequest 10103; + mes "[Ancellia]"; + mes "Was the mission too hard?"; + mes "I guess I'll just have to wait for someone else from the Eden Group to help me."; + close; + } + } + close; +} + +aldebaran,144,230,3 script Jeanbai 900,{ + if ((checkquest(10114) == 2) && (checkquest(10115) == 2) && (checkquest(10116) == 2) && (checkquest(10117) == 2) && (slv_quest == 6)) { + set slv_quest,0; + mes "[Jeanbai]"; + mes "You've hunted all of the monsters."; + mes "I will inform the Eden Group."; + mes "Thank you."; + close; + } + if (checkquest(10114) == 1 || checkquest(10115) == 1 || checkquest(10116) == 1 || checkquest(10117) == 1) { + mes "[Jeanbai]"; + mes "Huh? So... fast..."; + mes "You amaze me!"; + mes "So what monster did you hunt?"; + next; + setarray .@monsters$[0],"Grand Peco","Sleeper","Goat","Harpy"; + set .@i, select(implode(.@monsters$,":"))-1; + if (checkquest(10114+.@i,HUNTING) == 2) { + mes "[Jeanbai]"; + mes "You've hunted 20 "+.@monsters$[.@i]+"s. Perfect!"; + mes "Thanks a lot."; + next; + completequest 10114+.@i; + getexp 48000,0; + mes "[Jeanbai]"; + mes "Please hunt the others as soon as possible."; + mes "I have faith in you!"; + close; + } + mes "[Jeanbai]"; + mes "What? Maybe you were confused."; + mes "You haven't hunted all 20 "+.@monsters$[.@i]+"s."; + mes "Please check again."; + close; + } + if (slv_quest == 6) { + mes "[Jeanbai]"; + mes "Grand Pecos, Sleepers, Goats"; + mes "and Harpies. Hunt 20 of each."; + mes "When you're finished hunting, come back to me."; + mes "I hope you finish as soon as you can."; + close; + } + mes "[Jeanbai]"; + mes "I am traveler Jeanbai."; + mes "As I said I'm a traveler not a adventurer so, I am not good at fighting."; + mes "That's why I can't travel all over the world."; + next; + mes "[Jeanbai]"; + mes "Monsters are increasing in numbers so travelers like me have a hard time getting around."; + mes "I wish I could travel around without having to worry about that."; + if (slv_quest == 3) { + next; + mes "[Jeanbai]"; + mes "Oh, did you get my mission from the Eden Group?"; + mes "Great~! We don't have a lot of time."; + mes "Let me explain."; + next; + mes "[Jeanbai]"; + mes "The monsters around Juno,"; + mes "Grand Pecos, Sleepers, Goats"; + mes "and Harpies. Please hunt 20 of them."; + mes "I've been hesitating to visit Juno because of those monsters around there."; + next; + mes "[Jeanbai]"; + mes "Will you accept this mission?"; + mes "I hope you are the right person for the job."; + mes "So what do you say?"; + next; + switch (select("Accept mission.:Decline mission.")) { + case 1: + mes "[Jeanbai]"; + mes "Great!"; + mes "You won't regret it."; + next; + completequest 10104; + setquest 10114; + setquest 10115; + setquest 10116; + setquest 10117; + set slv_quest,6; + mes "[Jeanbai]"; + mes "When you're finished hunting, come back to me."; + mes "I hope you finish as soon as you can."; + close; + case 2: + set slv_quest,0; + erasequest 10104; + mes "[Jeanbai]"; + mes "Too bad. I'm disappointed."; + mes "I should inform the Eden Group again."; + mes "I see, nevermind."; + close; + } + } + close; +} + +aldebaran,105,116,3 script Risingeter 869,{ + if ((checkquest(10118) == 2) && (checkquest(10119) == 2) && (checkquest(10120 == 2)) && (slv_quest == 6)) { + set slv_quest,0; + mes "[Risingeter]"; + mes "You've completed all of my missions."; + mes "Amazing~! I will inform the Eden Group."; + mes "of your assistance. Thanks again!"; + close; + } + if (checkquest(10118) == 1 || checkquest(10119) == 1 || checkquest(10120) == 1) { + mes "[Risingeter]"; + mes "Wow. Are you done?"; + mes "So fast~?! Unbelievable~"; + mes "You were the right person for this mission."; + mes "Which monster did you hunt?"; + next; + setarray .@monsters$[0],"Clock","Punk","Rideword"; + set .@i, select(implode(.@monsters$,":"))-1; + if (checkquest(10118+.@i,HUNTING) == 2) { + mes "[Risingeter]"; + mes "Good! You've hunted 15 "+.@monsters$[.@i]+"s."; + mes "Ah, now I can hear the clock sound clearly..."; + mes "Tic!! toc!! tic!! toc!!..."; + next; + completequest 10118+.@i; + getexp 48000,0; + mes "[Risingeter]"; + mes "Thanks a lot!"; + mes "I hope you can hunt the rest as well."; + mes "Go as soon as you can!"; + close; + } + mes "[Risingeter]"; + mes "Uh? Something is wrong."; + mes "15 "+.@monsters$[.@i]+"s, right?"; + mes "You better check how many you've hunted."; + close; + } + if (slv_quest == 6) { + mes "[Risingeter]"; + mes "Hunt 15 Clocks, Punks, and Ridewords."; + mes "Please hurry."; + close; + } + mes "[Risingeter]"; + mes "I like clocks so much."; + mes "They move with regular rhythm"; + mes "making tic toc sounds."; + mes "Ahah!! Hail to the clocks!"; + next; + mes "[Risingeter]"; + mes "That's why I like the Clock Tower so much."; + mes "It makes a really nice sound."; + mes "I like it so much!"; + if (slv_quest == 4) { + next; + mes "[Risingeter]"; + mes "Uh? Have you come to help me solve my trouble."; + mes "You already know I like clocks right?"; + mes "That's why I need your help to hunt these monsters."; + next; + mes "[Risingeter]"; + mes "There are too many monsters inside the Clock Tower."; + mes "Their presence is destroying the Clock Tower."; + next; + mes "[Risingeter]"; + mes "Anyway. Can you help me?"; + mes "Please hunt 15 Clocks, Punks and Ridewords before it breaks down."; + next; + switch (select("Accept mission.:Decline mission.")) { + case 1: + completequest 10105; + setquest 10118; + setquest 10119; + setquest 10120; + set slv_quest,6; + mes "[Risingeter]"; + mes "Ok! I expect you will do the right thing."; + mes "Hunt 15 Clocks, Punks and Ridewords."; + close; + case 2: + set slv_quest,0; + erasequest 10105; + mes "[Risingeter]"; + mes "You don't understand my love for clocks"; + mes "I will find another brave adventurer."; + mes "I will inform the Eden Group."; + close; + } + } + close; +} + +alberta,215,111,5 script Funfi 828,{ + if ((checkquest(10121) == 2) && (checkquest(10122) == 2) && (checkquest(10123) == 2) && (slv_quest == 6)) { + set slv_quest,0; + mes "[Funfi]"; + mes "Um! Thank you so much for all your efforts!"; + mes "I will inform, the Eden Group about your assistance, don't worry!"; + mes "Hahahaha..."; + close; + } + if (checkquest(10121) == 1 || checkquest(10122) == 1 || checkquest(10123) == 1) { + mes "[Funfi]"; + mes "Unbelievable~! So fast~!"; + mes "Which monster did you hunt?"; + next; + setarray .@monsters$[0],"Kikimora","Miyabi Doll","Mi Gao"; + set .@i, select(implode(.@monsters$,":"))-1; + if (checkquest(10121+.@i,HUNTING) == 2) { + mes "[Funfi]"; + mes "Ok! You've hunted 15 "+.@monsters$[.@i]+"!"; + mes "You're the best!"; + next; + completequest 10121+.@i; + getexp 48000,0; + mes "[Funfi]"; + mes "Please hunt the others as well."; + mes "I have faith in you!"; + close; + } + mes "[Funfi]"; + mes "Oh~ No no~!!"; + mes "Listen carefully! Hunt 15 "+.@monsters$[.@i]+"."; + close; + } + if (slv_quest == 6) { + mes "[Funfi]"; + mes "Moscovia's Kikimore,"; + mes "Miyabi Dolls from Amatsu"; + mes "and Mi Gaos from Louyang."; + mes "Please hunt 15 of each of those monsters."; + close; + } + mes "[Funfi]"; + mes "I am a man who wants to experience adventures. But for some reason I can't..."; + next; + mes "[Funfi]"; + mes "There are a lot of funny things in the world... Wooo!"; + if (slv_quest == 5) { + next; + mes "[Funfi]"; + mes "Anyway are you from the Eden Group?"; + mes "You are? Cool! I've been waiting for you~!"; + next; + mes "[Funfi]"; + mes "No questions! Just do it now!"; + mes "Hunt Kikimora in Moscovia,"; + mes "Miyabi Dolls in Amatsu"; + mes "and Mi Gaos in Louyang!"; + mes "Hunt 15 each of those monsters!"; + next; + mes "[Funfi]"; + mes "Please~!! haha."; + mes "Hurry up!"; + next; + switch (select("Accept mission.:Decline mission.")) { + case 1: + completequest 10106; + setquest 10121; + setquest 10122; + setquest 10123; + set slv_quest,6; + getitem 7167,10; //Mystery_Iron_Bit + mes "[Funfi]"; + mes "Ok! Good! Hurry up."; + mes "Hunt the monsters on each of those 3 islands."; + next; + mes "[Funfi]"; + mes "I will give you some materials for use in Moscovia."; + mes "Go as soon as you can!"; + close; + case 2: + set slv_quest,0; + erasequest 10106; + mes "[Funfi]"; + mes "What? You don't want to work?! Gosh!"; + mes "I will inform the Eden Group of this!"; + close; + } + } + close; +} diff --git a/npc/re/quests/eden/86-90.txt b/npc/re/quests/eden/86-90.txt new file mode 100644 index 000000000..eea07144c --- /dev/null +++ b/npc/re/quests/eden/86-90.txt @@ -0,0 +1,113 @@ +//===== rAthena Script ======================================= +//= Eden Group Quests - Mission [86 - 90] +//===== By: ================================================== +//= Chilly +//===== Current Version: ===================================== +//= 1.2 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== 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] +//============================================================ + +moc_para01,48,175,3 script Mission [86 - 90] 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; + } + 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."; + 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 4167+.@i; + getexp .@Exp[.@i],0; + mes "Wooohoo!"; + mes "Good luck."; + 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. -"; + next; + switch(select("Turtle Dungeon Area:Clock Tower Area:Local Area:Other Area")) { + 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; + } + case 2: + switch(select("Bathory:Alarm")) { + case 1: callsub L_Quest,4170,"Bathory",72000; + case 2: callsub L_Quest,4171,"Alarm",76000; + } + 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; + } + 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; + } + } + end; +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."; + close; + } + if (checkquest(getarg(0)) == -1) { + setquest getarg(0); + mes "Please hunt 30 "+getarg(1)+" and return here."; + 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 new file mode 100644 index 000000000..2e7e7dd28 --- /dev/null +++ b/npc/re/quests/eden/91-99.txt @@ -0,0 +1,118 @@ +//===== rAthena Script ======================================= +//= Eden Group Quests - Mission [91 - 99] +//===== By: ================================================== +//= Chilly +//===== Current Version: ===================================== +//= 1.2 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== 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] +//============================================================ + +moc_para01,48,177,3 script Mission [91 - 99] 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; + } + 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."; + 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 4181+.@i; + getexp .@Exp[.@i],311000; + mes "Wooohoo!"; + mes "Good luck."; + 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. -"; + next; + switch(select("Turtle Dungeon Area:Glast Heim Area:Rachel Area:Local Area:Other Area")) { + 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; + } + 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; + } + 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; + } + case 4: + switch(select("Shinobi:Evil Nymph")) { + case 1: callsub L_Quest,4190,"Shinobi",102000; + case 2: callsub L_Quest,4191,"Evil Nymph",108000; + } + 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; + } + } + end; +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."; + close; + } + if (checkquest(getarg(0)) == -1) { + setquest getarg(0); + mes "Please hunt 30 "+getarg(1)+" and return here."; + 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_common.txt b/npc/re/quests/eden/eden_common.txt new file mode 100644 index 000000000..1b05030c8 --- /dev/null +++ b/npc/re/quests/eden/eden_common.txt @@ -0,0 +1,387 @@ +//===== rAthena Script ======================================= +//= Eden Group Quests - Common NPCs +//===== By: ================================================== +//= L0ne_W0lf +//===== Current Version: ===================================== +//= 1.6 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= Eden Group Headquarter NPC's. +//===== Additional Comments: ================================= +//= 1.0 First Version. +//= 1.1 Removed showevent use, and use of duplicates. +//= Commented out warps that should not be active. +//= 1.2 Reduced 300+ copy-paste lines to 1 duplicated NPC. [Brian] +//= 1.3 Some little optimization here and there. [Masao] +//= 1.4 Updated to match the new Izlude Map. [Masao] +//= 1.5 Added some missing Eden Group Teleport Officers. [Masao] +//= 1.6 Added Izlude RE coordinates. [Euphy] +//============================================================ + +moc_para01,27,35,5 script Secretary Lime Evenor 952,{ + + if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 2000) { + mes "- Wait a minute !! -"; + mes "- Currently you're carrying -"; + mes "- too many items with you. -"; + mes "- Please try again -"; + mes "- after you loose some weight. -"; + close; + } + mes "[Lime Evenor]"; + mes "People who follow their dreams and romances listen to me. We are representatives of the paradise called 'The garden of Eden' called the Eden group . There is no place like this anywhere."; + mes "Hello. Can I help you?"; + next; + while (1) { + switch (select("What is Eden group?:Join the Eden Group.:Register new mission.:Search for missions.:Cancel.")) { + case 1: + mes "[Lime Evenor]"; + mes "Eden Group is a group that helps people who are suffering from distresses in Rune-Midgard."; + next; + mes "[Lime Evenor]"; + mes "If people need help, we put up the case on the bulletin board and introduce it to our members who are eager to help those in need."; + next; + mes "[Lime Evenor]"; + mes "Eden members will review the missions and help those who post them up."; + mes "Members do these missions for rewards."; + next; + mes "[Lime Evenor]"; + mes "If you are not too familiar with Rune-Midgard, this is a great way to explore the world."; + mes "Or, if you are mature enough, you can travel the world and make new friends while doing missions. Your honorable name will be spread out among lands."; + next; + break; + case 2: + if (countitem(6219) < 1) { + mes "[Lime Evenor]"; + mes "You can be a Eden's member by simply registering with me."; + mes "Would you like to join Eden Group?"; + next; + switch (select("Yes, I want to join.:No, I don't want to join.")) { + case 1: + mes "[Lime Evenor]"; + mes "Aright. Excellent! Please write down your name here."; + input .@input$; + next; + mes "[Lime Evenor]"; + mes "Are you done?"; + mes "Let me see."; + next; + mes "[Lime Evenor]"; + mes "Your name is ^3131FFBo"+.@input$+"Ba^000000..? Is that right?"; + mes "Huh? Isn't it??"; + next; + emotion e_swt; + mes "[Lime Evenor]"; + mes "Hmm that isn't what you wrote?."; + mes "Ok, hmm, it seems a bit hard to read."; + next; + mes "[Lime Evenor]"; + mes "Would you please write your name again? Please write it ^3131FFClearly^000000."; + input .@input$; + next; + mes "[Lime Evenor]"; + mes "Ah~ ha. You are ^3131FF"+strcharinfo(0)+"^000000."; + mes "I got it right this time."; + next; + emotion e_no1; + mes "[Lime Evenor]"; + mes "We already put your name on the list."; + mes "Welcome to Eden's group new member!"; + next; + mes "[Lime Evenor]"; + mes "Hopefully you can do great work as an Eden's member."; + getitem 6219,1; //Para_Team_Mark + next; + break; + case 2: + mes "[Lime Evenor]"; + mes "Do you still have questions about Eden Group?"; + next; + break; + } + } else { + mes "[Lime Evenor]"; + mes "You are already a member of Eden Group."; + next; + } + break; + case 3: + mes "[Lime Evenor]"; + mes "Do you want to register some missions that you want us to do?"; + next; + if(select("Yes, I want to register.:No, I don't.") == 1) { + mes "[Lime Evenor]"; + mes "Alrigh. Please write down your name on it."; + input .@input$; + next; + mes "[Lime Evenor]"; + mes "^3131FF"+strcharinfo(0)+"^000000.. Is that your name?"; + mes "Hmm, your handwriting is not clear. I can't read. it"; + next; + mes "[Lime Evenor]"; + mes "^3131FF"+strcharinfo(0)+"^000000, tell me what you want to register. for"; + mes "Which map should we go to?"; + input .@input$; + next; + mes "[Lime Evenor]"; + mes "^3131FFMission Map: "+.@inputstr$+"^000000"; + mes "hum, I will note that."; + next; + mes "[Lime Evenor]"; + mes "Please let me know what kind of missions your are lookng for."; + mes "It should be briefly like 'Hunt 10 Porings.'"; + input .@input$; + next; + mes "[Lime Evenor]"; + mes "Are you done?"; + mes "Let me check."; + next; + mes "[Lime Evenor]"; + mes "Huh..........."; + next; + mes "[Lime Evenor]"; + mes "Hum.. huh??.................."; + next; + emotion e_dots; + mes "[Lime Evenor]"; + mes "I think you should complete one of our missions first before you take up a new mission."; + next; + emotion e_pif; + mes "[Lime Evenor]"; + mes "^3131FFClient: Lime Evenor^000000"; + mes "^3131FFMission: Practice your handwriting for one month.^000000"; + mes "You've got really bad penmanship!"; + next; + mes "[Lime Evenor]"; + mes "^3131FFMission:"+.@input$+"^000000"; + mes "Anyway, you are done registering for a new mission."; + next; + mes "[Lime Evenor]"; + mes "Missions are fully booked. You have to wait for an spot to clear up."; + mes "Please kindly wait until your turn."; + next; + } + break; + case 4: + if (countitem(6219) > 0) { + mes "[Lime Evenor]"; + mes "Would like to try some missions as an Eden member?"; + next; + mes "[Lime Evenor]"; + mes "Check the right side of the bulletin board, there are various kinds of missions waiting for you."; + mes "Please carefully read the mission list and the qualifications and choose one of them."; + next; + } + else { + mes "[Lime Evenor]"; + mes "You need to join Eden Group first if you want to do some missions."; + close; + } + break; + case 5: + mes "[Lime Evenor]"; + mes "If you have any questions please come back again."; + close; + } + } + close; +} + +- script Eden Teleport Officer#0::eto -1,{ + mes "[Eden Teleport Officer]"; + mes "Those who are wandering around this strange world with aimless eyes listen up and come to me!"; + mes "Eden group is here to help you and will show you the great future."; + next; + mes "[Eden Teleport Officer]"; + mes "You have nothing to do but waste your time?"; + mes "You are eager to do something good but no one offers you work?"; + mes "Would you like to be a problem solver?"; + mes "Eden group is here to solve your problem."; + next; + switch (select("Move to Eden Group.:Don't want to talk anymore.")) { + case 1: + mes "[Eden Teleport Officer]"; + mes "Let's go to our secret base!"; + set nak_warp,strnpcinfo(2); + close2; + warp "moc_para01",31,14; + end; + case 2: + mes "[Eden Teleport Officer]"; + mes "If you don't know what to do for your future, don't hesitate to tell me. Just drop by and talk to me! Ok?"; + close; + } +} + +prontera,124,76,3 duplicate(eto) Eden Teleport Officer#1 729 +moc_ruins,68,164,3 duplicate(eto) Eden Teleport Officer#2 729 +geffen,132,66,3 duplicate(eto) Eden Teleport Officer#3 729 +alberta,124,67,3 duplicate(eto) Eden Teleport Officer#4 729 +aldebaran,133,119,5 duplicate(eto) Eden Teleport Officer#5 729 +izlude,131,148,4 duplicate(eto) Eden Teleport Officer#6 729 +prt_church,103,78,3 duplicate(eto) Eden Teleport Officer#7 729 +geffen_in,160,104,5 duplicate(eto) Eden Teleport Officer#8 729 +moc_prydb1,53,126,3 duplicate(eto) Eden Teleport Officer#9 729 +alberta_in,75,39,3 duplicate(eto) Eden Teleport Officer#10 729 +payon_in02,58,58,1 duplicate(eto) Eden Teleport Officer#11 729 +payon,177,111,3 duplicate(eto) Eden Teleport Officer#12 729 +que_ng,33,73,3 duplicate(eto) Eden Teleport Officer#13 729 +que_ng,144,161,5 duplicate(eto) Eden Teleport Officer#14 729 +yuno,144,189,5 duplicate(eto) Eden Teleport Officer#15 729 +rachel,125,144,3 duplicate(eto) Eden Teleport Officer#16 729 +morocc,161,97,6 duplicate(eto) Eden Teleport Officer#17 729 +comodo,202,151,4 duplicate(eto) Eden Teleport Officer#18 729 +umbala,104,158,4 duplicate(eto) Eden Teleport Officer#19 729 +veins,220,109,4 duplicate(eto) Eden Teleport Officer#20 729 +lighthalzen,164,86,4 duplicate(eto) Eden Teleport Officer#21 729 +einbroch,250,211,4 duplicate(eto) Eden Teleport Officer#22 729 +hugel,93,153,4 duplicate(eto) Eden Teleport Officer#23 729 + +moc_para01,30,10,0 script #eden_out 45,1,1,{ + +OnTouch: + switch (nak_warp) { + case 1: warp "prontera",116,72; end; + case 2: warp "moc_ruins",64,161; end; + case 3: warp "geffen",120,39; end; + case 4: warp "alberta",117,56; end; + case 5: warp "aldebaran",168,112; end; + case 6: if (checkre(0)) warp "izlude",134,118; else warp "izlude",127,142; end; + case 7: warp "prt_church",99,78; end; + case 8: warp "geffen_in",162,99; end; + case 9: warp "moc_prydb1",51,118; end; + case 10: warp "alberta_in",73,43; end; + case 11: warp "payon_in02",64,60; end; + case 12: warp "payon",161,58; end; + case 13: warp "que_ng",33,63; end; + case 14: warp "que_ng",144,166; end; + case 15: warp "yuno",158,125; end; + case 16: warp "rachel",115,125; end; + case 17: warp "morocc",156,93; end; + case 18: warp "comodo",209,143; end; + case 19: warp "umbala",99,155; end; + case 20: warp "veins",216,123; end; + case 21: warp "lighthalzen",158,92; end; + case 22: warp "einbroch",245,210; end; + case 23: warp "hugel",95,145; end; + default: warp "prontera",116,72; end; + } + end; +} + +moc_para01,47,39,3 script #warp_2_pass 111,{ + if (countitem(6219) > 0) { + mes "[Lime Evenor]"; + mes "Oh, it is an exclusive place only for Eden's members."; + mes "If you are a member, you can come whenever you want!"; + next; + switch (select("Enter.:Don't Enter.")) { + case 1: + mes "This door is beautifully decorated but seems a little bit too heavy."; + close2; + warp "moc_para01",106,14; + end; + case 2: + mes "[Lime Evenor]"; + mes "Well, if you are not interested."; + close; + } + } + mes "[Lime Evenor]"; + mes "Oh, this is an exclusive place for Eden's members only."; + mes "If you want to go inside, you have to join the Eden Group."; + close; +} + +moc_para01,16,22,7 script Old Adventurer#eden 900,{ + mes "[Old Adventurer]"; + mes "Harsh, I am strong enough even if I look old! What is his name? Lime Evenor? He just ignores me like I am a some kind of old senile bastard."; + next; + mes "[Old Adventurer]"; + mes "I came here to join the Eden group! I don't deserve this!"; + mes "Do you also think I look like I'm senile?"; + close; +} + +moc_para01,182,48,3 script Eden's Chief#eden 886,{ + set .@eggf,rand(1,118); + set .@eggf_1,.@eggf + 1; + set .@eggf_2,.@eggf + 2; + set .@eggf_6,.@eggf + 6; + mes "[Eden's Chief]"; + mes ""+.@eggf+".. "+.@eggf_1+"... "+.@eggf_2+".... "+.@eggf_6+"..?"; + next; + emotion e_sob; + mes "[Eden's Chief]"; + mes "Oh, Shoot! How many eggs have I done?"; + mes "Aww!!! I totally forgot! I have to count again!"; + next; + emotion e_sob; + mes "[Eden's Chief]"; + mes "Why have you asked me to do this? What kind of mission is that?"; + next; + emotion e_sob; + mes "[Eden's Chief]"; + mes "What are you going to with all of those fried eggs? I am sure you can't eat all of them. You just want to bother me, right?"; + close; +} + +moc_para01,172,28,5 script Eden's Intern#eden 883,{ + mes "[Eden's Intern]"; + mes "Actually, I realized that."; + next; + mes "[Eden's Intern]"; + mes "We have to work really hard unless you want to fail."; + next; + mes "[Eden's Intern]"; + mes "But, I have never learned about pharmaceuticals yet."; + next; + mes "[Eden's Intern]"; + mes "I'm going to fail. I can't do this."; + close; +} + +moc_para01,20,35,5 script Office Assistant Neede 814,{ + mes "[Neede]"; + mes "I became a Eden's member several years ago, but it feels like it was yesterday."; + mes "I have been doing lots of work, so I didn't even notice how many years I spent here."; + next; + mes "[Neede]"; + mes "It reminds me that it was like a war everyday."; + next; + mes "[Neede]"; + mes "The chief of ^3131FFthe restaurant on the right side^000000"; + mes "uses too much seasoning every time he cooks, the smell is all over the lobby. We have to open the window regularly because we can't stand the smell!"; + next; + mes "[Neede]"; + mes "And, do you see the ^3131FFgymnasium^000000 on the cross of ^3131FFthe north side of the lobby^000000? They always shout when they exercise, I can even hear them from here!"; + next; + emotion e_ag; + mes "[Neede]"; + mes "Besides, the weird girl from ^3131FFthe second floor^000000 is crying all the time. Her cries drive me crazy."; + next; + mes "[Neede]"; + mes "Ah, that weird girl is actually our boss..."; + next; + mes "[Neede]"; + mes "I don't know what she has been up to. But she cries and shouts all the time. Oh, sometimes I hear 'Bang!', loud booming sounds... I don't know where it came from."; + next; + emotion e_omg; + mes "[Neede]"; + mes "Wait!"; + mes "Shh! It is a secret, you can't tell anybody!"; + next; + mes "[Neede]"; + emotion e_sigh; + mes "I don't trust Evenor. She never shows her feelings... she's going to snitch on me to my boss."; + next; + emotion e_pif,0,"Secretary Lime Evenor"; + mes "[Lime Evenor]"; + mes "I am not that kind of guy."; + next; + emotion e_wah; + mes "[Neede]"; + mes "Huh? Did you hear that? Gosh~!"; + close; +} diff --git a/npc/re/quests/eden/eden_quests.txt b/npc/re/quests/eden/eden_quests.txt new file mode 100644 index 000000000..c6776d9b4 --- /dev/null +++ b/npc/re/quests/eden/eden_quests.txt @@ -0,0 +1,5152 @@ +//===== rAthena Script ======================================= +//= Eden Group Quest - Quests NPCs +//===== By: ================================================== +//= L0ne_W0lf +//===== Current Version: ===================================== +//= 1.4a +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= Eden Group Headquarter NPC's. +//===== Additional Comments: ================================= +//= 1.0 First Version. +//= 1.1 Removed unencoded comments (Korean -> Gibberish) +//= Readded the GM helper NPC, commented out. +//= 1.2 Some little optimization here and there. [Masao] +//= 1.3 Added Instructor Ur and the new Quests which come +//= alongside him. Special thanks to Chilly for the base. [Masao] +//= 1.4 Partial cleaning and bug fixing. [Euphy] +//= 1.4a Added 'npcskill' command. [Euphy] +//============================================================ + +moc_para01,25,35,4 script Instructor Boya#para01 469,{ + + if (countitem(6219) > 0) { + if (para_suv01 == 0) { + mes "[Boya]"; + mes "What's up?"; + mes "If you have any normal missions use the bulletin board."; + next; + switch (select("What is your responsiblily?:Don't you have equipment?:Ignore.")) { + case 1: + mes "[Boya]"; + mes "I give training missions to members."; + mes "That's why they participate in it."; + mes "If they don't want to get in trouble, it's essential."; + next; + mes "[Boya]"; + mes "Through battle training they can improve their real experience."; + mes "The members that prove themselves will even get a reward."; + next; + mes "[Boya]"; + mes "We gave them special equipmant that we have made."; + mes "These gifts are for people who are really doing their best."; + next; + mes "[Boya]"; + mes "If you are curious, you can join."; + mes "The training battle course is not very difficult."; + mes "There's nothing to worry about."; + next; + mes "[Boya]"; + mes "If you want to join, don't hesitate."; + next; + switch (select("Participate in the training.:Ignore.")) { + case 1: + mes "[Boya]"; + mes "Really? You already seem ready."; + mes "We have a total of 3 steps for the training."; + mes "Let me see..."; + next; + if (BaseLevel < 12) { + mes "[Boya]"; + mes "Umm. You should raise your level more!"; + mes "You need to be at least level 12!"; + mes "I'm sorry but those are the rules."; + close; + } + if ((BaseLevel > 11) && (BaseLevel < 20)) { + mes "[Boya]"; + mes "Really? You already seem ready."; + mes "We have a total of 3 steps for the training."; + mes "Let me see..."; + next; + mes "[Boya]"; + mes "The first step is course A."; + mes "Course A is called 'Conquer the Desert!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "^4d4dffThere is a desert town called Morroc."; + mes "From there go south and then east. There is small oasis in the center of that field.^000000"; + next; + mes "[Boya]"; + mes "If you go there, you will find a dog around the oasis."; + mes "He is really mysterious and he can speak so don't be suprised."; + next; + mes "[Boya]"; + mes "Tell the dog ^4d4dffBoya is really great.^000000"; + mes "If you have any questions ask that dog."; + next; + mes "[Boya]"; + mes "Why are you staring at me?"; + mes "I had to come up with a password right?"; + mes "What's wrong with that password?"; + next; + mes "[Boya]"; + mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you."; + mes "Ok, may Freya bless you~!"; + set para_suv01,1; + setquest 7128; + close; + } + if ((BaseLevel > 19) && (BaseLevel < 26)) { + mes "[Boya]"; + mes "I'll send you to the first step of course B."; + mes "Course B is called 'Conquer the Culvert!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "You need to register to explore the culvert in Prontera at the Knight Guild."; + mes "After registering there go to the western gate of Prontera. The manager of the culvert is near the entrance."; + next; + mes "[Boya]"; + mes "Once you enter the culvert you can find a dispatched cat. Don't be surprised if he talks to you."; + next; + mes "[Boya]"; + mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000."; + mes "He is really mysterious and he can speak so don't be suprised."; + mes "He will give you a battle target when you tell him that."; + mes "If you have any questions ask the cat."; + next; + mes "[Boya]"; + mes "Why are you staring at me like that?"; + mes "It's just a password that I made up."; + next; + mes "[Boya]"; + mes "Anyway..."; + mes "That place is nor far from here so, it is a reasonable place for a beginner like you."; + mes "Ok, may Freya bless you~!"; + set para_suv01,6; + setquest 7133; + close; + } + if ((BaseLevel > 25) && (BaseLevel < 33)) { + mes "[Boya]"; + mes "Cool."; + mes "Let me choose a proper place for you."; + next; + mes "[Boya]"; + mes "I'll send you to the second step of course A."; + mes "This course is called 'Conquer the Ghost Cave!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "There is a small archer village north of Payon."; + mes "There is a cave on the western hill of the archer village."; + next; + mes "[Boya]"; + mes "We have dispatched someone in front of the cave."; + mes "His name is... um..."; + mes "..."; + next; + mes "[Boya]"; + mes "Anyway he is one of us so he will know me."; + mes "He will give you a mission."; + mes "If you have questions ask him."; + next; + mes "[Boya]"; + mes "Why are you staring at me?"; + mes "We haven't met for a long time that's why I can't remember his name!"; + next; + mes "[Boya]"; + mes "Anyway..."; + mes "That place is not far from here so, come back quickly."; + mes "Ok, may Freya bless you~!"; + set para_suv01,13; + setquest 7138; + close; + } + if ((BaseLevel > 32) && (BaseLevel < 40)) { + mes "[Boya]"; + mes "I'll send you to the 2nd step of course B."; + mes "This course is called 'Conquer Anthell!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "Travel just southwest of Morroc City."; + mes "There you will find a hole in the ground to a cave called Anthell."; + next; + mes "[Boya]"; + mes "There are lots of ants in there. kk?"; + mes "It is also covered in sand so be careful in there ok."; + next; + mes "[Boya]"; + mes "That's why it's called ant hell."; + mes "One of our members will be waiting there."; + mes "His name is... K? M? Hmm? Anyway I can't remember."; + next; + mes "[Boya]"; + mes "He is one of us so he will know me."; + mes "He will give you a mission."; + mes "If you have any questions ask him."; + next; + mes "[Boya]"; + mes "Why are you staring at me?"; + mes "We haven't met for a long time that's why I can't remember his name!"; + next; + mes "[Boya]"; + mes "Anyway..."; + mes "That place is not far from here so, come back quickly."; + mes "Ok, blessing you~!!"; + set para_suv01,17; + setquest 7142; + close; + } + if ((BaseLevel > 39) && (BaseLevel < 50)) { + mes "[Boya]"; + mes "You are on the third step of course A."; + mes "This course is called 'Conquer Orc village!'."; + mes "Let me see..."; + next; + mes "[Boya]"; + mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; + mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; + next; + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; + mes "It's up to you."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the Kafra Employee."; + next; + mes "[Boya]"; + mes "She will explain what needs to be done there."; + mes "If you have any questions ask her."; + next; + mes "[Boya]"; + mes "Ok, may Freya bless you!"; + set para_suv01,24; + setquest 7147; + close; + } + if ((BaseLevel > 49) && (BaseLevel < 60)) { + mes "[Boya]"; + mes "You are on the third step of course B."; + mes "This course is called 'Conquer Orc dungeon!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; + mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; + next; + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; + mes "It's up to you."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the Kafra Employee."; + next; + mes "[Boya]"; + mes "She will explain what needs to be done there."; + mes "If you have any questions ask her."; + next; + mes "[Boya]"; + mes "Ok, may Freya bless you!"; + set para_suv01,29; + setquest 7152; + close; + } + if (BaseLevel > 59) { + mes "[Boya]"; + mes "You are on the last step."; + mes "This course is called 'Conquer the Ocean City!'."; + mes "I don't know if it is the proper course or not, but anyway it's the last course of our training."; + next; + mes "[Boya]"; + mes "First take a ship to to Byalan Island from Izlude!"; + mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; + next; + mes "[Boya]"; + mes "Although it's underwater, you can breath so don't worry."; + mes "There is a dispatched trainee around the entrance of the Ocean City."; + next; + mes "[Boya]"; + mes "Tell him that I sent you and follow his directions."; + mes "Ok, may Freya bless you!"; + set para_suv01,33; + setquest 7156; + close; + } + case 2: + mes "[Boya]"; + mes "It's all your decision."; + mes "It's not my business but you should probably reconsider."; + close; + } + case 2: + mes "[Boya]"; + mes "Huh?"; + mes "You are so honest!"; + mes "Gosh. You wanted to know something about equipment?"; + next; + mes "[Boya]"; + mes "I have a uniform set which is free for our group members."; + mes "But, I can't give it for free."; + next; + mes "[Boya]"; + mes "We give it to great participants who do their best in the training."; + next; + mes "-Boya eyes you from top to bottom."; + mes "Hmm... he seems to think something is wrong.-"; + next; + mes "[Boya]"; + mes "Due to emotion."; + next; + select("What?!"); + mes "[Boya]"; + mes "So, will you join the training or not?"; + mes "I look a little bit funny, actually I am really busy I was called shining Rune Knight."; + mes "Make a decision, hurry."; + next; + switch (select("Participate in the training.:Refuse!!")) { + case 1: + mes "[Boya]"; + mes "Really? You already seem ready."; + mes "We have a total of 3 steps for the training."; + mes "Let me see..."; + next; + if (BaseLevel < 12) { + mes "[Boya]"; + mes "Umm. You should raise your level more!"; + mes "You need to be at least level 12!"; + mes "I'm sorry but those are the rules."; + close; + } + if ((BaseLevel > 11) && (BaseLevel < 20)) { + mes "[Boya]"; + mes "Really? You already seem ready."; + mes "We have a total of 3 steps for the training."; + mes "Let me see..."; + next; + mes "[Boya]"; + mes "The first step is course A."; + mes "Course A is called 'Conquer the Desert!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "^4d4dffThere is a desert town called Morroc."; + mes "From there go south and then east. There is small oasis in the center of that field.^000000"; + next; + mes "[Boya]"; + mes "If you go there, you will find a dog around the oasis."; + mes "He is really mysterious and he can speak so don't be suprised."; + next; + mes "[Boya]"; + mes "Tell the dog ^4d4dffBoya is really great.^000000"; + mes "If you have any questions ask that dog."; + next; + mes "[Boya]"; + mes "Why are you staring at me?"; + mes "I had to come up with a password right?"; + mes "What's wrong with that password?"; + next; + mes "[Boya]"; + mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you."; + mes "Ok, may Freya bless you~!"; + set para_suv01,1; + setquest 7128; + close; + } + if ((BaseLevel > 19) && (BaseLevel < 26)) { + mes "[Boya]"; + mes "I'll send you to the first step of course B."; + mes "Course B is called 'Conquer the Culvert!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "You need to register to explore the culvert in Prontera at the Knight Guild."; + mes "After registering there go to the western gate of Prontera. The manager of the culvert is near the entrance."; + next; + mes "[Boya]"; + mes "Once you enter the culvert you can find a dispatched cat. Don't be surprised if he talks to you."; + next; + mes "[Boya]"; + mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000."; + mes "He is really mysterious and he can speak so don't be suprised."; + mes "He will give you a battle target when you tell him that."; + mes "If you have any questions ask the cat."; + next; + mes "[Boya]"; + mes "Why are you staring at me like that?"; + mes "It's just a password that I made up."; + next; + mes "[Boya]"; + mes "Anyway..."; + mes "That place is nor far from here so, it is a reasonable place for a beginner like you."; + mes "Ok, may Freya bless you~!"; + set para_suv01,6; + setquest 7133; + close; + } + if ((BaseLevel > 25) && (BaseLevel < 33)) { + mes "[Boya]"; + mes "Cool."; + mes "Let me choose a proper place for you."; + next; + mes "[Boya]"; + mes "I'll send you to the second step of course A."; + mes "This course is called 'Conquer the Ghost Cave!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "There is a small archer village north of Payon."; + mes "There is a cave on the western hill of the archer village."; + next; + mes "[Boya]"; + mes "We have dispatched someone in front of the cave."; + mes "His name is... um..."; + mes "..."; + next; + mes "[Boya]"; + mes "Anyway he is one of us so he will know me."; + mes "He will give you a mission."; + mes "If you have questions ask him."; + next; + mes "[Boya]"; + mes "Why are you staring at me?"; + mes "We haven't met for a long time that's why I can't remember his name!"; + next; + mes "[Boya]"; + mes "Anyway..."; + mes "That place is not far from here so, come back quickly."; + mes "Ok, may Freya bless you~!"; + set para_suv01,13; + setquest 7138; + close; + } + if ((BaseLevel > 32) && (BaseLevel < 40)) { + mes "[Boya]"; + mes "I'll send you to the 2nd step of course B."; + mes "This course is called 'Conquer Anthell!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "Travel just southwest of Morroc City."; + mes "There you will find a hole in the ground to a cave called Anthell."; + next; + mes "[Boya]"; + mes "There are lots of ants in there. kk?"; + mes "It is also covered in sand so be careful in there ok."; + next; + mes "[Boya]"; + mes "That's why it's called ant hell."; + mes "One of our members will be waiting there."; + mes "His name is... K? M? Hmm? Anyway I can't remember."; + next; + mes "[Boya]"; + mes "He is one of us so he will know me."; + mes "He will give you a mission."; + mes "If you have any questions ask him."; + next; + mes "[Boya]"; + mes "Why are you staring at me?"; + mes "We haven't met for a long time that's why I can't remember his name!"; + next; + mes "[Boya]"; + mes "Anyway..."; + mes "That place is not far from here so, come back quickly."; + mes "Ok, blessing you~!!"; + set para_suv01,17; + setquest 7142; + close; + } + if ((BaseLevel > 39) && (BaseLevel < 50)) { + mes "[Boya]"; + mes "You are on the third step of course A."; + mes "This course is called 'Conquer Orc village!'."; + mes "Let me see..."; + next; + mes "[Boya]"; + mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; + mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; + next; + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; + mes "It's up to you."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the Kafra Employee."; + next; + mes "[Boya]"; + mes "She will explain what needs to be done there."; + mes "If you have any questions ask her."; + next; + mes "[Boya]"; + mes "Ok, may Freya bless you!"; + set para_suv01,24; + setquest 7147; + close; + } + if ((BaseLevel > 49) && (BaseLevel < 60)) { + mes "[Boya]"; + mes "You are on the third step of course B."; + mes "This course is called 'Conquer Orc dungeon!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; + mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; + next; + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; + mes "It's up to you."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the Kafra Employee."; + next; + mes "[Boya]"; + mes "She will explain what needs to be done there."; + mes "If you have any questions ask her."; + next; + mes "[Boya]"; + mes "Ok, may Freya bless you!"; + set para_suv01,29; + setquest 7152; + close; + } + if (BaseLevel > 59) { + mes "[Boya]"; + mes "You are on the last step."; + mes "This course is called 'Conquer the Ocean City!'."; + mes "I don't know if it is the proper course or not, but anyway it's the last course of our training."; + next; + mes "[Boya]"; + mes "First take a ship to to Byalan Island from Izlude!"; + mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; + next; + mes "[Boya]"; + mes "Although it's underwater, you can breath so don't worry."; + mes "There is a dispatched trainee around the entrance of the Ocean City."; + next; + mes "[Boya]"; + mes "Tell him that I sent you and follow his directions."; + mes "Ok, may Freya bless you!"; + set para_suv01,33; + setquest 7156; + close; + } + case 2: + mes "[Boya]"; + mes "You are so rude!"; + specialeffect2 EF_HIT1; + percentheal -50,0; + next; + mes "-Beats quickly and this shining Rune Knight turns invisible."; + mes "It hurts too much-"; + close; + } + case 3: + mes "[Boya]"; + mes "Don't bother me."; + close; + } + } + if ((para_suv01 > 0) && (para_suv01 < 5)) { + mes "[Boya]"; + mes "Hey, I already talked all about the training areas."; + mes "I will explain again please concentrate."; + next; + mes "[Boya]"; + mes "An oasis souteast of Morroc."; + mes "There is a big dog in the center."; + mes "The detailed story is written in the log, see?"; + close; + } + if (para_suv01 == 5) { + mes "[Boya]"; + mes "Oh you've come back."; + mes "Good job."; + mes "Now you are adapting."; + next; + mes "[Boya]"; + mes "Completed step 1."; + mes "Congratulations."; + mes "We will give you a uniform and some equipment."; + next; + mes "[Boya]"; + mes "Can you see a large blue gate next to the board?"; + mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there."; + next; + mes "[Boya]"; + mes "Inform the manager that I sent you. He will give you some stuff."; + mes "Go go go!"; + set para_suv01,11; + completequest 7132; + close; + } + if ((para_suv01 > 5) && (para_suv01 < 10)) { + mes "[Boya]"; + mes "The training name was 'Conquer the Culvert!."; + mes "Did you explore the culvert fully?"; + next; + mes "[Boya]"; + mes "Come back when you've completed all the courses from the local trainer."; + close; + } + if (para_suv01 == 10) { + mes "[Boya]"; + mes "Oh you're back."; + mes "Good job."; + mes "Now you are adapting."; + next; + mes "[Boya]"; + mes "Completed step 1."; + mes "Congratulations."; + mes "My team will give you a uniform and some equipment."; + next; + mes "[Boya]"; + mes "Can you see a large blue gate next to the board?"; + mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there."; + next; + mes "[Boya]"; + mes "Inform the manager that I sent you. He will give you some stuff."; + mes "Go go go!"; + set para_suv01,11; + completequest 7137; + close; + } + if (para_suv01 == 11) { + mes "[Boya]"; + mes "What are you doing?"; + mes "Get the equipment from the storage manager."; + mes "Our uniform is pretty awesome haha."; + close; + } + if (para_suv01 == 12) { + mes "[Boya]"; + mes "Um, did you like the supplies?"; + mes "I like the red hat."; + mes "The red ribbon is really cute."; + next; + if (BaseLevel > 25) { + mes "[Boya]"; + mes "And you seem to."; + mes "Able to take upper class, now."; + mes "What about it, do you want?"; + next; + switch (select("No, way.:Absolutely, I will.")) { + case 1: + mes "[Boya]"; + mes "Really?"; + mes "Actually I don't care but the uniform will be changed as upper class."; + close; + case 2: + mes "[Boya]"; + mes "Cool."; + mes "Let me choose a proper place for you."; + next; + if ((BaseLevel > 25) && (BaseLevel < 33)) { + mes "[Boya]"; + mes "Cool."; + mes "Let me choose a proper place for you."; + next; + mes "[Boya]"; + mes "I'll send you to the second step of course A."; + mes "This course is called 'Conquer the Ghost Cave!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "There is a small archer village north of Payon."; + mes "There is a cave on the western hill of the archer village."; + next; + mes "[Boya]"; + mes "We have dispatched someone in front of the cave."; + mes "His name is... um..."; + mes "..."; + next; + mes "[Boya]"; + mes "Anyway he is one of us so he will know me."; + mes "He will give you a mission."; + mes "If you have questions ask him."; + next; + mes "[Boya]"; + mes "Why are you staring at me?"; + mes "We haven't met for a long time that's why I can't remember his name!"; + next; + mes "[Boya]"; + mes "Anyway..."; + mes "That place is not far from here so, come back quickly."; + mes "Ok, may Freya bless you~!"; + set para_suv01,13; + setquest 7138; + close; + } + if ((BaseLevel > 32) && (BaseLevel < 40)) { + mes "[Boya]"; + mes "I'll send you to the 2nd step of course B."; + mes "This course is called 'Conquer Anthell!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "Travel just southwest of Morroc City."; + mes "There you will find a hole in the ground to a cave called Anthell."; + next; + mes "[Boya]"; + mes "There are lots of ants in there. kk?"; + mes "It is also covered in sand so be careful in there ok."; + next; + mes "[Boya]"; + mes "That's why it's called ant hell."; + mes "One of our members will be waiting there."; + mes "His name is... K? M? Hmm? Anyway I can't remember."; + next; + mes "[Boya]"; + mes "He is one of us so he will know me."; + mes "He will give you a mission."; + mes "If you have any questions ask him."; + next; + mes "[Boya]"; + mes "Why are you staring at me?"; + mes "We haven't met for a long time that's why I can't remember his name!"; + next; + mes "[Boya]"; + mes "Anyway..."; + mes "That place is not far from here so, come back quickly."; + mes "Ok, blessing you~!!"; + set para_suv01,17; + setquest 7142; + close; + } + if ((BaseLevel > 39) && (BaseLevel < 50)) { + mes "[Boya]"; + mes "You are on the third step of course A."; + mes "This course is called 'Conquer Orc village!'."; + mes "Let me see..."; + next; + mes "[Boya]"; + mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; + mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; + next; + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; + mes "It's up to you."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the Kafra Employee."; + next; + mes "[Boya]"; + mes "She will explain what needs to be done there."; + mes "If you have any questions ask her."; + next; + mes "[Boya]"; + mes "Ok, may Freya bless you!"; + set para_suv01,24; + setquest 7147; + close; + } + if ((BaseLevel > 49) && (BaseLevel < 60)) { + mes "[Boya]"; + mes "You are on the third step of course B."; + mes "This course is called 'Conquer Orc dungeon!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; + mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; + next; + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; + mes "It's up to you."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the Kafra Employee."; + next; + mes "[Boya]"; + mes "She will explain what needs to be done there."; + mes "If you have any questions ask her."; + next; + mes "[Boya]"; + mes "Ok, may Freya bless you!"; + set para_suv01,29; + setquest 7152; + close; + } + if (BaseLevel > 59) { + mes "[Boya]"; + mes "You are on the last step."; + mes "This course is called 'Conquer the Ocean City!'."; + mes "I don't know if it is the proper course or not, but anyway it's the last course of our training."; + next; + mes "[Boya]"; + mes "First take a ship to to Byalan Island from Izlude!"; + mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; + next; + mes "[Boya]"; + mes "Although it's underwater, you can breath so don't worry."; + mes "There is a dispatched trainee around the entrance of the Ocean City."; + next; + mes "[Boya]"; + mes "Tell him that I sent you and follow his directions."; + mes "Ok, may Freya bless you!"; + set para_suv01,33; + setquest 7156; + close; + } + } + } + mes "[Boya]"; + mes "The battle training is organized into steps."; + mes "When you able to join next step come back again after leveling more."; + next; + mes "[Boya]"; + mes "The next training step is available for those over Level 26."; + mes "When you reach that level, come by again. get it?"; + close; + } + if ((para_suv01 > 12) && (para_suv01 < 16)) { + mes "[Boya]"; + mes "The training area is at the north cave of Payon."; + mes "A staff member is already dispatched there."; + mes "Find him and follow his directions."; + close; + } + if (para_suv01 == 16) { + mes "[Boya]"; + mes "You finished the second step of training."; + mes "Now do you understand how this world is organized?"; + next; + mes "[Boya]"; + mes "I will certify that you completed the training."; + mes "The person in charge of equipment storage will supply you with what you need."; + next; + mes "[Boya]"; + mes "Choose an equipment that fits your particular set of skills."; + set para_suv01,22; + completequest 7141; + close; + } + if ((para_suv01 > 16) && (para_suv01 < 21)) { + mes "[Boya]"; + mes "The training area is southwest of Morroc."; + mes "Enter the Saint Darmain Fortress to reach it directly."; + next; + mes "[Boya]"; + mes "There's someone there named... Uh... he is waiting for you to follow his direction."; + close; + } + if (para_suv01 == 21) { + mes "[Boya]"; + mes "You finished the second step of training."; + mes "Now do you understand how this world is organized?"; + next; + mes "[Boya]"; + mes "I will certify that you completed the training."; + mes "The person in charge of equipment storage will supply you with what you need."; + next; + mes "[Boya]"; + mes "The person in charge of equipment storage will supply you with what you need."; + set para_suv01,22; + completequest 7146; + close; + } + if (para_suv01 == 22) { + mes "[Boya]"; + mes "We serve trainees with equipment and armor after passing the second step of training."; + mes "Go to the storage and meet the person in charge there."; + next; + mes "[Boya]"; + mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; + close; + } + if (para_suv01 == 23) { + mes "[Boya]"; + mes "Hey long time no see."; + mes "So what's up?"; + next; + switch (select("I want to join training.:Nothing.")) { + case 1: + mes "[Boya]"; + mes "Hmm... really?"; + mes "Let me see... which step is good for you..."; + next; + if ((BaseLevel > 39) && (BaseLevel < 50)) { + mes "[Boya]"; + mes "You are on the third step of course A."; + mes "This course is called 'Conquer Orc village!'."; + mes "Let me see..."; + next; + mes "[Boya]"; + mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; + mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; + next; + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; + mes "It's up to you."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the Kafra Employee."; + next; + mes "[Boya]"; + mes "She will explain what needs to be done there."; + mes "If you have any questions ask her."; + next; + mes "[Boya]"; + mes "Ok, may Freya bless you!"; + set para_suv01,24; + setquest 7147; + close; + } + if ((BaseLevel > 49) && (BaseLevel < 60)) { + mes "[Boya]"; + mes "You are on the third step of course B."; + mes "This course is called 'Conquer Orc dungeon!'."; + mes "It's the most proper mission for your level."; + next; + mes "[Boya]"; + mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction."; + mes "Or you can go out through the western gate of Geffen and keep heading southeast.."; + next; + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services.."; + mes "It's up to you."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the Kafra Employee."; + next; + mes "[Boya]"; + mes "She will explain what needs to be done there."; + mes "If you have any questions ask her."; + next; + mes "[Boya]"; + mes "Ok, may Freya bless you!"; + set para_suv01,29; + setquest 7152; + close; + } + if (BaseLevel > 59) { + mes "[Boya]"; + mes "You are on the last step."; + mes "This course is called 'Conquer the Ocean City!'."; + mes "I don't know if it is the proper course or not, but anyway it's the last course of our training."; + next; + mes "[Boya]"; + mes "First take a ship to to Byalan Island from Izlude!"; + mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; + next; + mes "[Boya]"; + mes "Although it's underwater, you can breath so don't worry."; + mes "There is a dispatched trainee around the entrance of the Ocean City."; + next; + mes "[Boya]"; + mes "Tell him that I sent you and follow his directions."; + mes "Ok, may Freya bless you!"; + set para_suv01,33; + setquest 7156; + close; + } + mes "[Boya]"; + mes "Sooo sorry but to join this training You need to be at least level 40."; + mes "Concentrate to become higher level then come back."; + close; + case 2: + mes "[Boya]"; + mes "Did you come to see me?"; + mes "Just that? Without anything?"; + mes "At could have least brought some chocolate..."; + next; + mes "[Boya]"; + mes "Banana roll or stripe straw... anything."; + mes "Oh, I don't eat snacks with cinnamon..."; + close; + } + } + if ((para_suv01 > 23) && (para_suv01 < 28)) { + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the Kafra Employee."; + close; + } + if (para_suv01 == 28) { + mes "[Boya]"; + mes "Cool! You passed the third step of training."; + mes "I will certify that you completed the training."; + mes "The person in charge of equipment storage will supply you with some equipment."; + next; + mes "[Boya]"; + mes "We serve trainees with equipment and armor after passing the second step of training."; + mes "Go to the storage and meet the person in charge there."; + next; + mes "[Boya]"; + mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; + set para_suv01,37; + completequest 7151; + close; + } + if ((para_suv01 > 28) && (para_suv01 < 32)) { + mes "[Boya]"; + mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services there."; + next; + mes "[Boya]"; + mes "One of our dispatched members is waiting in the building near the Kafra Employee."; + close; + } + if (para_suv01 == 32) { + mes "[Boya]"; + mes "Cool! You passed the third step of training."; + mes "I will certify that you completed the training."; + mes "The person in charge of equipment storage will supply you with some equipment."; + next; + mes "[Boya]"; + mes "We serve trainees with equipment and armor after passing the second step of training."; + mes "Go to the storage and meet the person in charge there."; + next; + mes "[Boya]"; + mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; + set para_suv01,37; + completequest 7155; + close; + } + if ((para_suv01 > 32) && (para_suv01 < 36)) { + mes "[Boya]"; + mes "First take a ship toward to Bayalan from Izlude!"; + mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city.."; + next; + mes "[Boya]"; + mes "There is a dispatched trainee around the entrance of the Ocean City."; + close; + } + if (para_suv01 == 36) { + mes "[Boya]"; + mes "Cool! You passed the third step of training."; + mes "I will certify that you completed the training."; + mes "The person in charge of equipment storage will supply you with some equipment."; + next; + mes "[Boya]"; + mes "We serve trainees with equipment and armor after passing the second step of training."; + mes "Go to the storage and meet the person in charge there."; + next; + mes "[Boya]"; + mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side."; + set para_suv01,37; + completequest 7159; + close; + } + if (para_suv01 == 37) { + mes "[Boya]"; + mes "If you finish all of the steps go and get your supplies."; + mes "We offer equipment to those who complete the training."; + next; + mes "[Boya]"; + mes "We might serve you other things."; + mes "If you have any questions, ask the person in charge of the arsenal."; + next; + mes "[Boya]"; + mes "The arsenal is past the blue gate and at the end of the right side of the passage."; + close; + } + if (para_suv01 >= 38) { + mes "[Boya]"; + mes "My boss created all the courses for the training."; + mes "After he manufactured the uniform and supplies he changed his mind and said that he can't give them for free."; + next; + mes "[Boya]"; + mes "People who show their effort for my team and the world can get some supplies."; + mes "That's why these courses were made."; + next; + mes "[Boya]"; + mes "Basically we are supposed to offer these supplies for beginners"; + mes "but if experts want to participate this training, we accept them."; + next; + mes "[Boya]"; + mes "Although the uniform and equipment might be useless."; + mes "participating in this training means they want to become a member of our group."; + next; + mes "[Boya]"; + mes "Yes that's all."; + mes "That's why when we decided a hat design it was really difficult."; + next; + mes "[Boya]"; + mes "Remember this when you use the equipment."; + mes "But if you decide to sell or trade them off, it is none of our concern."; + close; + } + mes "[Boya]"; + mes "What do you want?"; + mes "I doubt that you need more training."; + next; + mes "[Boya]"; + mes "There is nothing more I can teach a battle master such as yourself."; + close; + } + mes "[Boya]"; + mes "You are not in my group are you?"; + mes "I don't have anything to say to outsiders."; + mes "If you want something register with my group."; + next; + mes "[Boya]"; + mes "To register with the Eden Group ask Laime Evenor next to me."; + close; +} + +moc_fild11,180,253,5 script Talking Dog#para03 972,{ + + if (para_suv01 == 1) { + mes "[Talking Dog]"; + mes "kkkkuuuuahhh."; + mes "rrrrrruuuuhh."; + mes "bowwow.."; + next; + mes "[Talking Dog]"; + mes "What's up?"; + mes "You are!"; + mes "A member of the Eden Group."; + mes "Have you come to give me a meal? I don't like drinks."; + next; + switch (select("Boya is really perfect.:Boya is really great.:Boya is really soft.")) { + case 1: + mes "[Talking Dog]"; + mes "Uhh..."; + mes "What are you saying."; + close; + case 2: + mes "[Talking Dog]"; + mes "Ahh... um..."; + mes "Gosh, did you come here to participate in the training?"; + mes "If Boya sent you then you know that it's battle training."; + mes "Bow wow..."; + next; + mes "[Talking Dog]"; + mes "If so, should I start securing this oasis more clearly?"; + mes "Can you see a Condor flying?"; + next; + mes "[Talking Dog]"; + mes "Can you scare them away for me?"; + mes "So people can use this oasis safer and more comfortably."; + next; + mes "[Talking Dog]"; + mes "We should hunt at least 10 Condors, ok?"; + mes "I will sleep for a while."; + mes "Krrrr woo bow..."; + set para_suv01,2; + changequest 7128,7129; + close; + case 3: + mes "[Talking Dog]"; + mes "Are you ok?"; + mes "Haven't you seen a talking dog before?"; + mes "What are you talking about?"; + close; + } + } + if (para_suv01 == 2) { + if (checkquest(7129,HUNTING) == 2) { + mes "[Talking Dog]"; + mes "Woooohh..."; + mes "Great!"; + mes "I can feel my youth from you."; + next; + mes "[Talking Dog]"; + mes "Nevermind."; + mes "Let's find the next target kk!"; + mes "Ok. Let's drive the Desert Wolves out of here."; + next; + mes "[Talking Dog]"; + mes "If they grow up they will become dangerous."; + mes "......"; + next; + mes "[Talking Dog]"; + mes "Why, why are you looking at me like that?"; + mes "They are wolves and I am a nice dog."; + mes "But I haven't always been a dog my entire life."; + next; + mes "[Talking Dog]"; + mes "I will show you that don't have to pity me at all."; + next; + mes "[Talking Dog]"; + mes "They pee wherever and have no shame."; + mes "Just waving their tails when they grow up and biting people without any care!"; + next; + mes "[Talking Dog]"; + mes "You must hunt at least 10!"; + mes "Exactly 10!"; + mes "Go go go!"; + set para_suv01,3; + changequest 7129,7130; + close; + } + mes "[Talking Dog]"; + mes "First lets follow the bald and noisy bird."; + mes "Yes Condors."; + mes "Kill 10 Condors. It seems to easy, right?"; + mes "Oh, if you are tired I will help you."; + next; + mes "-When the dog barked, your HP and SP recovered.-"; + npcskill "AL_HEAL",10,99,60; + percentheal 100,100; + close; + } + if (para_suv01 == 3) { + if (checkquest(7130,HUNTING) == 2) { + mes "[Talking Dog]"; + mes "You are so perfect."; + next; + mes "[Talking Dog]"; + mes "Or not. Hehe, anyway thanks for your help."; + mes "The oasis has almost been secured now."; + mes "Ok, it's the last step!"; + next; + mes "[Talking Dog]"; + mes "There's an annoying monster that hides in the sand and poisons people out of nowhere."; + next; + mes "[Talking Dog]"; + mes "All beautiful things have some poison inside but these actually kill."; + mes "Kill Scorpions which are called the poison of the desert!"; + next; + mes "[Talking Dog]"; + mes "It's the last step so let's make it simple"; + mes "Just hunt 5!"; + mes "Bow wow!"; + set para_suv01,4; + changequest 7130,7131; + close; + } + mes "[Talking Dog]"; + mes "I don't want you to show any pity."; + mes "I am dog with a golden heart."; + next; + mes "[Talking Dog]"; + mes "After hunting the 10 Desert Wolves come back again."; + mes "Oh, if you are tired I will help you."; + next; + mes "-When the dog barked, your HP and SP recovered.-"; + npcskill "AL_HEAL",10,99,60; + percentheal 100,100; + close; + } + if (para_suv01 == 4) { + if (checkquest(7131,HUNTING) == 2) { + mes "[Talking Dog]"; + mes "Um. Excellent."; + mes "You are awesome!"; + next; + mes "[Talking Dog]"; + mes "Thanks to your effort the oasis is secure."; + mes "Don't look around!"; + mes "If I say it's secure!"; + mes "Uhuhuhuh aaaang!"; + next; + mes "[Talking Dog]"; + mes "Here here here."; + mes "If I dig more and more, I can find Scorpions but"; + mes "this oasis will be safer for sure."; + next; + mes "[Talking Dog]"; + mes "You can be proud and confident by yourself and do your best."; + mes "You've helped a lot to make my rest comfortable."; + next; + mes "[Talking Dog]"; + mes "You've helped to conquer the desert,"; + mes "and passed the beginner training steps so I will stamp my feet."; + mes "krrrrreuung. hup."; + next; + mes "[Talking Dog]"; + mes "Go back to the Eden Group headquarters and show it to the flashy Rune Knight."; + mes "Let me say again that you are great!"; + mes "Hooooohooo~"; + set para_suv01,5; + changequest 7131,7132; + close; + } + mes "[Talking Dog]"; + mes "Let's hunt only 5 Scorpions."; + mes "So we can make peace in this oasis."; + next; + mes "[Talking Dog]"; + mes "When I take a nap they won't chew my tail any more."; + mes "Due to his mistake my feet won't be hurt at all."; + next; + mes "[Talking Dog]"; + mes "You can fight."; + mes "I can rest more comfortably."; + mes "Other people are going to be safer too."; + next; + mes "[Talking Dog]"; + mes "Everyone will think fondly of the Eden Group."; + mes "Oh, if you are tired I will help you."; + next; + mes "-When the dog barked, your HP and SP recovered.-"; + npcskill "AL_HEAL",10,99,60; + percentheal 100,100; + close; + } + if (para_suv01 == 5) { + mes "[Talking Dog]"; + mes "kkkkkaaaaauuuunnng."; + mes "oopssss kup."; + next; + mes "[Talking Dog]"; + mes "Why are you still here?"; + mes "You are done here."; + mes "Hooooo bow wow."; + close; + } + if (para_suv01 > 5) { + mes "[Talking Dog]"; + mes "Hey man~ What's going on?"; + mes "What about the Rune Knight?"; + mes "Krrrrr..."; + mes "Hyuk huk..."; + next; + mes "[Talking Dog]"; + mes "The Eden Group is cool."; + mes "They're a really good group."; + mes "They accepted a wandering talking dog."; + mes "Take care and good luck."; + close; + } + mes "Hey look."; + mes "I'm a talking dog."; + mes "Not a wolf."; + mes "I wasn't a dog originally..."; + next; + if (countitem(6219) > 0) { + mes "[Talking Dog]"; + mes "Anyway are you a Eden Group member?"; + mes "Oh good to see you."; + mes "I am also a member of Eden Group."; + mes "Take care and good luck."; + close; + } + mes "[Talking Dog]"; + mes "Why are you looking at me like that?"; + mes "......"; + close; +} + +prt_sewb1,131,262,3 script Timid Cat#para04 422,{ + if (para_suv01 < 6) { + mes "[Timid Cat]"; + mes "Meow..."; + mes "Who are you meow?"; + mes "Why are you here meow?"; + close; + } + if (para_suv01 == 6) { + mes "[Timid Cat]"; + mes "Come on meow..."; + mes "I may be standing here and talking to you like this meow but I am a still a cat meow..."; + next; + mes "[Timid Cat]"; + mes "Dear human you are"; + mes "a member of my group?"; + mes "Re... really...!"; + mes "Dear Boya's help is like a giant and..."; + next; + switch (select("Beautiful Saury:Fresh Mackerel:Beautiful Tuna")) { + case 1: + mes "[Timid Cat]"; + mes "Big and beautiful Saury..."; + mes "I am shy."; + close; + case 2: + mes "[Timid Cat]"; + mes "I want to eat mackerel."; + mes "Where are the big and fresh mackerel meow?"; + close; + case 3: + mes "[Timid Cat]"; + mes "Do you know the big and beautiful tuna?"; + mes "Dear Boya sent you here for sure."; + mes "How do I explain this...?"; + next; + mes "[Timid Cat]"; + mes "Did something pass under my feet just now meow?"; + mes "Do you want to kill a cat."; + mes "The environment here is terrible."; + next; + mes "[Timid Cat]"; + mes "Anyway I'm doing what I was assigned to do."; + mes "So hi, hello and welcome."; + next; + mes "[Timid Cat]"; + mes "Did you come here to have a battle?"; + mes "Hunt those Thief Bugs, hurry up!"; + mes "Hunt at least 10!"; + mes "Meooow!"; + next; + mes "[Timid Cat]"; + mes "I really don't like those nasty crawlers..."; + mes "Meow~!"; + next; + mes "^4d4dffThe cat was suprised by"; + mes "a thief bug and froze in"; + mes "place. Hunt those"; + mes "Thief Bugs around here.^000000"; + set para_suv01,7; + changequest 7133,7134; + close; + } + } + if (para_suv01 == 7) { + if (checkquest(7134,HUNTING) == 2) { + mes "[Timid Cat]"; + mes "Now do you understand the dirty and humid underground sewers?"; + mes "Eeeh look what's next meow."; + next; + mes "[Timid Cat]"; + mes "It's a symbol of dirt next to those Thief Bugs."; + mes "Hunt some Tarou to make the sewers cleaner."; + next; + mes "[Timid Cat]"; + mes "For our members joining this mission."; + mes "Hunt 10 Tarou."; + mes "Easy, ain't it?"; + next; + mes "[Timid Cat]"; + mes "Why didn't I ask you at once? kkk..??"; + mes "Umm........"; + mes "Because it's just a training mission."; + next; + mes "[Timid Cat]"; + mes "Training missions are hard and anoying."; + mes "So go hurry and hunt 10 Tarou."; + set para_suv01,8; + changequest 7134,7135; + close; + } + mes "[Timid Cat]"; + mes "Clean the sewers. Now the first step is hunting Thief Bugs."; + mes "Isn't that simple, meow?"; + next; + mes "[Timid Cat]"; + mes "Take care to check your map so you don't get lost."; + mes "It's a service meeow."; + npcskill "AL_HEAL",10,99,60; + percentheal 0,100; + close; + } + if (para_suv01 == 8) { + if (checkquest(7135,HUNTING) == 2) { + mes "[Timid Cat]"; + mes "Great job~!"; + mes "How'd you get rid of those dirty bugs and Tarou. You are brave."; + next; + mes "[Timid Cat]"; + mes "Now have courage because I'm sending you to a stronger opponent."; + mes "But first in order to test your courage, hunt Familiars."; + next; + mes "[Timid Cat]"; + mes "Familiars will bite you so be careful."; + mes "They are mean."; + mes "They scare me so just hunt 5 and that should be enough."; + next; + mes "[Timid Cat]"; + mes "That will show me that you are brave."; + mes "Meow~!"; + next; + mes "[Timid Cat]"; + mes "I don't have anything..."; + mes "......"; + mes "What do you want meow? Familiars are waiting to fight with you, hurry up, move~!"; + set para_suv01,9; + changequest 7135,7136; + close; + } + mes "[Timid Cat]"; + mes "If you can't kill the Tarou you might get all kinds of dirty diseases."; + mes "So be proud of yourself and do your best to kill them."; + next; + mes "[Timid Cat]"; + mes "I will help you a little."; + mes "Here, I have recovered your strengh meow.."; + npcskill "AL_HEAL",10,99,60; + percentheal 100,100; + close; + } + if (para_suv01 == 9) { + if (checkquest(7136,HUNTING) == 2) { + mes "[Timid Cat]"; + mes "You are great meow~"; + mes "You killed them so quickly!"; + mes "Meow..."; + next; + mes "[Timid Cat]"; + mes "Now you are not scared of bugs and tarou at all."; + mes "Thanks for participating in the Conquer the Culvert training mission."; + next; + mes "[Timid Cat]"; + mes "Now go back to the headquarters and ask Instructor Boya to make sure he has the beautiful tuna..."; + mes "I will be waiting here."; + next; + mes "[Timid Cat]"; + mes "Do you know how to get to the Eden Group Headquarters?"; + mes "Prontera is the closest city from here."; + mes "Go to Prontera and find an Eden Group Teleporter."; + set para_suv01,10; + changequest 7136,7137; + close; + } + mes "[Timid Cat]"; + mes "Familiars are really scary."; + mes "They're always flying."; + next; + mes "[Timid Cat]"; + mes "It's the last course so cheer up."; + mes "I will help you a little."; + mes "Here, I have recovered your strengh meow.."; + npcskill "AL_HEAL",10,99,60; + percentheal 0,100; + close; + } + if (para_suv01 >= 10) { + mes "[Timid Cat]"; + mes "You've completed 'Conquer the Culvert'."; + mes "Go back to the Eden Group headquarters to report to Boya."; + next; + mes "[Timid Cat]"; + mes "Boya might eat my tuna while he is waiting for you."; + close; + } + mes "[Timid Cat]"; + mes "How are you meeow?"; + mes "Did you volunteer to conquer the Culvert?"; + mes "You are a member of the Edgen Group for sure."; + mes "You are helping to make the world a better place."; + close; +} + +pay_arche,41,136,3 script Eden Member Karl#para05 904,{ + if (para_suv01 < 13) { + if (countitem(6219) > 0) { + mes "[Karl]"; + mes "Hey, how are you?"; + mes "Good to see you~"; + mes "Are you going inside?"; + close; + } + mes "[Karl]"; + mes "Umm...?"; + mes "You are not the one I am waiting for."; + close; + } + if (para_suv01 == 13) { + mes "[Karl]"; + mes "Hello?"; + mes "Since I got a report, I was waiting for you."; + mes "You came here to join the training mission, right?"; + next; + mes "[Karl]"; + mes "Have you ever entered this cave before?"; + mes "I don't know if you already heard some stories in this village."; + next; + mes "[Karl]"; + mes "There are many of dead souls that change their appearance as if they are real people and make threatening remarks."; + mes "It's too bad, isn't it?"; + next; + mes "[Karl]"; + mes "That's why we chose this place as step 2 of the battle training mission."; + mes "This step is called 'Conquer Ghost Cave~'."; + mes "Help people to enjoy their nights comfortably."; + next; + mes "[Karl]"; + mes "There are many dangerous things there. Hmm..."; + mes "To you the 1st floor is enough."; + next; + mes "[Karl]"; + mes "Lets conquer the dangerous ghost cave..."; + mes "Kill the bone Skeletons in there."; + next; + mes "[Karl]"; + mes "The bones are from Skeletons."; + mes "Actually Skeletons or just normal bones are all the same but..."; + next; + mes "[Karl]"; + mes "Skeletons are one of the basic undead classes."; + mes "Undead never ever. Hunt 15 undead Skeletons."; + next; + mes "[Karl]"; + mes "If you feel like you're in danger don't hesitate to just leave."; + mes "You're not worried about getting hurt are you?"; + set para_suv01,14; + changequest 7138,7139; + close; + } + if (para_suv01 == 14) { + if (checkquest(7139,HUNTING) == 2) { + mes "[Karl]"; + mes "Did you get how the undead work?"; + mes "As you know undead never die so, blessing of live person it's same as curse to them."; + next; + mes "[Karl]"; + mes "So... skills which can save people like Heal and Resurrection."; + mes "Those things are really strong attacks to undead class."; + next; + mes "[Karl]"; + mes "Anyway... that's it.."; + mes "Next... I guess you already see while you were killing Skeletons."; + mes "Some green things are picking up all of the stuff dropped by the dead monsters."; + next; + mes "[Karl]"; + mes "Do you know Porings? Maybe they are related to them."; + mes "They look really bad, maybe they have been eating poison or something."; + next; + mes "[Karl]"; + mes "Ok if you're ready go and kill those Poporings."; + mes "You should hunt 10 of them."; + next; + set para_suv01,15; + changequest 7139,7140; + close; + } + mes "[Karl]"; + mes "Skeletons are basic undead."; + mes "Use the Heal or Resurrection skill."; + mes "If you can."; + next; + mes "[Karl]"; + mes "Just in case I will recover all your energy."; + mes "It's the last step so be careful."; + npcskill "AL_HEAL",10,99,60; + percentheal 100,100; + close; + } + if (para_suv01 == 15) { + if (checkquest(7140,HUNTING) == 2) { + mes "[Karl]"; + mes "Did you get back what the Poporing stole?"; + mes "This cave is really deep and there are lots of precious things that they could have picked up."; + next; + mes "[Karl]"; + mes "You did really great job. Excellent."; + mes "The 1st floor is safer now. Thanks for helping."; + next; + mes "[Karl]"; + mes "You've completed all of the training missions so go back to the headquarters and get approval from the flashy Rune Knight."; + next; + mes "[Karl]"; + mes "You might get a new uniform."; + mes "Haha. I will keep tabs on your progression."; + set para_suv01,16; + changequest 7140,7141; + close; + } + mes "[Karl]"; + mes "Poporings are stronger than you expect."; + mes "If you treat them the same as a normal Poring it will get you in trouble."; + next; + mes "[Karl]"; + mes "Just in case I will recover all your energy."; + mes "It's the last step so be careful."; + npcskill "AL_HEAL",10,99,60; + percentheal 0,100; + close; + } + if (para_suv01 >= 16) { + mes "[Karl]"; + mes "I already informed Boya at the Eden Group headquarters."; + mes "If you go there he will give you a big welcome."; + next; + mes "[Karl]"; + mes "You will get a new uniform, aren't you excited?"; + mes "Hahaha.."; + close; + } + mes "[Karl]"; + mes "Killing undead?"; + mes "Do your best to make the world safer."; + mes "It's one of the goals of the Eden Group."; + close; +} + +anthell01,29,264,5 script Eden Member Cloud#para06 899,{ + + if (para_suv01 < 17) { + if (countitem(6219) > 0) { + mes "[Cloud]"; + mes "Oops."; + mes "You are a member of my group."; + mes "Why did you come here, are you looking for danger?"; + next; + mes "[Cloud]"; + mes "One of the strongest boss monsters is in here."; + mes "Be careful when exploring here."; + close; + } + mes "[Cloud ]"; + mes "What are you looking at?"; + mes "We are not related to each other, are we..."; + close; + } + if (para_suv01 == 17) { + mes "[Cloud]"; + mes "Hello?"; + mes "Why did you come here, looking for danger?"; + next; + switch (select("Conquer Ant Hell:Just wanted to meet you:Where am I?")) { + case 1: + mes "[Cloud]"; + mes "Uh. Conquer Ant Hell? Did you say that?"; + mes "You are a trainee."; + mes "You have come to the right place."; + next; + mes "[Cloud]"; + mes "At first I will explain about Ant Hell."; + mes "Ants dug a cave in the sand and it is linked to the surface. That's Ant Hell."; + next; + mes "[Cloud]"; + mes "Sand flowed into the hole gradually."; + mes "If anyone steps on the hole they will fall into the cave through the hole in the sand.."; + next; + mes "[Cloud]"; + mes "It's hard to survive from there."; + mes "To us it seems like a normal happening so it isn't a matter of survival like to normal people."; + next; + mes "[Cloud]"; + mes "Many kinds of ants have come to live here."; + mes "There is a boss monster named Maya so you should be more cautious."; + next; + mes "[Cloud]"; + mes "Ok let's try to hunt the weakest ant first."; + mes "Pierre is the name of the weakest ant."; + mes "They are just down here."; + next; + mes "[Cloud]"; + mes "In the case of ants, they assist eachother when attacked."; + mes "Be careful and kill 15 Pierre ants."; + set para_suv01,18; + changequest 7142,7143; + close; + case 2: + mes "[Cloud]"; + mes "......"; + mes "Haha... are you joking?"; + mes "You are exhausted from the extremely hot weather in the desert."; + next; + mes "[Cloud]"; + mes "I am a busy man."; + mes "One of the trainees was planning to visit me but that person still hasn't showed yet. I am getting nervous."; + close; + case 3: + mes "[Cloud]"; + mes "Where you are?"; + mes "You are in Anth Hell southwest of Morroc."; + mes "Morroc is the closest city, northeast of here."; + close; + } + } + if (para_suv01 == 18) { + if (checkquest(7143,HUNTING) == 2) { + mes "[Cloud]"; + mes "Hey, what was it?"; + mes "Maybe you saw an Andre when you were hunting Pierre."; + next; + mes "[Cloud]"; + mes "Well, now let's hunt Andre aswel."; + mes "Ahah the way you're looking at me, ''why didn't I ask you to do this all at once'' right?"; + next; + mes "[Cloud]"; + mes "Ain't it more fun this way?"; + mes "Hey, now your next target is 15 Andre!"; + mes "You are strong so it will be fine!"; + next; + mes "[Cloud]"; + mes "If you can't find Andre go deeper into the cave."; + mes "Ah, and be careful of Maya."; + set para_suv01,19; + changequest 7143,7144; + close; + } + mes "[Cloud]"; + mes "What do you think of Ant Hell?"; + mes "Can you stay longer?"; + mes "Ok, I will recover your strengh so, keep going."; + npcskill "AL_HEAL",10,99,60; + percentheal 100,100; + close; + } + if (para_suv01 == 19) { + if (checkquest(7144,HUNTING) == 2) { + mes "[Cloud]"; + mes "Great. You seem to have killed all of the Andre."; + mes "How do you think about fighting ants?"; + mes "Was it good?"; + next; + mes "[Cloud]"; + mes "Hey, cheer up."; + mes "To conquer Ant Hell you have one step left."; + mes "You might have guessed your next target already."; + next; + mes "[Cloud]"; + mes "Vitata!"; + mes "How can I say... He seems like honey."; + mes "Pierre is a worker. Andre is a guardian and so... Vitata is like a mother."; + next; + mes "[Cloud]"; + mes "They are really kind to kids and women but don't show any pity to ants."; + mes "Hunt the Vitata who takes care of the ant eggs."; + next; + mes "[Cloud]"; + mes "If somebody falls into Ant Hell it might be a bit safer than before."; + mes "Now it's the last step so cheer up and let's kill 10 Vitata."; + next; + mes "[Cloud]"; + mes "If you feel you're in too much danger. Just come back."; + mes "I will heal you."; + set para_suv01,20; + changequest 7144,7145; + close; + } + mes "[Cloud]"; + mes "See, to cheer you up I will heal you until you finish the training."; + mes "Chin up and cheer up."; + npcskill "AL_HEAL",10,99,60; + percentheal 100,100; + close; + } + if (para_suv01 == 20) { + if (checkquest(7145,HUNTING) == 2) { + mes "[Cloud]"; + mes "Oh... it might have been an anoying fight."; + mes "You finished so fast."; + next; + mes "[Cloud]"; + mes "Good job. Go back to the headquarters and report."; + mes "You've completed the training quickly."; + next; + mes "[Cloud]"; + mes "You will get good news."; + mes "You did a really good job even under the hot weather."; + set para_suv01,21; + changequest 7145,7146; + close; + } + mes "[Cloud]"; + mes "See, to cheer up I will heal you until you finish the training."; + mes "Chin up and cheer up."; + next; + mes "[Cloud]"; + mes "Just Vitata, isn't that an easy opponent?"; + mes "If you see Maya just run away."; + npcskill "AL_HEAL",10,99,60; + percentheal 100,100; + close; + } + if (para_suv01 >= 21) { + mes "[Cloud]"; + mes "It's enough to say that you've conquered Ant Hell."; + mes "Aren't you getting used to it here?"; + next; + mes "[Cloud]"; + mes "Go back to the headquarters and report that you completed the mission, hurry up"; + mes "you will receive good news."; + mes "You will receive the Eden Group uniform aswel."; + close; + } + mes "[Cloud]"; + mes "I am really proud of the Eden Group."; + mes "Does the uniform look good on me?"; + mes "Haha..."; + close; +} + +in_orcs01,38,175,3 script Eden Member Hooksha 803,{ + if (para_suv01 < 24) { + if (countitem(6219) > 0) { + mes "[Hooksha]"; + mes "Unbelievable why did you come here?"; + mes "Um... You are not on the third step of the training?"; + mes "Yeeee~ I'm excited~"; + next; + mes "[Hooksha]"; + mes "I am a little bored waiting for trainees. Where are they?"; + close; + } + mes "[Hooksha]"; + mes "Hello."; + mes "Why did you come here?"; + mes "Umm... Aaaaa..."; + next; + mes "[Hooksha]"; + mes "Why don't you join my group?"; + mes "If you have interest in joining us,"; + mes "you won't regret your decision."; + close; + } + if (para_suv01 == 24) { + mes "[Hooksha]"; + mes "Hello."; + mes "Are you a trainee?"; + mes "Yeah I can tell."; + mes "So shall we begin?"; + next; + mes "[Hooksha]"; + mes "Actually I don't like this training mission much but anyway let me explain it to you."; + next; + mes "[Hooksha]"; + mes "As you know this is Orc Village."; + mes "Orcs don't like humans."; + mes "They don't try to communicate with us. When they see humans they immediately attack us."; + next; + mes "[Hooksha]"; + mes "Sadly humans don't want to communicate with them either."; + mes "So we decided to take a strong approach towards them."; + mes "Actually we'd like to get rid of them all."; + next; + mes "[Hooksha]"; + mes "We're trying to conquer Orc Village."; + mes "It's the proper place to finish the beginners training mission for an adventurer like you."; + next; + mes "[Hooksha]"; + mes "That's why we've chosen this place for this mission."; + mes "Ok, we don't have a lot of time so let's begin."; + mes "First let's eliminate the weakest one."; + next; + mes "[Hooksha]"; + mes "It's better to kill them before they grow up."; + mes "Hunt 10 Orc Babies."; + mes "Don't pity them because when they grow up they become aggressive Orc Warriors."; + next; + mes "[Hooksha]"; + mes "Good or bad this is how it is going to be."; + mes "Even if they are babies don't hesitate."; + set para_suv01,25; + changequest 7147,7148; + close; + } + if (para_suv01 == 25) { + if (checkquest(7148,HUNTING) == 2) { + mes "[Hooksha]"; + mes "Great. Awesome."; + mes "It's not very pleasant so let's move on."; + next; + mes "[Hooksha]"; + mes "On the next step we will fight with Orc Warriors."; + mes "When Orc Babies grow up they become strong Orc Warriors."; + next; + mes "[Hooksha]"; + mes "They all are powerful warriors."; + mes "When you were fighting Orc Babies, you probably have been attacked by them."; + next; + mes "[Hooksha]"; + mes "Now it's time to hunt 10 Orc Warriors."; + mes "If you are in trouble just come back here to safety."; + mes "Do you understand?"; + set para_suv01,26; + changequest 7148,7149; + close; + } + mes "[Hooksha]"; + mes "There are Orc Warriors, Orc Ladies and Orc Babies in Orc Village."; + mes "They are really aggressive."; + next; + mes "[Hooksha]"; + mes "You look tired I will recover your health."; + mes "If you are in trouble just come back here to safety."; + npcskill "AL_HEAL",10,99,60; + percentheal 100,100; + close; + } + if (para_suv01 == 26) { + if (checkquest(7149,HUNTING) == 2) { + mes "[Hooksha]"; + mes "Now you can move on to the next step."; + next; + mes "[Hooksha]"; + mes "Exactly... now it's time to hunt Orc Ladies."; + mes "If you want to conquer Orc Village completely, you should kill them before they have more Orc Babies."; + next; + mes "[Hooksha]"; + mes "But you don't need to kill all of them."; + mes "Go and hunt 10 Orc Ladies."; + next; + mes "[Hooksha]"; + mes "You can already feel the strong power from outside..."; + mes "Don't hesitate to attack them."; + set para_suv01,27; + changequest 7149,7150; + close; + } + mes "[Hooksha]"; + mes "You should be exhausted by now."; + mes "But you still have more targets, understand."; + next; + mes "[Hooksha]"; + mes "You look tired, I will recover your health."; + mes "If you are in trouble just come back here to safety."; + npcskill "AL_HEAL",10,99,60; + percentheal 100,100; + close; + } + if (para_suv01 == 27) { + if (checkquest(7150,HUNTING) == 2) { + mes "[Hooksha]"; + mes "Great job."; + mes "Now you should understand how the orc tribe works here in Orc Village."; + mes "You've followed the training mission well under hot and humid circumstances."; + mes "You have now completed the 'Conquer Orc Village!' training mission. Congratulations."; + next; + mes "[Hooksha]"; + mes "Go back and report to the Eden Group headquarters."; + mes "I'm sure they will have good news for you."; + set para_suv01,28; + changequest 7150,7151; + close; + } + mes "[Hooksha]"; + mes "Orc Lady is the last target."; + mes "Cheer up~!"; + next; + mes "[Hooksha]"; + mes "You look tired, I will recover your health."; + mes "If you are in trouble just come back here to safety."; + npcskill "AL_HEAL",10,99,60; + percentheal 100,100; + close; + } + if (para_suv01 == 28) { + mes "[Hooksha]"; + mes "You have completed the training mission."; + mes "Go back to the Eden Group headquarters and report there."; + close; + } + if (para_suv01 == 29) { + mes "[Hooksha]"; + mes "Have you come here to join in the training?"; + mes "You look like an expert."; + next; + mes "[Hooksha]"; + mes "This isn't a good place to talk so let's hurry."; + mes "This place is linked with the dungeon of Orc Village."; + next; + mes "[Hooksha]"; + mes "Can you see that way."; + mes "There is a cave under the ground, normal orcs don't come here."; + next; + mes "[Hooksha]"; + mes "The safest place is in here."; + mes "There are many undead monsters down there."; + next; + mes "[Hooksha]"; + mes "The undead monsters are dangerous and threatening."; + mes "Don't hesitate when fighting them."; + next; + mes "[Hooksha]"; + mes "Now hunt those undead monsters down there."; + next; + mes "[Hooksha]"; + mes "Try to hunt 20 Orc zombies in the dungeon."; + mes "They are really well organized."; + next; + mes "[Hooksha]"; + mes "They will attack you anywhere without hesitating."; + mes "May Freya bless you."; + set para_suv01,30; + changequest 7152,7153; + close; + } + if (para_suv01 == 30) { + if (checkquest(7153,HUNTING) == 2) { + mes "[Hooksha]"; + mes "It's different from what you saw in Payon, right?"; + mes "Although you managed to kill the Orc Zombies, you can't be sure you are much stronger.."; + next; + mes "[Hooksha]"; + mes "So don't go deeper into that cave or you will die for sure."; + next; + mes "[Hooksha]"; + mes "The next target is the Orc Skeleton who was walking next to the Orc Zombies."; + mes "Hunt 20 Orc Skeletons."; + next; + mes "[Hooksha]"; + mes "It's the last step of the training mission in the Orc Dungeon."; + mes "It's all up to you."; + next; + mes "[Hooksha]"; + mes "Ok, cheer up and see you again."; + mes "Hunt 20 Orc Skeletons."; + set para_suv01,31; + changequest 7153,7154; + close; + } + mes "[Hooksha]"; + mes "Can you stay longer?"; + mes "You look tired, I will recover your health."; + mes "If you are in trouble just come back here to safety."; + npcskill "AL_HEAL",10,99,60; + percentheal 100,100; + close; + } + if (para_suv01 == 31) { + if (checkquest(7154,HUNTING) == 2) { + mes "[Hooksha]"; + mes "Your training mission has been completed."; + mes "Go back to the Eden Group headquarters and report."; + mes "I would like to say more in detail but I'm getting so tired."; + next; + mes "[Hooksha]"; + mes "Recently trainees have come here more and more so, I can't sleep at all."; + mes "I mean not due to you."; + mes "Anyway I will inform the group so go there and report."; + next; + set para_suv01,32; + changequest 7154,7155; + close; + } + mes "[Hooksha]"; + mes "Can you stay longer?"; + mes "You look tired I will recover your health."; + mes "If you are in trouble just come back here to safety."; + npcskill "AL_HEAL",10,99,60; + percentheal 100,100; + close; + } + if (para_suv01 == 32) { + mes "[Hooksha]"; + mes "Don't you have to report back to the Eden Group headquarters?"; + mes "I am so tired leave me alone."; + close; + } + if (para_suv01 > 32) { + mes "[Hooksha]"; + mes "Uh? What Orc? Explore the dungeon?"; + mes "You are having such a hard time."; + next; + mes "[Hooksha]"; + mes "This place is really good to take a rest because Orcs don't come here."; + mes "Ho hum..."; + close; + } +} + +iz_dun04,43,46,3 script Eden Member Callandiva 745,{ + + if (para_suv01 < 33) { + if (countitem(6219) > 0) { + mes "[Callandiva]"; + mes "How did you get so deep in this ocean city?"; + mes "Ah, that symbol is of our group."; + mes "You're a trainee for sure."; + next; + mes "[Callandiva]"; + mes "What? You aren't?"; + mes "I... see... I see..."; + mes "Ok... keep going."; + close; + } + mes "[Callandiva]"; + mes "Mysteriously although we're under the sea you can still breathe here."; + mes "Do you know why?"; + next; + mes "[Callandiva]"; + mes "Let's see due to the moisture my skin is so soft."; + mes "My fingers and toes are not attached to each other amazing."; + next; + mes "[Callandiva]"; + mes "I was really shocked and scared when the Eden Group dispatched me here."; + mes "Now I love this environment so much."; + mes "It's really calm..."; + close; + } + if (para_suv01 == 33) { + mes "[Callandiva]"; + mes "How did you get so deep in this ocean city?"; + mes "Ah, that symbol is of our group."; + mes "You're a trainee for sure."; + next; + mes "[Callandiva]"; + mes "Good to see you!"; + mes "Alright, look down."; + mes "Ancient buildings are sleeping under the water. They were actually built under the sea."; + next; + mes "[Callandiva]"; + mes "As you know we don't have any trouble living here."; + mes "But if you see over there... yes right there."; + next; + mes "[Callandiva]"; + mes "Can you see a humanoid fish with a very threatening spear?"; + mes "He is called a Merman and is a really professional warrior."; + next; + mes "[Callandiva]"; + mes "Okay, go and hunt 15 Merman."; + mes "That will be your 1st training mission here."; + set para_suv01,34; + changequest 7156,7157; + close; + } + if (para_suv01 == 34) { + if (checkquest(7157,HUNTING) == 2) { + mes "[Callandiva]"; + mes "Oh, you came back~!"; + mes "What did you think of those threatening Mermans?"; + mes "Actually, I thought that you would chicken out~"; + next; + mes "[Callandiva]"; + mes "Good your next opponent will be...~"; + mes "Yes, this one..."; + mes "The monster that is holding a trident."; + next; + mes "[Callandiva]"; + mes "His main abilities are magical."; + mes "The monster is called Strouf!"; + mes "Now, it's time to fight with a real magician!"; + next; + mes "[Callandiva]"; + mes "Try avoiding the Mermans and hunt 10 Strouf, kill them."; + set para_suv01,35; + changequest 7157,7158; + close; + } + mes "[Callandiva]"; + mes "Oh are you tired?"; + mes "Mermans are not easy opponents."; + mes "I will help you recover so cheer up."; + npcskill "AL_HEAL",10,99,60; + percentheal 0,100; + close; + } + if (para_suv01 == 35) { + if (checkquest(7158,HUNTING) == 2) { + mes "[Callandiva]"; + mes "Did you kill all the Strouf already?"; + mes "I wasn't counting that you'd make it."; + mes "I have eyes on the top of my head haha."; + next; + mes "[Callandiva]"; + mes "Of course I'm just kidding."; + mes "Don't look at me like that~ it was a joke~!"; + mes "Now you're feeling more at ease about this."; + next; + mes "[Callandiva]"; + mes "Go back to the headquarters and report it.~"; + mes "You will receive the last uniform from the Eden Group headquarters."; + next; + mes "[Callandiva]"; + mes "This training mission is made for beginners."; + mes "So it might be useless to you or not."; + next; + mes "[Callandiva]"; + mes "Anyway you did great job!"; + set para_suv01,36; + changequest 7158,7159; + close; + } + mes "[Callandiva]"; + mes "Oh are you tired?"; + mes "Strouf are not easy opponents."; + mes "I can help you recover so cheer up."; + npcskill "AL_HEAL",10,99,60; + percentheal 100,100; + close; + } + if (para_suv01 >= 36) { + mes "[Callandiva]"; + mes "I won't give help to you anymore."; + mes "Go back to our headquarters and report about this training mission."; + close; + } + mes "[Callandiva]"; + mes "Mysteriously although we're under the sea you can still breathe here."; + mes "Do you know why?"; + next; + mes "[Callandiva]"; + mes "Let's see due to the moisture my skin is so soft."; + mes "My fingers and toes are not attached to each other amazing."; + next; + mes "[Callandiva]"; + mes "I was really shocked and scared when the Eden Group dispatched me here."; + mes "Now I love this environment so much."; + mes "It's really calm..."; + close; +} + +moc_para01,112,96,5 script Administrator Michael 967,{ + + mes "[Michael]"; + mes "Why did you come here?"; + next; + switch (select("To get supplies:Where is here?:Upgrade equipment")) { + case 1: + if (para_suv01 == 11) { + mes "[Michael]"; + mes "If you've completed step 1"; + mes "we can supply you with a Eden Group Hat, Uniform, Manteau and Boots."; + mes "^4d4dffCheck your inventory first.^000000"; + next; + switch (select("Let me check my inventory:I have enough room.")) { + case 1: + mes "[Michael]"; + mes "Make sure you have enough room for the supplies."; + close; + case 2: + mes "[Michael]"; + mes "Two of the supplies, the ^4d4dffHat and Manteau^000000,"; + mes "will only be given out once."; + mes "So treat them with caution and care."; + next; + mes "[Michael]"; + mes "As for the Boots and the Uniforms, you will receive better quality ones based on your course grades."; + next; + mes "[Michael]"; + mes "One Eden Group Hat."; + mes "One Eden Group Uniform I."; + mes "One pair of Eden Group Boots I."; + mes "One Eden Group Manteau."; + mes "A total of 4 supplies, that's all."; + set para_suv01,12; + set para_suv02,1; + getitem 5583,1; //Para_Team_Hat1 + getitem 2560,1; //Para_Team_Manteau1 + getitem 2456,1; //Para_Team_Boots1 + getitem 15009,1; //Para_Team_Uniform1 + next; + mes "[Michael]"; + mes "Is that correct?"; + mes "It is manufactured for beginners so they don't have the best effect but they're still cheaper than equipment in the shops."; + next; + mes "[Michael]"; + mes "We made them especially for the Eden Group."; + close; + } + } + if (para_suv01 == 22) { + mes "[Michael]"; + mes "If you've completed step 2, we offer extra weapons including the basic equipment."; + next; + mes "[Michael]"; + mes "We have chosen the proper weapon for each class."; + mes "But we can't support some classes that can't join us."; + next; + mes "[Michael]"; + mes "We can't manufacture all of the weapons in the world, don't you agree?"; + next; + mes "[Michael]"; + mes "We will supply 1 Weapon, Shoes and Uniform so a total of three things."; + mes "Also we supply extra things to consider some members who can't use some of the supplies."; + next; + mes "[Michael]"; + mes "^4d4dffPlease check your inventory to get those items.^000000"; + next; + switch (select("I will make more space.:I have got enough space.")) { + case 1: + mes "[Michael]"; + mes "Make enough space."; + close; + case 2: + 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."; + mes "Here are the options."; + next; + mes "[Michael]"; + mes "Eden Slayer I: Two-handed sword. attack 162."; + mes "Eden Saber I: One-handed sword. attack 147."; + 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 Slayer I:Eden Sabre I")) { + case 1: + mes "[Michael]"; + mes "You've chosen the Eden Slayer 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 1192,1; //P_Slayer1 + getitem 18514,1; //Para_Team_Hat2 + getitem 2571,1; //Para_Team_Manteau2 + getitem 2457,1; //Para_Team_Boots2 + getitem 15010,1; //Para_Team_Uniform2 + next; + mes "[Michael]"; + mes "Check your supplies again and look after it."; + close; + } + mes "[Michael]"; + mes "A Two-handed sword, Uniform and Boots all 3 supplies."; + mes "Please check it again."; + set para_suv01,23; + set para_suv02,2; + getitem 1192,1; //P_Slayer1 + 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 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; + } + } 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 "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 "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) { + 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; + 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 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 "Check your supplies again and look after it."; + close; + } + 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; + 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; + } + } + 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."; + next; + if (para_suv02 == 0) { + mes "[Michael]"; + mes "I don't know what weapon will suit you so, you'll get a Dagger."; + 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 "Check your supplies again and look after it."; + close; + } + mes "[Michael]"; + mes "A Weapon, Uniform and Boots all 3 supplies."; + mes "I don't know what weapon will suit you so, you'll get a Dagger."; + 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."; + close; + } + } + if (para_suv01 == 37) { + mes "[Michael]"; + mes "You've completed the last training course."; + mes "It's time for you to receive a new weapon."; + next; + mes "[Michael]"; + mes "We have more upgraded weapons, uniforms and boots."; + mes "Ah, in case of the weapon that was made only for 1st jobs."; + mes "So, I can't offer them to higher jobs."; + next; + mes "[Michael]"; + mes "^4d4dffPlease check you inventory to get those supplies.^000000"; + next; + switch (select("I'll come back.:I have enough room.")) { + case 1: + mes "[Michael]"; + mes "Make sure you have enough room."; + close; + case 2: + 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."; + mes "Here are the options."; + next; + mes "[Michael]"; + mes "Eden Saber II: One-handed sword. attack 170."; + mes "Eden Slayer II: Two-handed sword. attack 185."; + mes "Both of them are Lv. 2 weapons and the required level is 40."; + next; + mes "[Michael]"; + mes "They also can't be traded with other players or be refined."; + next; + switch (select("Eden Saber II:Eden Slayer II")) { + case 1: + mes "[Michael]"; + mes "You've chosen the Eden Sabre II."; + mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; + 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, 38; + set para_suv02, 3; + getitem 13424,1; //P_Sabre2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + 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_suv01,38; + set para_suv02,3; + getitem 13424,1; //P_Sabre2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + case 2: + mes "[Michael]"; + mes "You've chosen the Eden Slayer II."; + mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; + 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_suv01,38; + set para_suv02,3; + getitem 1193,1; //P_Slayer2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + 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 Two-handed sword, Uniform, and Boots all 3 supplies."; + mes "Please check it again."; + set para_suv01,38; + set para_suv02,3; + getitem 1193,1; //P_Slayer2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + } + if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue) { + mes "[Michael]"; + mes "We only have 1 weapon for you."; + next; + mes "[Michael]"; + mes "Eden Dagger II: Dagger. MATK+70, attack 158."; + mes "It is Lv. 2 and the required level is 40."; + 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 II."; + next; + mes "[Michael]"; + mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; + 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_suv02, 3; + getitem 13051,1; //P_Dagger2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + 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 Dagger, Uniform, and Boots all 3 supplies."; + mes "Please check it again."; + set para_suv01,38; + set para_suv02,3; + getitem 13051,1; //P_Dagger2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + 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 II: Mace. attack 163."; + mes "Eden Staff II: Staff. INT+3, MATK+150, attack 60."; + mes "Both of them are Lv. 2 weapons and the required level is 40."; + next; + mes "[Michael]"; + mes "They also can't be traded with other players or be refined."; + next; + switch (select("Eden Staff II:Eden Mace II")) { + case 1: + mes "[Michael]"; + mes "You've chosen the Eden Staff II."; + mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; + 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_suv01,38; + set para_suv02,3; + getitem 1651,1; //P_Staff2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + 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_suv01,38; + set para_suv02,3; + getitem 1651,1; //P_Staff2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + case 2: + mes "[Michael]"; + mes "You've chosen the Eden Mace II."; + mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; + 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_suv01,38; + set para_suv02,3; + getitem 16005,1; //P_Mace2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + 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_suv01,38; + set para_suv02,3; + getitem 16005,1; //P_Mace2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + 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 II: Bow. attack 82."; + mes "It is Lv. 2 and the required level is 40."; + 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 II."; + next; + mes "[Michael]"; + mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; + 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_suv01,38; + set para_suv02,3; + getitem 1748,1; //P_Bow2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + 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 Bow, Uniform, and Boots all 3 supplies."; + mes "Please check it again."; + set para_suv01,38; + set para_suv02,3; + getitem 1748,1; //P_Bow2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + if (Class == Job_Novice || Class == Job_Novice_High || Class == Job_SuperNovice || Class == Job_Soul_Linker || Class == Job_Ninja) { + mes "[Michael]"; + mes "We only have 1 weapon for you."; + next; + mes "[Michael]"; + mes "Eden Dagger II: Dagger. MATK+70, attack 158."; + mes "It is Lv. 2 and the required level is 40."; + 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 II."; + next; + mes "[Michael]"; + mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; + 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_suv01,38; + set para_suv02,3; + getitem 13051,1; //P_Dagger2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + 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 Dagger, Uniform, and Boots all 3 supplies."; + mes "Please check it again."; + set para_suv01, 38; + set para_suv02, 3; + getitem 13051,1; //P_Dagger2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + next; + mes "[Michael]"; + 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 II: Staff. INT+3, MATK+155, attack 60."; + mes "It is Lv. 2 and the required level is 40."; + 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 II."; + next; + mes "[Michael]"; + mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; + 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_suv01,38; + set para_suv02,3; + getitem 1651,1; //P_Staff2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + 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_suv01,38; + set para_suv02,3; + getitem 1651,1; //P_Staff2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + 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 II: One-handed sword. attack 170."; + mes "Eden Mace II: Mace. attack 163."; + mes "Both of them are Lv. 2 weapons and the required level is 40."; + next; + mes "[Michael]"; + mes "They also can't be traded with other players or be refined."; + next; + switch (select("Eden Saber II:Eden Mace II")) { + case 1: + mes "[Michael]"; + mes "You've chosen the Eden Sabre II."; + mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; + 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_suv01,38; + set para_suv02,3; + getitem 13424,1; //P_Sabre2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + 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_suv01,38; + set para_suv02,3; + getitem 13424,1; //P_Sabre2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + case 2: + mes "[Michael]"; + mes "You've chosen the Eden Mace II."; + mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; + 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, 38; + set para_suv02, 3; + getitem 16005,1; //P_Mace2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + 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_suv01,38; + set para_suv02,3; + getitem 16005,1; //P_Mace2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + 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 II: Revolver. HIT-5, attack 60."; + mes "It is Lv. 2 and the required level is 40."; + 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 II."; + next; + mes "[Michael]"; + mes "Additionally you'll receive the Eden Group Boots III and Uniform III."; + 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_suv01,38; + set para_suv02,3; + getitem 13113,1; //P_Revolver2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + 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_suv01,38; + set para_suv02,3; + getitem 13113,1; //P_Revolver2 + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + 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 III and Uniform III."; + 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_suv01,38; + set para_suv02,3; + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + 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 Uniform and Boots all 2 supplies."; + mes "Please check it again."; + set para_suv01,38; + set para_suv02,3; + getitem 2458,1; //Para_Team_Boots3 + getitem 15011,1; //Para_Team_Uniform3 + next; + mes "[Michael]"; + mes "I hope they're useful to you."; + close; + } + mes "[Michael]"; + mes "Wait...I will check the record..."; + mes "..."; + mes "...hummmm."; + next; + mes "[Michael]"; + mes "Sorry, but I can't find any record that you can obtain supplies."; + mes "Are you sure?"; + close; + } + case 2: + mes "[Michael]"; + mes "We store weapons, armor and other goods which were created by the Eden Group here."; + mes "We also have a lot of special stuff."; + next; + mes "[Michael]"; + mes "To prepare for emergencies, we hav enough equipment and supplies for an entire army."; + mes "Frankly... we don't have a use for it now but in case soemthing happens like in Morroc."; + next; + mes "[Michael]"; + mes "Just take a look around and don't touch anything."; + next; + mes "[Michael]"; + mes "If I make a mistake, Reke will punish me."; + close; + case 3: + mes "[Michael]"; + mes "You mean upgrading equipment, right?"; + mes "We can only upgrade the Eden Group Hat."; + if (para_suv02 == 3) { + if (countitem(5583) > 0) { + mes "[Michael]"; + mes "What status bonus do you want to upgrade?"; + next; + switch (select("Upgrade STR:Upgrade AGI:Upgrade VIT:Upgrade INT:Upgrade DEX:Upgrade LUK:Nevermind.")) { + case 1: + mes "[Michael]"; + mes "I see."; + mes "I will ^4d4dffUpgrade STR^000000."; + mes "Are you sure?"; + next; + switch (select("Yes I am.:No wait.")) { + case 1: + mes "[Michael]"; + mes "I will start to upgrade."; + next; + mes "[Michael]"; + mes "Here you are."; + set para_suv02,4; + delitem 5583,1; + getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4701; + close; + case 2: + mes "[Michael]"; + mes "Don't you want to upgrade?"; + close; + } + case 2: + mes "[Michael]"; + mes "I see."; + mes "I will ^4d4dffUpgrade AGI^000000."; + mes "Are you sure?"; + next; + switch (select("Yes I am.:No wait.")) { + case 1: + mes "[Michael]"; + mes "I will start to upgrade."; + next; + mes "[Michael]"; + mes "Here you are."; + set para_suv02,4; + delitem 5583,1; + getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4731; + close; + case 2: + mes "[Michael]"; + mes "Don't you want to upgrade?"; + close; + } + case 3: + mes "[Michael]"; + mes "I see."; + mes "I will ^4d4dffUpgrade VIT^000000."; + mes "Are you sure?"; + next; + switch (select("Yes I am.:No wait.")) { + case 1: + mes "[Michael]"; + mes "I will start to upgrade."; + next; + mes "[Michael]"; + mes "Here you are."; + set para_suv02,4; + delitem 5583,1; + getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4741; + close; + case 2: + mes "[Michael]"; + mes "Don't you want to upgrade?"; + close; + } + case 4: + mes "[Michael]"; + mes "I see."; + mes "I will ^4d4dffUpgrade INT^000000."; + mes "Are you sure?"; + next; + switch (select("Yes I am.:No wait.")) { + case 1: + mes "[Michael]"; + mes "I will start to upgrade."; + next; + mes "[Michael]"; + mes "Here you are."; + set para_suv02,4; + delitem 5583,1; + getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4711; + close; + case 2: + mes "[Michael]"; + mes "Don't you want to upgrade?"; + close; + } + case 5: + mes "[Michael]"; + mes "I see."; + mes "I will ^4d4dffUpgrade DEX^000000."; + mes "Are you sure?"; + next; + switch (select("Yes I am.:No wait.")) { + case 1: + mes "[Michael]"; + mes "I will start to upgrade."; + next; + mes "[Michael]"; + mes "Here you are."; + set para_suv02, 4; + delitem 5583,1; + getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4721; + close; + case 2: + mes "[Michael]"; + mes "Don't you want to upgrade?"; + close; + } + case 6: + mes "[Michael]"; + mes "I see."; + mes "I will ^4d4dffUpgrade LUK^000000."; + mes "Are you sure?"; + next; + switch (select("Yes I am.:No wait.")) { + case 1: + mes "[Michael]"; + mes "I will start to upgrade."; + next; + mes "[Michael]"; + mes "Here you are."; + set para_suv02, 4; + delitem 5583,1; + getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4751; + close; + case 2: + mes "[Michael]"; + mes "Don't you want to upgrade?"; + close; + } + case 7: + mes "[Michael]"; + mes "Why? It'll be beter than it is."; + mes "Anyway, we can only offer you one Hat."; + next; + mes "[Michael]"; + mes "What you do with it is up to you."; + close; + } + } + mes "[Michael]"; + mes "First come with a Hat that you want me to upgrade."; + mes "Make sure that it's in your inventory, got it?"; + close; + } + if (para_suv02 == 4) { + mes "[Michael]"; + mes "Umm, didn't you upgrade this already?"; + mes "According to the records"; + mes ""+strcharinfo(0)+": Has already upgraded their Hat."; + next; + mes "[Michael]"; + mes "We can only offer 1 upgrade."; + mes "Sorry but I can't do it twice."; + close; + } + mes "[Michael]"; + mes "You haven't received all the supplies up to step 3."; + mes "Upgrading your Hat is a special service."; + next; + mes "[Michael]"; + mes "Sorry but I can't help you."; + close; + } +} + +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?"; + next; + switch (select("Order a meal.:Talk.")) { + case 1: + mes "[Chef]"; + mes "Choose one of the three course meals A, B or C."; + mes "Do you want a explanation?"; + next; + switch (select("I want a explanation.:Order course meal A:Order course meal B:Order course meal C:End Conversation.")) { + case 1: + mes "[Chef]"; + mes "Uh? what do you want to know?"; + next; + switch (select("About course meal A.:About course meal B.:About course meal C.:End Conversation.")) { + case 1: + mes "[Chef]"; + mes "Course meal A is for nomal people."; + mes "It has three kinds of dishes and the main is...."; + mes " "; + mes "-Chef is trying to point to a dish in the picture. There is a black roll.-"; + next; + mes "[Chef]"; + mes "It's made of sea grass so, it's dry like paper."; + mes "It's a roll with steamed rice, vegetables and meat inside."; + mes "It seems simple but it is really good and healthy."; + next; + mes "[Chef]"; + mes "The ingredients mix well with the spicy sauce."; + mes "It is also mixed with chopped meat like sausages."; + next; + mes "[Chef]"; + mes "It's simple and cheap so it is really popular with everyone."; + mes "Just 3,000 Zeny."; + mes "You will feel satisfied after eating it."; + close; + case 2: + mes "[Chef]"; + mes "Um course meal B is."; + mes "I make a sauce with aromatic vegetables and meat in a soup."; + next; + mes "[Chef]"; + mes "The meat is boiled so it is fork tender in the soup."; + mes "When the soup is almost done I add noodles for the finishing touch."; + next; + mes "[Chef]"; + mes "It's a good dish to share with your friends."; + mes "It's 4,000 Zeny."; + mes "It's a very fun dish to enjoy."; + close; + case 3: + mes "[Chef]"; + mes "Now for course meal C..."; + mes "It's a masterpiece of meat... Legend of the meat class!"; + next; + mes "[Chef]"; + mes "Beef, bacon,"; + mes "strip loin,"; + mes "rib eye roll"; + mes "..."; + next; + mes "[Chef]"; + mes "Do you need more information?"; + mes "Don't worry."; + mes "I use the besk oak to smoke it."; + mes "Ah, it's 5,000 Zeny. Cheap isn't it? I only use the best meat so don't worry."; + close; + case 4: + mes "[Chef]"; + mes "I don't have enough time to chat with you..."; + close; + } + case 2: + mes "[Chef]"; + mes "Course meal A?"; + mes "Ah, Kim-dduck-soon."; + mes "It's the representative meal for normal citizens."; + next; + if (countitem(6219) > 0) { + if (Zeny > 2699) { + mes "[Chef]"; + mes "Hey, here you are."; + mes "Enjoy your meal."; + next; + mes "- After eating the meal, You feel a little bit full."; + mes "You've recovered some HP and SP. -"; + set Zeny, Zeny - 2700; + percentheal 50,0; + percentheal 0,50; + close; + } + mes "[Chef]"; + mes "This meal costs 3,000 zeny but I will serve it for 2,700."; + mes "Since you are a eden member you get a 10% discount so, it's 2,700 zeny."; + close; + } + if (Zeny > 2999) { + mes "[Chef]"; + mes "Hey, here you are."; + mes "Enjoy your meal."; + next; + mes "- After eating the meal, You feel a little bit full."; + mes "You've recovered some HP and SP. -"; + set Zeny, Zeny - 3000; + percentheal 50,0; + percentheal 0,50; + close; + } + mes "[Chef]"; + mes "This meal costs 3,000 zeny."; + mes "How many times do I have to tell you?"; + close; + case 3: + mes "[Chef]"; + mes "Course meal B?"; + mes "This food with meat and vegetables in hot soup has it's origins from nomadic life under the cold and dry nature."; + next; + if (countitem(6219) > 0) { + if (Zeny > 3599) { + mes "[Chef]"; + mes "Hey, here you are."; + mes "Enjoy your meal."; + next; + mes "- After eating the meal, You feel a little bit full."; + mes "You've recovered some HP and SP. -"; + set Zeny, Zeny - 3600; + percentheal 75,0; + percentheal 0,75; + close; + } + mes "[Chef]"; + mes "This meal costs 4,000 zeny but I will serve it for 3,600."; + mes "Since you are a eden member you get a 10% discount so, it's 3,600 zeny."; + close; + } + if (Zeny > 3999) { + mes "[Chef]"; + mes "Hey, here you are."; + mes "Enjoy your meal."; + next; + mes "- After eating the meal, You feel a little bit full."; + mes "You've recovered some HP and SP. -"; + set Zeny, Zeny - 4000; + percentheal 75,0; + percentheal 0,75; + close; + } + mes "[Chef]"; + mes "This meal costs 4,000 zeny."; + mes "How many times do I have to tell you?"; + close; + case 4: + if (countitem(6219) > 0) { + if (Zeny > 4499) { + mes "[Chef]"; + mes "Hey, here you are."; + mes "Enjoy your meal."; + next; + mes "- The Rib Eye Roll is grilled on the oak."; + mes "- After eating the meal, You feel a little bit full."; + mes "You've recovered your HP and SP. -"; + set Zeny, Zeny - 4500; + percentheal 100,0; + percentheal 0,100; + close; + } + mes "[Chef]"; + mes "This meal costs 5,000 zeny but I will serve it for 4,500."; + mes "Since you are a eden member you get a 10% discount so, it's 4,500 zeny."; + close; + } + if (Zeny > 4999) { + mes "[Chef]"; + mes "Hey, here you are."; + mes "Enjoy your meal."; + next; + mes "Hey, here you are."; + mes "- The Rib Eye Roll is grilled on the oak."; + mes "- After eating the meal, You feel a little bit full."; + mes "You've recovered your HP and SP. -"; + set Zeny, Zeny - 5000; + percentheal 100,0; + percentheal 0,100; + close; + } + mes "[Chef]"; + mes "This meal costs 5,000 zeny."; + mes "How many times do I have to tell you?"; + close; + case 5: + mes "[Chef]"; + mes "It's up to you."; + close; + } + case 2: + if (countitem(6219) > 0) { + mes "[Chef]"; + mes "Most jobs should be managed by yourself. So it might be difficult, right?"; + mes "Actually it's harmful so they have requested continuously."; + next; + mes "[Chef]"; + mes "Can't we all work together by helping each other out?"; + mes "Anyway, you..."; + next; + if (para_suv01 == 0) { + if (BaseLevel < 41) { + mes "[Chef]"; + mes "How are you?"; + mes "Ah... now you don't look like a beginner."; + mes "Do you want to know some good information?"; + next; + mes "[Chef]"; + mes "The Eden Group... sometimes receives jobs."; + mes "But they also manufacture armor and weapons by themselves."; + next; + mes "[Chef]"; + mes "If you want, you can get a uniform from the Eden Group."; + next; + mes "[Chef]"; + mes "To get it you need to complete their missions."; + mes "If you have any interest, meet Instructor Boya at the desk."; + close; + } + mes "[Chef]"; + mes "You look like an expert..."; + mes "umm emm.. "; + mes "umm emm.. ummm.."; + next; + mes "[Chef]"; + mes "Yes! I found a thing that you are missing!"; + mes "You didn't get eden group uniform?"; + next; + mes "[Chef]"; + mes "Hmm, it's not neccessary but if you remain with the eden group, it would be a good symbol."; + next; + mes "[Chef]"; + mes "You can't get it easily but.."; + mes "If you have an interest, ask Instructor Boya at the desk."; + close; + } + mes "[Chef]"; + mes "Sure, the uniform goes well with you."; + mes "Oh, sure."; + mes "The leader makes the designs these days."; + next; + mes "[Chef]"; + mes "Ahah..especially the hat."; + mes "To.. me.. the hat... um."; + mes "It goes well with Laime but with Luke... I don't know.."; + next; + switch (select("What about the hat?:Luke?")) { + case 1: + mes "[Chef]"; + mes "Nothing. It's so cute."; + mes "I am concerned about the ribbon."; + mes "But, it is essential that I wear this hat.."; + next; + mes "[Chef]"; + mes "Hahahah I don't care."; + mes "I don't care at all!"; + mes "Hahaha.. aaaahahahaha... "; + close; + case 2: + mes "[Chef]"; + mes "He is a knife expert."; + mes "One of our guard leaders."; + mes "Who is also in charge of the security in this office."; + next; + mes "[Chef]"; + mes "Almost everyone just hired wonders about him."; + mes "But Laime and Luke are totally different."; + next; + mes "[Chef]"; + mes "The leaders have worked together for a long time."; + mes "But the leader wants to hide his past..."; + next; + mes "[Chef]"; + mes "What I guess is... he might be a son of a rich family."; + mes "Rumor is that Luke was the family guard."; + mes "Laime was a servant? Wasn't she?"; + mes "What do you think about my story?"; + next; + select("....."); + mes "[Chef]"; + mes "............"; + mes "Ahah..hey~ even if I talked useless things don't look at me like that"; + mes "but it's really true that three people established this Eden Group."; + close; + } + } + mes "[Chef]"; + mes "Uh? Missions. Did you find the right place?"; + mes "Also let me se... you are not one of our members. How can I give you work?"; + next; + mes "[Chef]"; + mes "Just eat in the restaurant."; + mes "We serve meals to everyone."; + mes "I am pretty sure they taste great!"; + close; + } +} + +moc_para01,23,35,4 script Instructor Ur 468,{ + mes "[Instructor Ur]"; + if (countitem(6219) > 0) { + if (BaseLevel < 60) { + mes "Umm. You should raise your level more!"; + mes "You need to be at least level 60!"; + mes "I'm sorry but those are the rules."; + close; + } + if ((BaseLevel >= 60) && (BaseLevel < 70) && (para_suv01 < 39)) { + callsub L_GiveQuest; + mes "Great! I want you to go find ^0000FFRomeo in Comodo^000000."; + next; + set para_suv01,39; + setquest 7214; + mes "[Instructor Ur]"; + mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000."; + close; + } + if ((para_suv01 == 39) && (romeo < 4)) { + mes "What are you waiting for? Go find ^0000FFRomeo in Comodo^000000."; + next; + mes "[Instructor Ur]"; + mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000."; + close; + } + if ((para_suv01 == 40) && (romeo == 4)) callsub L_CompleteQuest,7218,41,5; + if (para_suv01 == 41) callsub L_Toren; + if ((para_suv01 == 42) && (BaseLevel < 70)) callsub L_Level,70; + if ((BaseLevel >= 70) && (BaseLevel < 80) && (para_suv01 < 39 || para_suv01 == 42)) { + callsub L_GiveQuest; + mes "Great! I want you to go find ^0000FFJohan in Glast Heim^000000."; + next; + set para_suv01,43; + setquest 7219; + mes "[Instructor Ur]"; + mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000."; + close; + } + if ((para_suv01 == 43) && (johan < 3)) { + mes "What are you waiting for? Go find ^0000FFJohan in Glast Heim^000000."; + next; + mes "[Instructor Ur]"; + mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000."; + close; + } + if ((para_suv01 == 43) && (johan == 3)) callsub L_CompleteQuest,7222,44,7; + if (para_suv01 == 44) callsub L_Toren; + if ((para_suv01 == 45) && (BaseLevel < 80)) callsub L_Level,80; + if ((BaseLevel >= 80) && (BaseLevel < 90) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45)) { + callsub L_GiveQuest; + mes "Great! I want you to go find ^0000FFKiren in Einbroch^000000."; + next; + set para_suv01,46; + setquest 7223; + mes "[Instructor Ur]"; + mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town."; + close; + } + if ((para_suv01 == 46) && (kiren < 3)) { + mes "What are you waiting for? Go find ^0000FFKiren in Einbroch^000000."; + next; + mes "[Instructor Ur]"; + mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town."; + close; + } + if ((para_suv01 == 46) && (kiren == 3)) callsub L_CompleteQuest,7228,47,9; + if (para_suv01 == 47) callsub L_Toren; + if ((para_suv01 == 48) && (BaseLevel < 90)) callsub L_Level,90; + if ((BaseLevel >= 90) && (BaseLevel < 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48)) { + callsub L_GiveQuest; + mes "Great! I want you to go find ^0000FFNaomi in Ice Dungeon^000000."; + next; + set para_suv01,49; + setquest 7229; + mes "[Instructor Ur]"; + mes "You should see her near the ^0000FFEntrance^000000 when you enter the dungeon."; + close; + } + if ((para_suv01 == 49) && (naomi < 3)) { + mes "What are you waiting for? Go find ^0000FFNaomi in Ice Dungeon^000000."; + next; + mes "[Instructor Ur]"; + mes "You should see her near the ^0000FFEntrance^000000 when you enter the dungeon."; + close; + } + if ((para_suv01 == 49) && (naomi == 3)) callsub L_CompleteQuest,7232,50,11; + if (para_suv01 == 50) callsub L_Toren; + if ((para_suv01 == 51) && (BaseLevel < 100)) callsub L_Level,100; + if ((BaseLevel >= 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48 || para_suv01 == 51)) { + callsub L_GiveQuest; + mes "Great! I want you to go find ^0000FFMargaret in the Expedition Camp^000000."; + next; + set para_suv01,52; + setquest 7233; + mes "[Instructor Ur]"; + mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp."; + close; + } + if ((para_suv01 == 52) && (margaret < 7)) { + mes "What are you waiting for? Go find ^0000FFMargaret in the Expedition Camp^000000."; + next; + mes "[Instructor Ur]"; + mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp."; + close; + } + if ((para_suv01 == 52) && (margaret == 7)) callsub L_CompleteQuest,7237,53,13; + if (para_suv01 == 53) callsub L_Toren; + if (para_suv01 > 53) { + mes "[Instructor Ur]"; + mes "I'm out of rewards to give to you. But don't worry, there are much better gears out there for you to obtain."; + close; + } + } + mes "You are not in my group are you?"; + mes "I don't have anything to say to outsiders."; + mes "If you want something register with my group."; + next; + mes "[Instructor Ur]"; + mes "To register with the Eden Group ask Laime Evenor next to me."; + close; + +L_GiveQuest: + mes "You are just in time! I have a new quest for you, would you like to start it now?"; + next; + if(select("Yes!:No, thanks.") == 2) { + mes "[Instructor Ur]"; + mes "Thats too bad. I had some nice rewards I could have given to you for helping me."; + close; + } + mes "[Instructor Ur]"; + return; +L_CompleteQuest: + mes "Done already? Great work!"; + next; + set para_suv01, getarg(1); + completequest getarg(0); + if (para_suv02 < getarg(2)) set para_suv02, getarg(2); + mes "[Instructor Ur]"; +L_Toren: + mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!"; + close; +L_Level: + mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level "+getarg(0)+"^000000."; + close; +} + +comodo,173,354,6 script Romeo#01 55,{ + if ((para_suv01 == 39) && (romeo < 1)) { + mes "[Romeo]"; + mes "Ah, there you are."; + next; + mes "[Romeo]"; + mes "Before we begin, I want to test you."; + next; + set romeo,1; + changequest 7214,7215; + mes "[Romeo]"; + mes "Enter the cave and kill ^0000FF3 Stalactic Golems^000000, then return to me."; + close; + } + if (romeo == 1) { + if (checkquest(7215,HUNTING) == 2) { + mes "[Romeo]"; + mes "You did it? Thats all the proof I needed."; + next; + mes "[Romeo]"; + mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?"; + next; + getexp 10000,10000; + set romeo,2; + changequest 7215,7216; + mes "[Romeo]"; + mes "^0000FFMeet me at the north-east exit of the cave^000000 when you are done, I will be waiting for you outside."; + close; + } + mes "[Romeo]"; + mes "Don't give up, I'm only asking you to kill ^0000FF3 Stalactic Golems^000000."; + close; + } + if (romeo == 2) { + mes "[Romeo]"; + mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?"; + next; + mes "[Romeo]"; + mes "After you have killed all ^0000FF10 Stalactic Golems^000000, ^0000FFmeet me at the north-east exit of the cave^000000. I will be waiting for you outside."; + close; + } + mes "[Romeo]"; + mes "The person I'm waiting for is late..."; + close; +} + +um_fild01,34,280,6 script Romeo#02 55,{ + if (romeo == 2) { + if (checkquest(7216,HUNTING) == 2) { + mes "[Romeo]"; + mes "Wow, you have arrived sooner than I expected."; + next; + mes "[Romeo]"; + mes "There is only one more thing I need you to do for me."; + next; + getexp 10000,10000; + set romeo,3; + changequest 7216,7217; + mes "[Romeo]"; + mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000."; + close; + } + mes "[Romeo]"; + mes "You are early, but you didn't kill ^0000FF10 Stalactic Golems^000000 like I asked you to do."; + close; + } + if (romeo == 3) { + if ((countitem(7196) >= 5) && (countitem(7100) >= 7)) { + mes "[Romeo]"; + mes "Your work here is done my friend."; + next; + delitem 7196,5; // Shoulder Pad + delitem 7100,7; // Sharp Leaf + getexp 10000,10000; + set romeo,4; + set para_suv01,40; + changequest 7217,7218; + mes "[Romeo]"; + mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; + close; + } + mes "[Romeo]"; + mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000."; + close; + } + if (romeo == 4) { + mes "[Romeo]"; + mes "Thank you again for all your help."; + next; + mes "[Romeo]"; + mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; + close; + } + mes "[Romeo]"; + mes "What is taking so long..."; + close; +} + +glast_01,195,131,6 script Johan 95,{ + if ((para_suv01 == 43) && (johan < 1)) { + mes "[Johan]"; + mes "..."; + next; + mes "[Johan]"; + mes "I don't need to explain anything to you."; + next; + set johan,1; + changequest 7219,7220; + mes "[Johan]"; + mes "Go kill ^0000FF20 Wraiths^000000."; + close; + } + if (johan == 1) { + if (checkquest(7220,HUNTING) == 2) { + mes "[Johan]"; + mes "Good."; + next; + mes "[Johan]"; + mes "Next I want you to kill ^0000FF10 Evil Druids^000000."; + next; + getexp 20000,20000; + set johan,2; + changequest 7220,7221; + mes "[Johan]"; + mes "This time kill them quickly, I don't like to wait."; + close; + } + mes "[Johan]"; + mes "... ^0000FF20 Wraiths^000000 shouldn't take this long."; + close; + } + if (johan == 2) { + if (checkquest(7221,HUNTING) == 2) { + mes "[Johan]"; + mes "Hmmmm, better."; + next; + mes "[Johan]"; + mes "Ok, I'm done with you."; + next; + getexp 20000,20000; + set johan,3; + changequest 7221,7222; + mes "[Johan]"; + mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; + close; + } + mes "[Johan]"; + mes "Hurry up, it is only ^0000FF10 Evil Druids^000000."; + close; + } + if (johan == 3) { + mes "[Johan]"; + mes "Why are you still here?"; + next; + mes "[Johan]"; + mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; + close; + } + mes "[Johan]"; + mes "Go away... I'm busy."; + close; +} + +ein_fild08,172,359,4 script Kiren 989,{ + if ((para_suv01 == 46) && (kiren < 1)) { + mes "[Kiren]"; + mes "Hey there."; + next; + mes "[Kiren]"; + mes "You must be a member of the Paradise Group, come help me for a second."; + next; + set kiren,1; + changequest 7223,7224; + mes "[kiren]"; + mes "Can you kill ^0000FF30 Porcellios^000000 for me and then return to me?"; + close; + } + if (kiren == 1) { + if (checkquest(7224,HUNTING) == 2) { + mes "[Kiren]"; + mes "Wow, most people spend twice as long as you did to kill those Porcellios!"; + next; + mes "[Kiren]"; + mes "I think you need a challenge."; + next; + getexp 30000,30000; + set kiren,2; + changequest 7224,7226; + setquest 7227; + mes "[Kiren]"; + mes "How about this: Kill ^0000FF30 Venomous and 5 Teddy Bears^000000."; + close; + } + mes "[Kiren]"; + mes "Come back to me when you have killed the ^0000FF30 Porcellios^000000."; + close; + } + if (kiren == 2) { + if ((checkquest(7226,HUNTING) == 2) && (checkquest(7227,HUNTING) == 2)) { + mes "[Kiren]"; + mes "Incredible, you set a new record!"; + next; + mes "[Kiren]"; + mes "I have never seen anyone kill them all so fast, you are good at this."; + next; + getexp 30000,30000; + set kiren,3; + changequest 7226,7228; + completequest 7227; + mes "[Kiren]"; + mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; + close; + } + mes "[Kiren]"; + mes "Remember, you need to kill ^0000FF30 Venomous and 5 Teddy Bears^000000."; + close; + } + if (kiren == 3) { + mes "[Kiren]"; + mes "Don't worry, nobody else has beaten your record yet."; + next; + mes "[Kiren]"; + mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; + close; + } + mes "[Kiren]"; + mes "Be careful, there are some fast monsters around here."; + close; +} + +ice_dun01,154,13,6 script Naomi 726,{ + if ((para_suv01 == 49) && (naomi < 1)) { + mes "[Naomi]"; + mes "It is so cold in here."; + next; + mes "[Naomi]"; + mes "I blame those annoying Siromas."; + next; + set naomi,1; + changequest 7229,7230; + mes "[Naomi]"; + mes "Can you kill ^0000FF30 Siromas^000000 for me, please?"; + close; + } + if (naomi == 1) { + if (checkquest(7230,HUNTING) == 2) { + mes "[Naomi]"; + mes "Thank you, but there are still so many Siromas here!"; + next; + mes "[Naomi]"; + mes "I need to make a special drink to stay warm, please help me make it."; + next; + getexp 40000,40000; + set naomi,2; + changequest 7230,7231; + mes "[Naomi]"; + mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?"; + close; + } + mes "[Naomi]"; + mes "Please kill ^0000FF30 Siromas^000000, I just hate them."; + close; + } + if (naomi == 2) { + if ((checkquest(7231,HUNTING) == 2) && (countitem(7066) >= 30) && (countitem(519) >= 1) && (countitem(7453) >= 1)) { + mes "[Naomi]"; + mes "Yay, you did it!"; + next; + mes "[Naomi]"; + mes "I will be fine now, don't worry about me."; + next; + delitem 7066,30; // Ice Cubic + delitem 519,1; // Milk + delitem 7453,1; // Sweet Sauce + getexp 40000,40000; + set naomi,3; + changequest 7231,7232; + mes "[Naomi]"; + mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; + close; + } + mes "[Naomi]"; + mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?"; + close; + } + if (naomi == 3) { + mes "[Naomi]"; + mes "I will be fine now, don't worry about me."; + next; + mes "[Naomi]"; + mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; + close; + } + mes "[Naomi]"; + mes "So... cold..."; + close; +} + +mid_camp,212,229,4 script Margaret 893,{ + if ((para_suv01 == 52) && (margaret < 1)) { + mes "[Margaret]"; + mes "Oh, hello there."; + next; + mes "[Margaret]"; + mes "I have two friends here in the New World which need your help."; + next; + set margaret,1; + changequest 7233,7234; + mes "[Margaret]"; + mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000."; + close; + } + if (margaret == 1 || margaret == 2) { + mes "[Margaret]"; + mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000."; + close; + } + if (margaret == 3) { + mes "[Margaret]"; + mes "Ah good, you were able to help him."; + next; + set margaret,4; + mes "[Margaret]"; + mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?"; + close; + } + if (margaret == 4 || margaret == 5) { + mes "[Margaret]"; + mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?"; + close; + } + if (margaret == 6) { + mes "[Margaret]"; + mes "Haha, so he still wants a zoom out hack..."; + next; + mes "[Margaret]"; + mes "Thanks for helping them, I knew you could do it."; + next; + set margaret,7; + changequest 7234,7237; + mes "[Margaret]"; + mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward."; + close; + } + mes "[Margaret]"; + mes "The New World... What a beautiful place!"; + close; +} + +man_fild01,43,234,2 script Paradise Dispatch#01 939,{ + if (margaret == 1) { + mes "[Paradise Dispatch]"; + mes "Hey you, can you help me here?"; + next; + mes "[Paradise Dispatch]"; + mes "The plant monsters in this area have a long ranged attack."; + next; + set margaret,2; + changequest 7234,7235; + mes "[Paradise Dispatch]"; + mes "Can you please kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?"; + close; + } + if (margaret == 2) { + if (checkquest(7235,HUNTING) == 2) { + mes "[Paradise Dispatch]"; + mes "Thanks!"; + next; + mes "[Paradise Dispatch]"; + mes "Ok, I'm out of here."; + next; + getexp 50000,50000; + set margaret,3; + changequest 7235,7234; + mes "[Paradise Dispatch]"; + mes "Head back to ^0000FFMargaret^000000 and tell her thanks for me too!"; + close; + } + mes "[Paradise Dispatch]"; + mes "Can you kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?"; + close; + } + if (margaret == 3) { + mes "[Paradise Dispatch]"; + mes "..."; + next; + mes "[Paradise Dispatch]"; + mes "Don't rush me, just head back to ^0000FFMargaret^000000."; + close; + } + mes "[Paradise Dispatch]"; + mes "Those Nepenthes are so scary!"; + close; +} + +spl_fild02,377,149,4 script Paradise Dispatch#02 946,{ + if (margaret == 4) { + mes "[Paradise Dispatch]"; + mes "So Margaret sent you to help me?"; + next; + mes "[Paradise Dispatch]"; + mes "Ok, lets get started!"; + next; + set margaret,5; + changequest 7234,7236; + mes "[Paradise Dispatch]"; + mes "Kill ^0000FF5 Pinguicula^000000 and then return to me."; + close; + } + if (margaret == 5) { + if (checkquest(7236,HUNTING) == 2) { + mes "[Paradise Dispatch]"; + mes "You make it look so easy, but I couldn't even kill 1..."; + next; + mes "[Paradise Dispatch]"; + mes "Now is my chance to run to Splendide!"; + next; + getexp 50000,50000; + set margaret,6; + changequest 7236,7234; + mes "[Paradise Dispatch]"; + mes "Head back to ^0000FFMargaret^000000, I will be ok now."; + close; + } + mes "[Paradise Dispatch]"; + mes "Kill ^0000FF5 Pinguicula^000000 and return to me."; + close; + } + if (margaret == 6) { + mes "[Paradise Dispatch]"; + mes "Now, if only I had a hack for zooming out more..."; + next; + mes "[Paradise Dispatch]"; + mes "Head back to ^0000FFMargaret^000000, I will be ok now."; + close; + } + mes "[Paradise Dispatch]"; + mes "I need a hack to zoom out more so I can see if it is safe..."; + close; +} + +moc_para01,111,83,3 script Toren 813,{ + if (checkweight(1101,5) == 0) { + mes "^3355FFWait a second!"; + mes "Right now, you're carrying"; + mes "to many things with you."; + mes "Please come back after"; + mes "using the Kafra Service"; + mes "to store some of your items.^000000"; + close; + } + mes "[Toren]"; + mes "Hello adventurer, what can I do for you?"; + next; + switch(select("Where is my reward?:I want an enchantment!")) { + case 1: + if (para_suv02 == 5 || para_suv02 == 7 || para_suv02 == 9 || para_suv02 == 11 || para_suv02 == 13) { + mes "[Toren]"; + mes "You must be ^0000FF" + strcharinfo(0) + "^000000, right? Instructor Ur told me about you."; + next; + mes "[Toren]"; + mes "Here is a set of our advanced gears for you to use, wear them proudly as a member of the ^33CC33Paradise Group^000000 and don't think about selling them to anyone else."; + next; + mes "[Toren]"; + if (BaseClass == Job_Swordman) { + mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?"; + callsub L_Select, + 1197,"Slayer","Two-handed Sword, 200 Atk", //P.Slayer III + 13434,"Saber","One-handed Sword, 185 Atk", //P.Saber III + 1434,"Spear","One-handed, 165 Atk"; //P.Spear I + } + else if (BaseClass == Job_Merchant) { + mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?"; + callsub L_Select, + 1391,"Axe","Two-handed, 195 Atk", //P.Two-Handed Axe I + 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III + 13434,"Sword","One-handed, 185 Atk"; //P.Saber III + } + else if (BaseJob == Job_Assassin) { + mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?"; + callsub L_Select, + 1289,"Katar","Two-handed, 155 Atk", //P.Katar I + 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III + 13434,"Sword","One-handed, 185 Atk"; //P.Saber III + } + else if (BaseJob == Job_Rogue) { + mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?"; + callsub L_Select, + 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III + 18106,"Bow","Two-handed, 140 Atk", //P.Bow III + 13434,"Sword","One-handed, 185 Atk"; //P.Saber III + } + else if (BaseJob == Job_Thief) { + mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?"; + callsub L_Select, + 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III + 13434,"Sword","One-handed, 185 Atk"; //P.Saber III + } + else if (BaseJob == Job_Bard) { + mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?"; + callsub L_Select, + 1931,"Guitar","One-handed, 125 Atk", //P.Guitar I + 18106,"Bow","Two-handed, 140 Atk", //P.Bow III + 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + } + else if (BaseJob == Job_Dancer) { + mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?"; + callsub L_Select, + 1986,"Whip","One-handed, 125 Atk", //P.Tail I + 18106,"Bow","Two-handed, 140 Atk", //P.Bow III + 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + } + else if (BaseClass == Job_Archer) { + mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?"; + callsub L_Select, + 18106,"Bow","Two-handed, 140 Atk", //P.Bow III + 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + } + else if (BaseJob == Job_Priest) { + mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?"; + callsub L_Select, + 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III + 16014,"Mace","One-handed, 172 Atk", //P.Mace III + 1583,"Book","One-handed, 135 Atk, 110 Matk"; //P.Book I + } + else if (BaseJob == Job_Monk) { + mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?"; + callsub L_Select, + 1831,"Knuckle","One-handed, 120 Atk", //P.Knuckle I + 16014,"Mace","One-handed, 172 Atk", //P.Mace III + 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int"; //P.Staff III + } + else if (BaseJob == Job_Acolyte) { + mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?"; + callsub L_Select, + 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III + 16014,"Mace","One-handed, 172 Atk"; //P.Mace III + } + else if (BaseJob == Job_Sage) { + mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?"; + callsub L_Select, + 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III + 1583,"Book","One-handed, 135 Atk, 110 Matk", //P.Book I + 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + } + else if (BaseClass == Job_Mage || Class == Job_Soul_Linker) { + mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?"; + callsub L_Select, + 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III + 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + } + else if (Class == Job_Ninja) { + mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?"; + callsub L_Select, + 13310,"Huuma Suriken","Two-handed, 170 Atk, 50 Matk", //P.Huuma Suriken I + 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + } + else if (Class == Job_Star_Gladiator) getitem 1583,1; //P.Book I + else if (Class == Job_Gunslinger) getitem 13114,1; //P.Revolver III + else if (BaseClass == Job_Novice) getitem 13066,1; //P.Dagger III + getitem 18514,1; //Paradise Hat II + getitem 2571,1; //Paradise Mantle II + getitem 2473,1; //Paradise Boots IV + getitem 15031,1; //Paradise Uniform IV + set para_suv02,14; + if (para_suv01 > 40) + set para_suv01, para_suv01+1; + if (Class == Job_Taekwon) { + mes "I'm sorry, but Teakwon Class can't wear any of our weapons..."; + next; + } + mes "See you later, and good luck on your adventures!"; + close; + } + if (para_suv02 == 14) { + setarray .@Check[0],18514,2571,2473,15031; + setarray .@Item$[0],"Hat","Mantle","Boots","Uniform"; + for(set .@i,0; .@i<4; set .@i,.@i+1) + if (countitem(.@Check[.@i]) < 1) { + mes "[Toren]"; + mes "Where is the Paradise "+.@Item$[.@i]+" I gave you?"; + next; + mes "[Toren]"; + mes "...Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time."; + next; + if(select("Ok.:No, thanks.") == 2) { + mes "[Toren]"; + mes "Come back if you change your mind."; + close; + } + if (Zeny < 250000) { + mes "[Toren]"; + mes "You dont have enough zeny."; + close; + } + set Zeny, Zeny - 250000; + getitem .@Check[.@i],1; + mes "[Toren]"; + mes "These advanced gears are not easy to make, please take better care of this one."; + close; + } + mes "[Toren]"; + mes "I already gave you the most advanced gears we have to offer."; + close; + } + mes "[Toren]"; + mes "You need to complete quests given to you by ^0000FFInstructor Ur^000000 if you want a reward."; + close; + case 2: + if (para_suv02 < 14) { + mes "[Toren]"; + mes "First you need the ^0000FFAdvanced Paradise Gears^000000."; + close; + } + if (paragearenchant < 1) { + mes "[Toren]"; + mes "Alright, but I'll need a few items for the enchantment process."; + next; + if (BaseLevel >= 90) { + set paragearenchant,1; + setquest 7239; + mes "[Toren]"; + mes "Just bring me ^0000FF20 Used Iron Plates^000000."; + close; + } + set paragearenchant,2; + setquest 7238; + mes "[Toren]"; + mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000."; + close; + } + if (paragearenchant == 1) { + if (countitem(7319) >= 20) { + mes "[Toren]"; + mes "Thanks, that's what I needed!"; + next; + delitem 7319,20; // Used Iron Plate + set paragearenchant,3; + changequest 7239,7240; + mes "[Toren]"; + mes "Give me a second to prepare before I enchant your gears."; + close; + } + mes "[Toren]"; + mes "Just bring me ^0000FF20 Used Iron Plates^000000."; + close; + } + if (paragearenchant == 2) { + if ((countitem(1002) >= 20) && (countitem(998) >= 10)) { + mes "[Toren]"; + mes "Thanks, that's what I needed!"; + next; + delitem 1002,20; // Iron Ore + delitem 998,10; // Iron + set paragearenchant,3; + changequest 7238,7240; + mes "[Toren]"; + mes "Give me a second to prepare before I enchant your gears."; + close; + } + mes "[Toren]"; + mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000."; + close; + } + if (paragearenchant == 3) { + mes "[Toren]"; + mes "Before we begin I would like to mention that this enchantment proccess ^FF0000can not fail^000000."; + next; + mes "[Toren]"; + mes "I am able to add 2 enchantments at once, and if something is already enchanted I will ^FF0000re-do the current enchantments^000000 for you."; + next; + mes "[Toren]"; + mes "Now pick which gear you would like me to enchant."; + next; + setarray .@Item[0],2571,2473,15031; + set .@i, select("Paradise Mantle II.:Paradise Boots IV.:Paradise Uniform IV.")-1; + if (countitem(.@Item[.@i]) < 1) { + mes "[Toren]"; + mes "Bring one and I'll enchant it."; + close; + } + set .@paragearcount, .@Item[.@i]; + mes "[Toren]"; + mes "Here we go!"; + close2; + specialeffect2 EF_MAPPILLAR; + progressbar "ffff00",4; + set .@enc_paragear,rand(1,42); + if (.@enc_paragear == 1) set .@addpart,4763; + else if (.@enc_paragear == 2) set .@addpart,4765; + else if (.@enc_paragear == 3) set .@addpart,4790; + else if (.@enc_paragear == 4) set .@addpart,4794; + else if (.@enc_paragear < 7) set .@addpart,4762; + else if (.@enc_paragear < 9) set .@addpart,4764; + else if (.@enc_paragear < 11) set .@addpart,4789; + else if (.@enc_paragear < 13) set .@addpart,4793; + else if (.@enc_paragear < 15) set .@addpart,4701; + else if (.@enc_paragear < 17) set .@addpart,4711; + else if (.@enc_paragear < 19) set .@addpart,4721; + else if (.@enc_paragear < 21) set .@addpart,4731; + else if (.@enc_paragear < 23) set .@addpart,4741; + else if (.@enc_paragear < 25) set .@addpart,4751; + else if (.@enc_paragear < 28) set .@addpart,4788; + else if (.@enc_paragear < 31) set .@addpart,4792; + 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)); + delitem .@paragearcount,1; + getitem2 .@paragearcount, 1, 1, 0, 0, 0, 0, .@addpart2, .@addpart; + set paragearenchant,4; + changequest 7240,7241; + mes "[Toren]"; + mes "It is finished! Come back tomorrow if you want to enchant more."; + close; + } + if ((paragearenchant == 4) && (checkquest(7241,PLAYTIME) != 2)) { + mes "[Toren]"; + mes "Please come back tomorrow if you want to enchant more."; + close; + } + if ((paragearenchant == 4) && (checkquest(7241,PLAYTIME) == 2)) { + set paragearenchant,0; + erasequest 7241; + mes "[Toren]"; + mes "Another day, another piece of equipment to enchant!"; + close; + } + } + end; +L_Select: + next; + mes "[Toren]"; + set .@menu$,""; + for(set .@i,0; .@i<getargcount(); set .@i,.@i+3) { + set .@menu$, .@menu$+getarg(.@i+1)+".:"; + mes getarg(.@i+1)+": "+getarg(.@i+2)+"."; + mes " "; + } + next; + set .@i, select(.@menu$)-1; + getitem getarg(.@i*3),1; + mes "[Toren]"; + return; +} + +moc_para01,112,79,3 script Weapons Expert 851,{ + if (checkweight(1101,5) == 0) { + mes "^3355FFWait a second!"; + mes "Right now, you are carrying"; + mes "to many things with you."; + mes "Please come back after"; + mes "using the Kafra Service"; + mes "to store some of your items.^000000"; + close; + } + mes "[Weapons Expert]"; + mes "Hello adventurer, what can I do for you today?"; + next; + switch(select("Where is my reward?","I want an enchantment!")) { + case 1: + if ((para_suv02 == 14) && (countitem(1197) < 1) && (countitem(1289) < 1) && (countitem(1391) < 1) && (countitem(1434) < 1) && (countitem(1583) < 1) && (countitem(1658) < 1) && (countitem(1831) < 1) && (countitem(1931) < 1) && (countitem(1986) < 1) && (countitem(13066) < 1) && (countitem(13114) < 1) && (countitem(13310) < 1) && (countitem(13434) < 1) && (countitem(16014) < 1) && (countitem(18106) < 1)) { + mes "[Weapons Expert]"; + mes "Where is the Paradise Weapon I gave you?"; + next; + mes "[Weapons Expert]"; + mes "...Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time."; + next; + switch(select("Ok.","No, thanks.")) { + case 1: + mes "[Weapons Expert]"; + if (Zeny < 250000) { + mes "You dont have enough zeny."; + close; + } + if (Class == Job_Taekwon) { + mes "Wait... Your Class doesn't have a weapon."; + close; + } + set Zeny, Zeny - 250000; + if (BaseClass == Job_Swordman) { + mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?"; + callsub L_Select, + 1197,"Slayer","Two-handed Sword, 200 Atk", //P.Slayer III + 13434,"Saber","One-handed Sword, 185 Atk", //P.Saber III + 1434,"Spear","One-handed, 165 Atk"; //P.Spear I + } + else if (BaseClass == Job_Merchant) { + mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?"; + callsub L_Select, + 1391,"Axe","Two-handed, 195 Atk", //P.Two-Handed Axe I + 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III + 13434,"Sword","One-handed, 185 Atk"; //P.Saber III + } + else if (BaseJob == Job_Assassin) { + mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?"; + callsub L_Select, + 1289,"Katar","Two-handed, 155 Atk", //P.Katar I + 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III + 13434,"Sword","One-handed, 185 Atk"; //P.Saber III + } + else if (BaseJob == Job_Rogue) { + mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?"; + callsub L_Select, + 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III + 18106,"Bow","Two-handed, 140 Atk", //P.Bow III + 13434,"Sword","One-handed, 185 Atk"; //P.Saber III + } + else if (BaseJob == Job_Thief) { + mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?"; + callsub L_Select, + 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III + 13434,"Sword","One-handed, 185 Atk"; //P.Saber III + } + else if (BaseJob == Job_Bard) { + mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?"; + callsub L_Select, + 1931,"Guitar","One-handed, 125 Atk", //P.Guitar I + 18106,"Bow","Two-handed, 140 Atk", //P.Bow III + 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + } + else if (BaseJob == Job_Dancer) { + mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?"; + callsub L_Select, + 1986,"Whip","One-handed, 125 Atk", //P.Tail I + 18106,"Bow","Two-handed, 140 Atk", //P.Bow III + 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + } + else if (BaseClass == Job_Archer) { + mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?"; + callsub L_Select, + 18106,"Bow","Two-handed, 140 Atk", //P.Bow III + 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + } + else if (BaseJob == Job_Priest) { + mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?"; + callsub L_Select, + 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III + 16014,"Mace","One-handed, 172 Atk", //P.Mace III + 1583,"Book","One-handed, 135 Atk, 110 Matk"; //P.Book I + } + else if (BaseJob == Job_Monk) { + mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?"; + callsub L_Select, + 1831,"Knuckle","One-handed, 120 Atk", //P.Knuckle I + 16014,"Mace","One-handed, 172 Atk", //P.Mace III + 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int"; //P.Staff III + } + else if (BaseJob == Job_Acolyte) { + mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?"; + callsub L_Select, + 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III + 16014,"Mace","One-handed, 172 Atk"; //P.Mace III + } + else if (BaseJob == Job_Sage) { + mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?"; + callsub L_Select, + 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III + 1583,"Book","One-handed, 135 Atk, 110 Matk", //P.Book I + 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + } + else if (BaseClass == Job_Mage || Class == Job_Soul_Linker) { + mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?"; + callsub L_Select, + 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III + 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + } + else if (Class == Job_Ninja) { + mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?"; + callsub L_Select, + 13310,"Huuma Suriken","Two-handed, 170 Atk, 50 Matk", //P.Huuma Suriken I + 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III + } + else if (Class == Job_Star_Gladiator) getitem 1583,1; //P.Book I + else if (Class == Job_Gunslinger) getitem 13114,1; //P.Revolver III + else if (BaseClass == Job_Novice) getitem 13066,1; //P.Dagger III + mes "These weapons aren't easy to make, please take better care of this one."; + close; + case 2: + mes "[Weapons Expert]"; + mes "Come back if you change your mind."; + close; + } + } + mes "[Weapons Expert]"; + mes "My reward for you is enchantments on your ^0000FFParadise Weapon^000000."; + next; + mes "[Weapons Expert]"; + mes "The number of enchantments I can give you depends on which level of ^0000FFAdvanced Paradise Quests^000000 you have completed."; + close; + case 2: + if (para_suv02 < 14) { + mes "[Weapons Expert]"; + mes "First you need the ^0000FFAdvanced Paradise Gears^000000."; + close; + } + if ((countitem(1197) < 1) && (countitem(1289) < 1) && (countitem(1391) < 1) && (countitem(1434) < 1) && (countitem(1583) < 1) && (countitem(1658) < 1) && (countitem(1831) < 1) && (countitem(1931) < 1) && (countitem(1986) < 1) && (countitem(13066) < 1) && (countitem(13114) < 1) && (countitem(13310) < 1) && (countitem(13434) < 1) && (countitem(16014) < 1) && (countitem(18106) < 1)) { + mes "[Weapons Expert]"; + mes "Did you sell your new Paradise Weapon? No enchantments for you."; + close; + } + if (para_suv01 < 44) { + mes "[Weapons Expert]"; + mes "You haven't completed enough quests for an enchantment yet."; + next; + mes "[Weapons Expert]"; + mes "Make sure to pick a weapon from Toren too."; + close; + } + if (para_suv01 == 44) { + mes "[Weapons Expert]"; + mes "It seems you have earned your first weapon enchantment."; + next; + mes "[Weapons Expert]"; + mes "There are only 2 to choose from, which one would you like?"; + next; + if(select("Atk + 3%:Matk + 3%") == 1) set paraweaponenchant,4767; + else set paraweaponenchant,4806; + callsub L_GetWeapon; + mes "[Weapons Expert]"; + mes "OK, gimmy a sec."; + close2; + specialeffect2 EF_MAPPILLAR; + progressbar "ffff00",4; + delitem paraweaponcount,1; + getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, 0, paraweaponenchant; + set para_suv01,45; + mes "[Weapons Expert]"; + mes "All done."; + close; + } + if (para_suv01 == 47) { + mes "[Weapons Expert]"; + mes "It seems you have earned your second weapon enchantment."; + next; + if (paraweaponenchant < 1) { + mes "[Weapons Expert]"; + mes "Before I do the second enchantment, you need to pick the first one."; + next; + mes "[Weapons Expert]"; + mes "There are only 2 to choose from, which one would you like?"; + next; + if(select("Atk + 3%:Matk + 3%") == 1) set paraweaponenchant,4767; + else set paraweaponenchant,4806; + callsub L_GetWeapon; + mes "[Weapons Expert]"; + mes "Gotcha, now for the second enchantment."; + next; + } + mes "[Weapons Expert]"; + mes "This one is a little different, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with."; + next; + mes "[Weapons Expert]"; + mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?"; + next; + switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) { + case 1: + if (paraweaponenchant == 4767) set paraweaponenchant2,4060; + if (paraweaponenchant == 4806) set paraweaponenchant2,4472; + break; + case 2: + if (paraweaponenchant == 4767) set paraweaponenchant2,4068; + if (paraweaponenchant == 4806) set paraweaponenchant2,4470; + break; + case 3: + if (paraweaponenchant == 4767) set paraweaponenchant2,4063; + if (paraweaponenchant == 4806) set paraweaponenchant2,4476; + break; + case 4: + if (paraweaponenchant == 4767) set paraweaponenchant2,4080; + if (paraweaponenchant == 4806) set paraweaponenchant2,4469; + break; + case 5: + if (paraweaponenchant == 4767) set paraweaponenchant2,4118; + if (paraweaponenchant == 4806) set paraweaponenchant2,4471; + break; + case 6: + set paraweaponenchant2,4805; + break; + } + mes "[Weapons Expert]"; + mes "OK, gimmy a sec."; + close2; + specialeffect2 EF_MAPPILLAR; + progressbar "ffff00",4; + delitem paraweaponcount,1; + getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, paraweaponenchant2, paraweaponenchant; + set para_suv01,48; + mes "[Weapons Expert]"; + mes "All done."; + close; + } + if (para_suv01 == 50 || para_suv01 == 53) { + mes "[Weapons Expert]"; + mes "It seems you have earned your third weapon enchantment."; + next; + if (paraweaponenchant < 1) { + mes "[Weapons Expert]"; + mes "Before I do the other enchantments, you need to pick the first one."; + next; + mes "[Weapons Expert]"; + mes "There are only 2 to choose from, which one would you like?"; + next; + if(select("Atk + 3%:Matk + 3%") == 1) set paraweaponenchant,4767; + else set paraweaponenchant,4806; + callsub L_GetWeapon; + mes "[Weapons Expert]"; + mes "Gotcha, on to the next one."; + next; + } + if (paraweaponenchant2 < 1) { + mes "[Weapons Expert]"; + mes "Before I do the third enchantment, you need to pick the second one."; + next; + mes "[Weapons Expert]"; + mes "This one is a little different, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with."; + next; + mes "[Weapons Expert]"; + mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?"; + next; + switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) { + case 1: + if (paraweaponenchant == 4767) set paraweaponenchant2,4060; + if (paraweaponenchant == 4806) set paraweaponenchant2,4472; + break; + case 2: + if (paraweaponenchant == 4767) set paraweaponenchant2,4068; + if (paraweaponenchant == 4806) set paraweaponenchant2,4470; + break; + case 3: + if (paraweaponenchant == 4767) set paraweaponenchant2,4063; + if (paraweaponenchant == 4806) set paraweaponenchant2,4476; + break; + case 4: + if (paraweaponenchant == 4767) set paraweaponenchant2,4080; + if (paraweaponenchant == 4806) set paraweaponenchant2,4469; + break; + case 5: + if (paraweaponenchant == 4767) set paraweaponenchant2,4118; + if (paraweaponenchant == 4806) set paraweaponenchant2,4471; + break; + case 6: + set paraweaponenchant2,4805; + break; + } + mes "[Weapons Expert]"; + mes "Gotcha, now for the third one."; + next; + } + mes "[Weapons Expert]"; + mes "The third enchantment is the same as the second one, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with."; + next; + mes "[Weapons Expert]"; + mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?"; + next; + switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) { + case 1: + if (paraweaponenchant == 4767) set paraweaponenchant3,4060; + if (paraweaponenchant == 4806) set paraweaponenchant3,4472; + break; + case 2: + if (paraweaponenchant == 4767) set paraweaponenchant3,4068; + if (paraweaponenchant == 4806) set paraweaponenchant3,4470; + break; + case 3: + if (paraweaponenchant == 4767) set paraweaponenchant3,4063; + if (paraweaponenchant == 4806) set paraweaponenchant3,4476; + break; + case 4: + if (paraweaponenchant == 4767) set paraweaponenchant3,4080; + if (paraweaponenchant == 4806) set paraweaponenchant3,4469; + break; + case 5: + if (paraweaponenchant == 4767) set paraweaponenchant3,4118; + if (paraweaponenchant == 4806) set paraweaponenchant3,4471; + break; + case 6: + set paraweaponenchant3,4805; + break; + } + mes "[Weapons Expert]"; + mes "OK, gimmy a sec."; + close2; + specialeffect2 EF_MAPPILLAR; + progressbar "ffff00",4; + delitem paraweaponcount,1; + getitem2 paraweaponcount, 1, 1, 0, 0, 0, paraweaponenchant3, paraweaponenchant2, paraweaponenchant; + set para_suv01,54; + mes "[Weapons Expert]"; + mes "All done."; + close; + } + if (para_suv01 > 53) { + mes "[Weapons Expert]"; + mes "That is the maximum number of enchanments I can do, enjoy them."; + close; + } + mes "[Weapons Expert]"; + mes "I've already enchanted your weapon, you need to complete more quests for the next enchantment."; + close; + } + end; +L_Select: + next; + mes "[Weapons Expert]"; + set .@menu$,""; + for(set .@i,0; .@i<getargcount(); set .@i,.@i+3) { + set .@menu$, .@menu$+getarg(.@i+1)+".:"; + mes getarg(.@i+1)+": "+getarg(.@i+2)+"."; + mes " "; + } + next; + set .@i, select(.@menu$)-1; + getitem getarg(.@i*3),1; + mes "[Weapons Expert]"; + return; +L_GetWeapon: + if (countitem(1197)) set paraweaponcount,1197; + else if (countitem(1289)) set paraweaponcount,1289; + else if (countitem(1391)) set paraweaponcount,1391; + else if (countitem(1434)) set paraweaponcount,1434; + else if (countitem(1583)) set paraweaponcount,1583; + else if (countitem(1658)) set paraweaponcount,1658; + else if (countitem(1831)) set paraweaponcount,1831; + else if (countitem(1931)) set paraweaponcount,1931; + else if (countitem(1986)) set paraweaponcount,1986; + else if (countitem(13066)) set paraweaponcount,13066; + else if (countitem(13114)) set paraweaponcount,13114; + else if (countitem(13310)) set paraweaponcount,13310; + else if (countitem(13434)) set paraweaponcount,13434; + else if (countitem(16014)) set paraweaponcount,16014; + else if (countitem(18106)) set paraweaponcount,18106; + return; +} + +/* sec_in02,25,33,4 script Assistant 422,{ + mes "Password"; + next; + input .@input; + if (.@input == 1854) { + mes "Please select the variable you want to modify."; + next; + switch (select("para_suv01:para_suv02")) { + case 1: + mes "Enter the modified value"; + next; + input .@input; + mes "Value of para_suv01 has been changed to "+.@input+"."; + set para_suv01,.@input; + close; + case 2: + mes "Enter the modified value"; + next; + input .@input; + mes "Value of para_suv02 has been changed to "+.@input+"."; + set para_suv02,.@input; + close; + } + } + mes "......meow wee."; + close; +}*/ diff --git a/npc/re/quests/eden/eden_service.txt b/npc/re/quests/eden/eden_service.txt new file mode 100644 index 000000000..041395861 --- /dev/null +++ b/npc/re/quests/eden/eden_service.txt @@ -0,0 +1,64 @@ +//===== rAthena Script ======================================= +//= Eden Group Quests - Service NPCs +//===== By: ================================================== +//= L0ne_W0lf +//===== Current Version: ===================================== +//= 1.1 +//===== Compatible With: ===================================== +//= Any rAthena SVN +//===== Description: ========================================= +//= Paradise Group storage access. +//===== Additional Comments: ================================= +//= 1.0 First Version. +//= 1.1 Replaced 2nd NPC with duplicate function. [Masao] +//============================================================ + +- script Goods Cabinet#00::pggc -1,{ + mes "It is a Goods Storage Cabinet."; + mes "A message is written on a piece of paper."; + next; + mes "+ Cabinet is exclusively +"; + mes "+ for the Eden group +"; + mes "If you want to use this"; + mes "cabinet please check"; + mes "the following:"; + next; + mes "1.Are you a member"; + mes " of Eden group?"; + mes "2.Have you learned"; + mes " enough basic skills?"; + mes "3.Cabinet fee is"; + mes " ^4d4dff500 zeny^000000!"; + next; + if (countitem(6219) > 0) { + mes "You need to insert zeny to use the cabinet."; + mes "Cost : 500 Zeny "; + mes "Would you like to use it?"; + next; + switch(select("Use the Cabinet.:Cancel.")) { + case 1: + if (Zeny > 499) { + if (getskilllv("NV_BASIC") < 6) { + mes "The cabinet is not working for me."; + mes "Maybe I am not yet qualified to use Cabinet."; + close; + } + set Zeny, Zeny - 500; + close2; + openstorage; + end; + } + mes "I don't have enough zeny."; + mes "I need at least 500 zeny to use the Cabinet."; + close; + case 2: + mes "I will use it next time."; + close; + } + } + mes "I need an Eden Group Mark to use this Cabinet."; + close; +} + +moc_para01,173,120,0 duplicate(pggc) Goods Cabinet#01 111 +moc_para01,170,120,0 duplicate(pggc) Goods Cabinet#02 111 diff --git a/npc/re/quests/homu_s.txt b/npc/re/quests/homu_s.txt new file mode 100644 index 000000000..1881a97ca --- /dev/null +++ b/npc/re/quests/homu_s.txt @@ -0,0 +1,144 @@ +//===== rAthena Script ======================================= +//= Homunculus S Quest +//===== By: ================================================== +//= Masao +//===== Current Version: ===================================== +//= 1.1 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= Evolves an Homunculus which is at least Level 99 to the +//= new Homunculus S Class. +//===== Additional Comments: ================================= +//= 1.0 First Version. The actual changing dialog is currently +//= customized. [Masao] +//= 1.1 Cleaning. [Euphy] +//============================================================ + +job3_gen01,12,44,4 script Viorel#job3_gen01 542,{ + + if((Class != Job_Genetic) && (Class != Job_Genetic_T) && (Class != Job_Baby_Genetic)){ + mes "[Viorel]"; + mes "^FF4800Homunculus^000000 research requires a lot of time and funding."; + mes "However, I believe passion is the most important factor."; + next; + switch(select("End conversation.:What are you talking about?:Why are you always standing there?")) { + case 1: + mes "[Viorel]"; + mes "So long~!"; + close; + case 2: + mes "[Viorel]"; + mes "You see, ^006400Alchemists^000000 have an inquisitive nature."; + mes "People like me, especially, even think of creating life itself."; + next; + mes "[Viorel]"; + mes "You'd have to research ^FF4800Homunculus^000000 to understand."; + mes "Now, if you'll excuse me~!"; + close; + case 3: + emotion 4,0; + mes "[Viorel]"; + mes "What, is it so strange to see an Alchemist in their own lab?"; + mes "How so?"; + close; + } + } + mes "[Viorel]"; + mes "Hello "+strcharinfo(0)+","; + mes "what can I do for a fellow Alchemist like you?"; + next; + switch(select("I want to evolve my Homunculus:About Homunculus S:Cancel")){ + case 1: + mes "[Viorel]"; + if(!getskilllv("AM_BIOETHICS")){ + mes "I'm sorry, but you must know the Skill Bioethics! Otherwise I can't let your Homunculus evolve into a Homunculus S."; + close; + } + if(!gethominfo(1)){ + mes "You don't even have a Homunculus!"; + close; + } + if(gethominfo(1) < 6009){ + mes "You must have an evolved Homunculus, or you can't turn it into the new Homunculus S."; + close; + } + if(gethominfo(6) < 99){ + mes "Your Homunculus must be level 99 to evolve into a Homuculus S!"; + mes "Come back after you've trained your Homunculus a little bit more."; + close; + } + if(gethominfo(1) == 6048 || gethominfo(1) == 6049 || gethominfo(1) == 6050 || gethominfo(1) == 6051 || gethominfo(1) == 6052){ + mes "Your Homunculus S looks great!"; + mes "I hope you will experience many great adventures with it!"; + close; + } + mes "Great, it seems like you're all ready to get your Homunculus to the next level!"; + next; + mes "[Viorel]"; + mes "Now you can either directly change your Homunculus to a random Homunculus S or you can donate a little fee of 50,000z"; + mes "to the Alchemist Guild. For this you'll be able to change your Homunculus into your desired Homunculus S Class!"; + mes "So, what do you think?"; + next; + switch(Select("I want to donate.:I don't want to donate.:Cancel")){ + case 1: + if(Zeny < 50000){ + mes "[Viorel]"; + mes "Haha, nice try my friend! But you don't even have the 50,000z to donate!"; + mes "Come back if you have the Zeny."; + close; + } + mes "[Viorel]"; + mes "Alright, now please tell me which Homunculus you'd like to have:"; + next; + set .@i, select("Eira:Bayeri:Sera:Dieter:Elanor:Cancel"); + if (.@i == 6) { + mes "[Viorel]"; + mes "So long~!"; + close; + } + case 2: + mes "[Viorel]"; + mes "Ok, it's all set! Now just give me a moment!"; + next; + mes "[Viorel]"; + mes "Abra..."; + next; + mes "[Viorel]"; + mes "Kadabra..."; + next; + mes "[Viorel]"; + mes "Simsala!"; + mes "..."; + mes "Oh, sorry... wrong game!"; + next; + mes "[Viorel]"; + mes "Here you go! Your new Homunculus S!"; + if (.@i) { + hommutate 6047+.@i; + set Zeny,Zeny - 50000; + } + else hommutate; + close; + case 3: + mes "[Viorel]"; + mes "So long~!"; + close; + } + case 2: + mes "[Viorel]"; + mes "The Homunculus S are the new and improved versions of the current Homunculus you know."; + mes "These new Homunculus have been made because the monsters in our world keep getting stronger and"; + mes "stronger, and our current Homunculus are just not able to keep up with them anymore."; + next; + mes "[Viorel]"; + mes "But since we're Alchemists and we don't want to abandon our precious Homunculus, we've discovered a way"; + mes "to improve their skills and strength in order to keep them by our side, and joining us once more"; + mes "in battle! Isn't that great?"; + close; + case 3: + mes "[Viorel]"; + mes "So long~!"; + close; + } +} diff --git a/npc/re/quests/magic_books.txt b/npc/re/quests/magic_books.txt new file mode 100644 index 000000000..943d0c8dd --- /dev/null +++ b/npc/re/quests/magic_books.txt @@ -0,0 +1,845 @@ +//===== rAthena Script ======================================= +//= Magic Book Seller +//===== By: ================================================== +//= Masao +//= Credits to Muad_Dib for the translation. +//===== Current Version: ===================================== +//= 1.1 +//===== Compatible With: ===================================== +//= rAthena +//===== Description: ========================================= +//= An NPC which sells you different kinds of Magic Books. +//===== Additional Comments: ================================= +//= 1.0 First Version. [Masao] +//= 1.1 Optimized, 60% size reduction. [Euphy] +//============================================================ + +geffen_in,176,105,4 script Magic Book Master Velof 64,{ + + if (checkweight(1201,1) == 0) { + mes "You're carrying too many items. Please make some room in your bag first."; + close; + } + if ((MaxWeight - Weight) < 1000) { + mes "You're overweight with items. Please lose some item weight first."; + close; + } + if ((Upper == 2) && (Class != Job_Baby_Warlock)) { + mes "[Magic Book Master Velof]"; + mes "What are you, a baby?"; + mes "I'm not here to babysit. Get lost!"; + close; + } + if ((Class != Job_Warlock) && (Class != Job_Warlock_T) && (Class != Job_Baby_Warlock)) { + mes "[Magic Book Master Velof]"; + mes "Ha ha, are you also seeking new knowledge?"; + next; + mes "[Magic Book Master Velof]"; + mes "I'm sorry, but my knowledge doesn't concern you."; + close; + } + if (getskilllv(2230) < 1) { + mes "[Magic Book Master Velof]"; + mes "Well you've met all the qualifications except one: you need the Release spell."; + next; + mes "[Magic Book Master Velof]"; + mes "Learn the spell first. I've got so many things to tell you."; + close; + } + if ((getskilllv(2230) > 0) && (Class == Job_Warlock) || (Class == Job_Warlock_T) || (Class == Job_Baby_Warlock)) { + mes "[Magic Book Master Velof]"; + mes "Welcome, my friend."; + mes "Congratulations on entering a brand new world of magic."; + next; + mes "[Magic Book Master Velof]"; + mes "We magic practitioners are always thirsty for new knowledge and power."; + next; + mes "[Magic Book Master Velof]"; + mes "We endure great hardship and pain to achieve what we want. When we finally do, the sense of accomplishment defies description. That's why both you and I have chosen the way of magic."; + next; + mes "[Magic Book Master Velof]"; + mes "By the way, what brings you to me today?"; + next; + switch (select("Nothing.:Do you know the Reading Spell Book?:What's the Freezing Spell?:Can I have a Magic Book?:Can I use the Reading Spell Book without the Freezing Spell?:About the Ultimate Magic Book")) { + case 1: + mes "[Magic Book Master Velof]"; + mes "Hah! You're silly."; + close; + case 2: + mes "[Magic Book Master Velof]"; + mes "Reading Spell Book literally means 'read a spell book.' Do you know how to use Magic Books?"; + next; + switch (select("Yes, I do.:No, I don't.")) { + case 1: + mes "[Magic Book Master Velof]"; + mes "Well then, you don't need an additional lecture."; + close; + case 2: + mes "[Magic Book Master Velof]"; + mes "Magic Books are an advanced type of magic scroll. While spells on scrolls disappear after one use, the ones in Magic Books can be cast multiple times."; + next; + mes "[Magic Book Master Velof]"; + mes "Let's compare a spell on a scroll to a wire. When the wire is used to open a door or do something else, it's bent and crushed, losing its original shape. A spell from a Magic Book is more like a shape memory alloy."; + next; + mes "[Magic Book Master Velof]"; + mes "Huh, don't you now what shape memory alloy is? Eh, just remember this: a wire made from shape memory alloy restores its shape over time."; + next; + mes "[Magic Book Master Velof]"; + mes "Like the alloy, a spell on a Magic Book remains after a use, although reusing the spell has a downtime for its restoration."; + next; + mes "[Magic Book Master Velof]"; + mes "...Oh, I didn't mean to talk for too long. Anyways, you can use Magic Books to cast spells that you've learned. Its concept is different from normal spells."; + next; + select("What's the difference?"); + mes "[Magic Book Master Velof]"; + mes "Why do you have to write your existing spells in Magic Books, you asked?"; + next; + mes "[Magic Book Master Velof]"; + mes "That's a good question. It's related to Magic Binding."; + next; + mes "[Magic Book Master Velof]"; + mes "You already learned Release, which allows you to hold the energy of the four different elements before the actual casting. Magic Binding is similar to Release."; + next; + mes "[Magic Book Master Velof]"; + mes "Since you've learned Release, you're capable of using Magic Binding as well. Well, let's talk about that later."; + next; + mes "[Magic Book Master Velof]"; + mes "You know how to hold an existing spell, and then cast it at a desired timing via Release."; + next; + mes "[Magic Book Master Velof]"; + mes "Carrying the globes of the four elements is also related to Magic Binding."; + next; + mes "[Magic Book Master Velof]"; + mes "As you know, the four elements are Fire, Water, Wind, and Earth. Being able to employ them freely is the essential principle of magic."; + next; + mes "[Magic Book Master Velof]"; + mes "We Humans use torches to keep fire, fans to blow wind, and bowls to hold water. We also use clay to make earthenware."; + next; + mes "[Magic Book Master Velof]"; + mes "Those activities may differ from magic, but both are the same in the sense of employing the four elements."; + next; + mes "[Magic Book Master Velof]"; + mes "When you use complex magic spells to summon a storm, drop lightning, or burn an area, that consumes a lot of your energy, both physically and mentally."; + next; + mes "[Magic Book Master Velof]"; + mes "When you fail to bind such powerful magic spells or fail to control them,"; + next; + mes "[Magic Book Master Velof]"; + mes "you can receive irreparable damage to your mind and body."; + next; + mes "[Magic Book Master Velof]"; + mes "That's why we use Magic Books to reduce that burden. It helps summon pre-cast spells while you're focusing on binding their magic power."; + next; + mes "[Magic Book Master Velof]"; + mes "There's one downside though: Magic Books cannot be used for spells that you haven't learned."; + next; + mes "[Magic Book Master Velof]"; + mes "As I said earlier, spells in Magic Books tend to go back to what they are."; + next; + mes "[Magic Book Master Velof]"; + mes "That said, as a Circler, you cannot change or create spells in Magic Books."; + next; + mes "[Magic Book Master Velof]"; + mes "Even if you create one, its power will be beyond your capacity."; + next; + mes "[Magic Book Master Velof]"; + mes "In order to use the Reading Spell Book, you must learn the Freezing Spell to bind magic."; + close; + } + case 3: + mes "[Magic Book Master Velof]"; + mes "The Freezing Spell is used for Magic Binding. It helps you to insert a magic spell to a circle."; + next; + mes "[Magic Book Master Velof]"; + mes "Circles of magic work organically with each other. When you use the Freezing Spell to bind a spell, the spell won't activate until you cast the release spell."; + next; + mes "[Magic Book Master Velof]"; + mes "Of course, binding a spell continuously consumes your mana, but it consumes less mana than conventional magic spells."; + next; + mes "[Magic Book Master Velof]"; + mes "Magic Binding becomes more difficult when you use more powerful magic spells."; + next; + mes "[Magic Book Master Velof]"; + mes "For weak spells, you can bind two to three of them with your circle. For more powerful spells, maybe one or two is possible."; + next; + mes "[Magic Book Master Velof]"; + mes "That all depends on your ability to control your spells. You'll have to try and experience Magic Binding after you first learn it to really understand."; + close; + case 4: + mes "[Magic Book Master Velof]"; + mes "I'm sorry, but I only have Magic Books for beginners, but they're obviously not suitable for you. Do you still want one?"; + next; + switch (select("Sure thing.:Where can I find advanced books?")) { + case 1: + mes "[Magic Book Master Velof]"; + mes "Please go talk to [Lea] in the Archive. Tell her that you need one of the Magic Books that I've stored in there."; + next; + mes "[Magic Book Master Velof]"; + mes "For your information, she won't give it to you without anything in return. Expect her to ask you for something!"; + if (wm_book < 1) set wm_book, 1; + close; + case 2: + mes "[Magic Book Master Velof]"; + mes "I'm sorry, but our management has recently decided to limit the availability of Magic Books for Multi Circlers. It's because their numbers are increasing more quickly than we expected."; + next; + mes "[Magic Book Master Velof]"; + mes "You could find one if you try hard, but I don't have any with me."; + next; + mes "[Magic Book Master Velof]"; + mes "If our management releases the restriction, you'll be the first one to know. Don't worry."; + close; + } + case 5: + mes "[Magic Book Master Velof]"; + mes "Nothing will happen when you try to bind magic without using Magic Binding because you have nothing to hold magic."; + next; + mes "[Magic Book Master Velof]"; + mes "It's like water that needs a bowl to stay in place."; + next; + mes "[Magic Book Master Velof]"; + mes "The problem is when you try to forcefully cast a spell that you haven't learned. It'll definately backfire on you."; + next; + mes "[Magic Book Master Velof]"; + mes "Of course, the damage won't be severe: you'll fall asleep or be thrown into confusion. This is all because there's a conflict between your Magic Book and the force of Magic Binding when you're trying to summon and hold a unlearned spell."; + next; + mes "[Magic Book Master Velof]"; + mes "Don't try it out just to see what happens for yourself! Falling asleep while casting a spell? There's nothing more humiliating than that to magic practitioners like us."; + close; + case 6: + if ((BaseLevel > 139) && (getskilllv(2217) > 0) || (getskilllv(2213) > 0)) { + if(mac_book < 1){ + mes "[Magic Book Master Velof]"; + mes "I'm sorry, but could you ask someone else? I'm kind of busy right now."; + close; + } + if (mac_book == 1) { + mes "[Magic Book Master Velof]"; + mes "Huh, are you looking for the Ultimate Magic Book? Who sent you?"; + next; + select("Ms. Lea."); + mes "[Magic Book Master Velof]"; + mes "I'm sorry, but there's not much information left about the Ultimate Magic Book."; + next; + mes "[Magic Book Master Velof]"; + mes "A few scholars in the Midgard Continent once tried to collect ancient Magic Books and reproduce that book, but..."; + next; + select("But what?"); + mes "[Magic Book Master Velof]"; + mes "Oh yes, perhaps he might know something."; + next; + select("Yes, I knew this was coming!"); + mes "[Magic Book Master Velof]"; + mes "My brother is just like you. He's very interested in recreating the Ultimate Magic Book."; + next; + mes "[Magic Book Master Velof]"; + mes "His name is Galfos."; + mes "He's been taking a great interest in the ancient Magic Books."; + next; + mes "[Magic Book Master Velof]"; + mes "I didn't support him or give him any advice for his research since I thought he'd give on it pretty quickly, but..."; + next; + mes "[Magic Book Master Velof]"; + mes "If he's discovered anything useful, maybe it can helpful to you."; + next; + select("Where's Galfos now?"); + mes "[Magic Book Master Velof]"; + mes "I've heard that he's near the Expedition Camp beyond the Dimensional Rift to seek information about the ancient Magic Books."; + next; + mes "[Magic Book Master Velof]"; + mes "If you want to see him, you should prepare for a long journey."; + set mac_book,2; + close; + } + if (mac_book > 1) { + mes "[Magic Book Master Velof]"; + mes "Galfos is near the Expedition Camp beyond the Dimensional Rift."; + next; + mes "[Magic Book Master Velof]"; + mes "If you want to see him, you should prepare for a long journey."; + close; + } + } + mes "[Magic Book Master Velof]"; + mes "Ha ha, I'm sorry, but you should focus on strengthening your body rather than creating Magic Books."; + close; + } + } + mes "[Magic Book Master Velof]"; + mes "Ha ha, are you also seeking new knowledge?"; + next; + mes "[Magic Book Master Velof]"; + mes "I'm sorry, but my knowledge doesn't concern you."; + close; +} + +geffen_in,175,112,4 script Lea 123,{ + + if (checkweight(1201,1) == 0) { + mes "You're carrying too many items. Please make some room in your bag first."; + close; + } + if ((MaxWeight - Weight) < 1000) { + mes "You're overweight with items. Please lose some item weight first."; + close; + } + if ((wm_book > 0) && (Class == Job_Warlock) || (Class == Job_Warlock_T) || (Class == Job_Baby_Warlock)) { + mes "[Lea]"; + mes "You can only read books here. If you'd like to borrow any books, please receive an approval from 1 manager and 1 High Mage."; + next; + mes "[Lea]"; + mes "How may I help you?"; + next; + select("Master Velof asked me to bring his Magic Book."); + mes "[Lea]"; + mes "Are you borrowing a book?"; + next; + switch (select("Let me think.:I want the Beginner's Magic Books.:I want the Intermediate Magic Books.:I want the Superior Magic Books.:I want the Ultimate Magic Book.")) { + case 1: + mes "[Lea]"; + mes "No problem."; + close; + case 2: + mes "[Lea]"; + mes "We're in trouble because so many people want to borrow our Magic Books."; + next; + mes "[Lea]"; + mes "Unfortunately, many of our lent books aren't returned on time. That's why we've decided to charge a security deposit."; + next; + select("A security deposit?"); + mes "[Lea]"; + mes "Yes. You may pay a minimum of 10,000 Rune-Midgarts zeny. Alternatively, you can bring 2 Old Magic Books or 50 Old Pages. Once you pay the deposit, I'll let you borrow some Magic Books."; + next; + set .@Payment, select("Where can I find Old Magic Books and Old Pages?:I'll pay with zeny.:I'll pay with Old Magic Books.:I'll pay with Old Pages.")-1; + mes "[Lea]"; + if (!.@Payment) { + mes "I heard that you can find them from Ride Words, Death Words, Bathorys, and other monsters. I ask that you please don't strain yourself to find those items."; + next; + mes "[Lea]"; + mes "Your life is more important than anything else, you know?"; + close; + } + if ((.@Payment == 1 && Zeny > 10000) || (.@Payment == 2 && countitem(1006) > 1) || (.@Payment == 3 && countitem(1097) > 49)) { + mes "What kind of Magic Book do you want?"; + next; + set .@i, select("Let me think.:Magic Book (Fire Bolt):Magic Book (Cold Bolt):Magic Book (Lightning Bolt)")-1; + mes "[Lea]"; + if (!.@i) { + mes "No problem."; + close; + } + if (countitem(6188+.@i)) { + mes "You already have that Magic Book. You can't borrow a new book until you return the current one."; + next; + mes "[Lea]"; + mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know."; + close; + } + if ((.@Payment == 1 && Zeny > 10000) || (.@Payment == 2 && countitem(1006) > 1) || (.@Payment == 3 && countitem(1097) > 49)) { + mes "The book's return date is written on the lending card on the back cover of the book."; + next; + mes "[Lea]"; + mes "Please try not to lose or damage the book to avoid paying any extra charges."; + if (.@Payment == 1) set Zeny, Zeny - 10000; + else if (.@Payment == 2) delitem 1006,2; //Old_Magic_Book + else delitem 1097,50; //Worn_Out_Page + getitem 6188+.@i,1; //Magic_Book_FB, Magic_Book_CB, Magic_Book_LB + close; + } + } + mes "I'm sorry, but you don't have enough funds."; + close; + case 3: + mes "[Lea]"; + mes "Ah, so you want the Intermediate Magic Books. Please pay 50,000 Rune-Midgartian zeny, or you can bring me 2 Old Blue Boxes or 9 Eluniums to borrow the Intermediate Magic Books."; + next; + set .@Payment, select("Where can I find Old Blue Boxes and Eluniums?:I'll pay 50,000 zeny.:I'll pay with Old Blue Boxes.:I'll pay with Eluniums.")-1; + mes "[Lea]"; + if (!.@Payment) { + mes "Old Blue Boxes are quite rare to find, but they can be obtained from monsters everywhere in the world, including Myst Cases, Megalogons, Mimics, Nightmares, Krabens, Requiems, Nine Tails, Noxiouses, and Byorgues."; + mes "If you have sufficient funds, you may buy the boxes from street vendors."; + next; + mes "[Lea]"; + mes "Eluniums can be obtained from Hyeguns, Zombie Prisoners, Teddy Bears, Obsedians, and Loli Ruris. Or you can refine Rough Eluniums to Eluniums at the Forge in town, and that may be easier."; + close; + } + if ((.@Payment == 1 && Zeny > 50000) || (.@Payment == 2 && countitem(603) > 1) || (.@Payment == 3 && countitem(985) > 8)) { + mes "What kind of Magic Book do you want?"; + next; + set .@i, select("Let me think.:Magic Book (Storm Gust):Magic Book (Lord of Vermillion):Magic Book (Meteor Storm):Magic Book (Thunderstorm):Magic Book (Jupitel Thunder):Magic Book (Water Ball):Magic Book (Heaven's Drive):Magic Book (Earth Spike)")-1; + setarray .@Books[0],6192,6193,6194,6197,6198,6199,6200,6201; + mes "[Lea]"; + if (!.@i) { + mes "No problem."; + close; + } + if (countitem(.@Books[.@i-1])) { + mes "You already have that Magic Book. You can't borrow a new book until you return the current one."; + next; + mes "[Lea]"; + mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know."; + close; + } + if ((.@Payment == 1 && Zeny > 50000) || (.@Payment == 2 && countitem(603) > 1) || (.@Payment == 3 && countitem(985) > 8)) { + mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation."; + next; + mes "[Lea]"; + mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books."; + if (.@Payment == 1) set Zeny, Zeny - 50000; + else if (.@Payment == 2) delitem 603,2; //Old_Blue_Box + else delitem 985,9; //Elunium + getitem .@Books[.@i-1],1; //Magic_Book_SG, Magic_Book_LOV, Magic_Book_MS, Magic_Book_TS, Magic_Book_JT, Magic_Book_WB, Magic_Book_HD, Magic_Book_ES + close; + } + } + mes "I'm sorry, but you don't have enough funds."; + close; + case 4: + mes "[Lea]"; + mes "Oh, do you want the Superior Magic Books? For your information, borrowing those Magic Books requires many conditions and restrictions. Are you sure that you want it?"; + next; + select("Yes."); + mes "[Lea]"; + mes "I see. If you're determined to borrow the Superior Magic Books, please choose one of the following tyes of payment for the security deposit."; + next; + mes "[Lea]"; + mes "[12 Mystery Pieces and 100,000 zeny], [7 Oridecons and 100,000 zeny], or [1 Old Violet Box and 100,000 zeny]. Now how would you like to pay your deposit?"; + next; + set .@Payment, select("Where can I find those items?:Let me think.:I'll pay with 12 Mystery Pieces and 100,000 zeny.:I'll pay with 7 Oridecons and 100,000 zeny.:I'll pay with 1 Old Violet Box and 100,000 zeny.")-1; + mes "[Lea]"; + if (!.@Payment) { + mes "Mystery Pieces can be obtained from machine creatures in the Juperos Dungeon, and they're the fountain of knowledge from the ancient civilization. Ah, I get excited thinking about those artifacts."; + next; + mes "[Lea]"; + mes "Oridecons can be obtained from Executioners, Gryphons, Jokers, and Abysmal Knights, but it'll be easier to collect Rough Oridecons than Oridecons."; + next; + mes "[Lea]"; + mes "You can refine Rough Oridecons to Oridecons at the Forge in town."; + next; + mes "[Lea]"; + mes "Old Violet Boxes can be obtained from Mimics, Megaliths, Orc Lords, Stormy Knights, and Osirises."; + next; + mes "[Lea]"; + mes "The boxes are a subject worthy of serious study since they're used to test Schrodinger's pet cat."; + close; + } + if (.@Payment == 1) { + mes "If you're unable to collect the items for the security deposit, I can offer you an alternate payment method."; + next; + mes "[Lea]"; + mes "How does 200,000 Rune-Midgartian zeny sound?"; + next; + if(select("I'm sorry, but I can't pay that much.:Sounds good.") == 1) { + mes "[Lea]"; + mes "I see."; + close; + } + mes "[Lea]"; + } + if ((.@Payment == 1 && Zeny > 199999) || (Zeny > 99999 && ((.@Payment == 2 && countitem(7094) > 11) || (.@Payment == 3 && countitem(984) > 6) || (.@Payment == 4 && countitem(617))))) { + mes "What kind of Magic Book do you want?"; + next; + set .@i, select("Let me think.:Magic Book (Earth Strain):Magic Book (Chain Lightning):Magic Book (Crimson Rock):Magic Book (Drain Life)")-1; + mes "[Lea]"; + if (!.@i) { + mes "No problem."; + close; + } + if (countitem(6201+.@i)) { + mes "You already have that Magic Book. You can't borrow a new book until you return the current one."; + next; + mes "[Lea]"; + mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know."; + close; + } + if ((.@Payment == 1 && Zeny > 199999) || (Zeny > 99999 && ((.@Payment == 2 && countitem(7094) > 11) || (.@Payment == 3 && countitem(984) > 6) || (.@Payment == 4 && countitem(617))))) { + mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation."; + next; + mes "[Lea]"; + mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books."; + if (.@Payment == 1) set Zeny, Zeny - 200000; + else if (.@Payment == 2) delitem 7094,12; //Mystery_Piece + else if (.@Payment == 3) delitem 984,7; //Oridecon + else delitem 617,1; //Old_Violet_Box + if (.@Payment > 1) set Zeny, Zeny - 100000; + getitem 6201+.@i,1; //Magic_Book_ES_, Magic_Book_CL, Magic_Book_CR, Magic_Book_DL + close; + } + } + mes "I'm sorry, but you don't have enough funds."; + close; + case 5: + if ((BaseLevel > 139) && (mac_book < 1) && ((getskilllv(2217) > 0) || (getskilllv(2213) > 0))) { + mes "[Lea]"; + mes "Did... Did you just say the Ultimate Magic Book?"; + next; + mes "[Lea]"; + mes "Oh, my...."; + mes "I can't believe someone actually wants that book."; + next; + select("Please don't say that you don't have it."); + mes "[Lea]"; + mes "Frankly, I've never even seen the Ultimate Magic Book."; + next; + mes "[Lea]"; + mes "You should ask Master Velof if you want to know more about that book."; + next; + mes "[Lea]"; + mes "I'm sorry that I can't help you more than that."; + set mac_book,1; + close; + } + if ((BaseLevel > 139) && (mac_book > 0) && ((getskilllv(2217) > 0) || (getskilllv(2213) > 0))) { + mes "[Lea]"; + mes "You should ask Master Velof for some information about that book."; + close; + } + mes "[Lea]"; + mes "How about practicing your magic spells for now?"; + next; + mes "[Lea]"; + mes "In order to obtain the Ultimate Magic Book, you must reach Level 140 and learn Tetera Bolt and Comet."; + next; + mes "[Lea]"; + mes "That book can't be used by just anyone, you know?"; + close; + } + } + mes "[Lea]"; + mes "Welcome to the Magic Archive. You can read and borrow books from here under certain conditions."; + close; +} + +mid_camp,255,244,4 script Galfos 735,{ + + if (checkweight(1201,1) == 0) { + mes "You're carrying too many items. Please make some room in your bag first."; + close; + } + if ((MaxWeight - Weight) < 1000) { + mes "You're overweight with items. Please lose some item weight first."; + close; + } + if (Upper == 2) { + mes "[Galfos]"; + mes "What are you, a baby?"; + mes "I'm not here to babysit. Get lost!"; + close; + } + if ((Class != Job_Warlock) && (Class != Job_Warlock_T) && (Class != Job_Baby_Warlock)) { + mes "[Galfos]"; + mes "My right arm feels hot while my left arm feels cold. I can never get used to this weird weather!"; + close; + } + if (getskilllv(2230) < 1) { + mes "[Galfos]"; + mes "Ah, I'll get myself in trouble if I stay here any longer. Maybe I'm already in..."; + close; + } + if ((BaseLevel < 140) || (getskilllv(2217) < 1) && (getskilllv(2213) < 1)) { + mes "[Galfos]"; + mes "I'm sorry, but I don't talk to people that aren't even ready for this."; + close; + } + if (mac_book < 2) { + mes "[Galfos]"; + mes "You look strong, but you don't seem to have any business with me."; + close; + } + if (mac_book == 2) { + mes "[Galfos]"; + mes "What brings you to me?"; + next; + select("I heard that you've studied the Ultimate Magic Book."); + mes "[Galfos]"; + mes "Why, are you interested too?"; + mes "I didn't know someone would actually take an interest in that book. Yes, I'm studying that magic book. How did you find that out?"; + next; + select("You're Velof's brother, right?"); + mes "[Galfos]"; + mes "Yes, I'm Galfos, and Velof is my brother."; + next; + mes "[Galfos]"; + mes "Wait a minute,"; + mes "did the old man recommend me to you?"; + next; + select("That's right."); + mes "[Galfos]"; + mes "Wow!"; + mes "This is surprising. He never took my research very seriously. I'm glad that he finally changed his mind."; + next; + mes "[Galfos]"; + mes "Heh! Your timing couldn't be better: I was looking for a test object."; + next; + select("A test object?"); + mes "[Galfos]"; + mes "Frankly, I'm only interested in creating the Ultimate Magic Book."; + next; + mes "[Galfos]"; + mes "I'm not good at using magic, not to mention that I prefer fists in fighting. Nevertheless, I find Magic Books to be incredibly intriguing."; + next; + mes "[Galfos]"; + mes "The problem is that I can't use the Ultimate Magic Book, even if I made one. That's why I can't really test it on my own."; + next; + mes "[Galfos]"; + mes "That's why I've been waiting for a true magic practitioner like you that can help me test my Ultimate Magic Book."; + next; + select("(What is he talking about?)"); + mes "[Galfos]"; + mes "My research is almost done,"; + mes "and I need to solve one last problem to create the Magic Book."; + next; + mes "[Galfos]"; + mes "To make the ancient Ultimate Magic Book, I need an artifact and some spells to fuse into it."; + next; + mes "[Galfos]"; + mes "I've perfectly restored the spells based on the ancient documents, but I still have no information about the necessary artifact."; + next; + mes "[Galfos]"; + mes "Ah, but there's a silver lining!"; + next; + select("(Now we're getting somewhere!)"); + mes "[Galfos]"; + mes "Ha ha..."; + mes "There's a great archive in El Dicastes, the Capital City of the Evil Giants, where all knowledge in this world is stored."; + next; + mes "[Galfos]"; + mes "Maybe that's the place to find some information about the artifact for this Ultimate Magic Book."; + next; + mes "[Galfos]"; + mes "You know what to do, don't you? Find information about the artifact in the El Dicastes archive, using everything in your power."; + next; + mes "[Galfos]"; + mes "Afterwards, create and bring me the artifact. We'll talk about creating the Magic Book afterwards."; + set mac_book,3; + close; + } + if (mac_book == 3) { + mes "[Galfos]"; + mes "You know what to do, don't you? Find information about the artifact in the El Dicastes archive, using everything in your power."; + next; + mes "[Galfos]"; + mes "Afterwards, create and bring me the artifact. We'll talk about creating the Magic Book afterwards."; + close; + } + if (mac_book == 4) { + mes "[Galfos]"; + mes "Oh, did you find"; + mes "anything useful?"; + next; + set .@i, select("I've discovered everything about Comet.:I've mastered the zenith of Tetra Vortex."); + mes "[Galfos]"; + if ((.@i == 1 && countitem(6195)) || (.@i == 2 && countitem(6196))) { + mes "Are you kidding me? You already have the book!"; + close; + } + if ((.@i == 1 && checkquest(12218) == 2) || (.@i == 2 && checkquest(12219) == 2 && checkquest(12220) == 2 && checkquest(12221) == 2 && checkquest(12222) == 2)) { + mes "Oh my, I sense incredible energy coming from you. This is great! Now we're ready to make the Ultimate Magic Book."; + next; + mes "[Galfos]"; + mes "There's one problem, though: I'm so broke that I don't even have enough money to buy the tools to make the book."; + next; + mes "[Galfos]"; + mes "I need at least ^0000aa1,000,000 zeny^000000 to buy all the necessary tools. Do you have the money?"; + next; + if(select("Wh-what? No!:Sure.") == 1) { + mes "[Galfos]"; + mes "Aw, you don't? It's disappointing, but there's nothing I can do. Come back when you have enough money, okay?"; + close; + } + mes "[Galfos]"; + if (Zeny >= 1000000) { + mes "Alright then, let's get started!"; + next; + specialeffect2 EF_DISPELL; + progressbar "ffff00",4; + specialeffect2 EF_LORD; + set Zeny, Zeny - 1000000; + getitem 6194+.@i,1; //Magic_Book_CM, Magic_Book_TV + mes "[Galfos]"; + mes "Man, I almost lost my control to the incredible magic energy! Here's your Magic Book."; + next; + mes "[Galfos]"; + mes "Thank you for making my dream come true. Feel free to come back if you need another one of these books."; + close; + } + mes "Hey, what did I tell you? I can't buy the tools to make the book without money!"; + close; + } + mes "Are you sure that you've found something? It doesn't seem like you've learned what we need..."; + close; + } + mes "[Galfos]"; + mes "Is there anything else you need?"; + close; +} + +dic_in01,25,190,0 script Mysterious Documents 844,{ + + if (isequipped(2782) < 1) { + mes "I better not forget to equip my ring."; + close; + } + if (ep13_3_invite < 5) { + mes "When you approach the documents, an Evil Giant that looks like the archive manager tries to call Guard Galton. You should get out of here quickly."; + close; + } + if (checkquest(12165,"PLAYTIME") == 1) { + mes "The documents are making you feel nauseous. You should come back later after your stomach settles."; + close; + } + if (checkquest(12165,"PLAYTIME") == 2) { + mes "You don't feel as nauseous anymore. It should be safe to proceed now."; + erasequest 12165; + close; + } + if ((BaseLevel < 140) || (getskilllv(2217) < 1) && (getskilllv(2213) < 1)) { + mes "The documents in this container aren't legible. It's no use trying to read them."; + close; + } + specialeffect2 EF_DISPELL; + progressbar "ffff00",4; + if (mac_book < 3) { + mes "You have discovered records about magic, acceleration, and particle waves."; + close; + } + if (mac_book == 3) { + mes "You have discovered records about magic, acceleration, and particle waves. These documents must be the ones that Galfos is looking for."; + set mac_book, 4; + close; + } + if (mac_book == 4) { + if (rand(1,10) == 1) { + if (getskilllv(2213) > 0) { + if (checkquest(12218) == 1) { + mes "You already own this document."; + close; + } + mes "^660066In order to create the essence of lava, you must refine 40 Burning Hearts at the hottest place on the 2nd floor of the Thor's Volcano Dungeon.^000000"; + mes "^660066You must do this by using the greatest power in that place. The Humans have used this method to study the acceleration of magic particles since ancient times.^000000"; + next; + mes "You have discovered the ^990099Lava Essence Creation Method^000000. Please check your Quest window for more details."; + specialeffect2 EF_STEAL; + close2; + setquest 12218; + end; + } + mes "Nothing in this document looks useful."; + close; + } + if (rand(1,10) == 2) { + if (getskilllv(2217) > 0) { + if (checkquest(12219) == 1) { + mes "You already own this document."; + close; + } + mes "^660066The essence of flame can be refined on stable ground on the 1st floor of the Thor's Volcano Dungeon. 10 Love Coals are necessary to refine the essence.^000000"; + mes "^660066According to Humans' information, this essence constitutes one of the four natural elements.^000000"; + next; + mes "You have discovered the ^990099Flame Essence Creation Method^000000. Please check your Quest window for more details."; + specialeffect2 EF_STEAL; + close2; + setquest 12219; + end; + } + mes "Nothing in this document looks useful."; + close; + } + if (rand(1,10) == 3) { + if (getskilllv(2217) > 0) { + if (checkquest(12220) == 1) { + mes "You already own this document."; + close; + } + mes "^660066I succeeded in refining the essence of glacier deep inside the 3rd floor of the Ice Cave. If you'd like to try, prepare 10 Ice Hearts and go to the following location.^000000"; + next; + mes "You have discovered the ^990099Glacier Essence Creation Method^000000. Please check your Quest window for more details."; + specialeffect2 EF_STEAL; + close2; + setquest 12220; + end; + } + mes "Nothing in this document looks useful."; + close; + } + if (rand(1,10) == 4) { + if (getskilllv(2217) > 0) { + if (checkquest(12221) == 1) { + mes "You already own this document."; + close; + } + mes "^660066I was able to refine the essence of fossil from old rocks on the 2nd floor of the Mine Dungeon. So far, that place is the most stable among all the testing grounds."; + mes "If you'd like to try, prepare 10 Jubilees and go to the dungeon. Good luck.^000000"; + next; + mes "You have discovered the ^990099Fossil Essence Creation Method^000000. Please check your Quest window for more details."; + specialeffect2 EF_STEAL; + close2; + setquest 12221; + end; + } + mes "Nothing in this document looks useful."; + close; + } + if (rand(1,10) == 5) { + if (getskilllv(2217) > 0) { + if (checkquest(12222) == 1) { + mes "You already own this document."; + close; + } + mes "^660066In order to refine the essence of storm, I visited the Hermit's Checkerboard in Kunlun where the spirit of the wind resides."; + mes "The refining process was easy, but I had a hard time finding the catalyst, Dragon Teeth.^000000"; + next; + mes "You have discovered the ^990099Storm Essence Creation Method^000000. Please check your Quest window for more details."; + specialeffect2 EF_STEAL; + close2; + setquest 12222; + end; + } + mes "Nothing in this document looks useful."; + close; + } + if (rand(1,10) == 10) { + mes "You suddenly feel sick, and this nausea won't go away easily. You should try finding the documents you need later."; + setquest 12165; + close; + } + mes "Nothing here looks special."; + close; + } + mes "You no longer need to search this place."; + close; +} + +function script Magic_Book_Essence { + if (MaxWeight - Weight < 1000) { + mes "Please lighten your bag."; + close; + } + if (checkquest(getarg(0)) == 1 && countitem(getarg(1)) >= getarg(2)) { + specialeffect2 EF_BLIND; + specialeffect2 EF_BEGINSPELL; + progressbar "ffff00",4; + delitem getarg(1),getarg(2); + if (rand(2)) { + mes "You have used "+getarg(2)+" "+getitemname(getarg(1))+"s to create ^999900"+getarg(3)+" Essence^000000."; + next; + mes "^008800The "+getarg(3)+" Essence will last permanently, unless there's a problem.^000000"; + completequest getarg(0); + specialeffect2 EF_LORD; + close; + } + mes "^008888You have failed to refine the essence using "+getarg(2)+" "+getitemname(getarg(1))+"s.^000000"; + close; + } + if (checkquest(getarg(0)) == 2) { + mes "You've already created "+getarg(3)+" Essence in this area."; + close; + } + mes "Someone already used this area."; + close; +} + +thor_v02,163,104,0 script Powerful Lava Energy#33 844,{ callfunc "Magic_Book_Essence",12218,7097,40,"Lava"; end; } +thor_v01,185,91,0 script Powerful Flame Energy#33 844,{ callfunc "Magic_Book_Essence",12219,7098,10,"Flame"; end; } +ice_dun03,137,148,0 script Powerful Glacier Energy 844,{ callfunc "Magic_Book_Essence",12220,7561,10,"Glacier"; end; } +ein_dun02,181,124,0 script Powerful Fossil Energy 844,{ callfunc "Magic_Book_Essence",12221,7312,10,"Fossil"; end; } +gon_dun02,252,198,0 script Powerful Storm Energy#33 844,{ callfunc "Magic_Book_Essence",12222,7266,10,"Storm"; end; } diff --git a/npc/re/quests/mrsmile.txt b/npc/re/quests/mrsmile.txt new file mode 100644 index 000000000..c36ecf91a --- /dev/null +++ b/npc/re/quests/mrsmile.txt @@ -0,0 +1,16 @@ +//===== rAthena Script ======================================= +//= Mr. Smile Quest +//===== By: ================================================== +//= Daegaladh, Masao +//===== Current Version: ===================================== +//= 1.0 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= [Aegis Conversion] +//= Trade Clover, Fluff and Jellopy for a Mr. Smile mask. +//===== Additional Comments: ================================= +//= 1.0 Updated to match the new Izlude Map. [Masao] +//============================================================ + +izlude,125,175,4 duplicate(SmileHelper) Smile Assistance#iz 92 diff --git a/npc/re/quests/pile_bunker.txt b/npc/re/quests/pile_bunker.txt new file mode 100644 index 000000000..31b36c82b --- /dev/null +++ b/npc/re/quests/pile_bunker.txt @@ -0,0 +1,115 @@ +//===== rAthena Script ======================================= +//= Pile Bunker Quest +//===== By: ================================================== +//= JayPee Mateo +//===== Current Version: ===================================== +//= 2.1 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== 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] +//============================================================ + +yuno,179,174,4 script Gomer 851,{ + 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."; + close; + } + mes "[Gomer]"; + mes "So? What does it feel like to be on a Madogear?"; + mes "It's something that's not allowed for those who failed to seek out their own path."; + next; + mes "[Gomer]"; + mes "Me? I retired a long time ago. Because I got into an accident... got badly hurt and won't be able to ride again. I am upset about it."; + next; + mes "[Gomer]"; + mes "So I've decided to stay here forging gears for Madogear."; + mes "Huh? I'm not saying I have any complaints about this work."; + next; + mes "[Gomer]"; + mes "Forced to do something you don't like, there is nothing more miserable than that."; + next; + mes "[Gomer]"; + mes "There are people who are happy just being props, you know, like being the wall for someone to lean on."; + next; + mes "[Gomer]"; + mes "That makes me feel good and I am about to make a new gear. I want you to help me. What do you say?"; + next; + switch(select("I am not that interested.:What are you going to make?:Where do you get the materials?:I brought the materials.")) { + case 1: + mes "[Gomer]"; + mes "Nothing I can do"; + mes "about it then."; + mes "See you next time!"; + close; + case 2: + mes "[Gomer]"; + mes "Um, a huge metal stick that could smash an opponent in one hit!"; + next; + mes "[Gomer]"; + mes "It doesn't look fancy, but I've designed a spring-loaded device to attack with great strength."; + next; + mes "[Gomer]"; + mes "It's concealed, so when you find a chance, one shot could put an opponent in critical condition!"; + mes "I can't wait to see it in action!"; + next; + mes "[Gomer]"; + mes "If you were to imagine how good this kind of weapon could be, I will make it come true."; + next; + mes "[Gomer]"; + mes "Bring me 200 Steel, 30 Flexible Tubes, and 1 Brocca. I could make what I just described with those materials."; + close; + case 3: + mes "[Gomer]"; + mes "You should be able get steel from many monsters like Kobolds."; + next; + mes "[Gomer]"; + mes "Flexible Tubes are more rare, dropped by Metalings around Einbroch and Lighthalzen."; + next; + mes "[Gomer]"; + 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) { + mes "[Gomer]"; + mes "You haven't brought all of the materials that I asked for."; + next; + mes "[Gomer]"; + mes "I have a habit of giving up what I've been making and trying to make new things when the inspiration comes up."; + mes "You'd better hurry!"; + close; + } else { + mes "[Gomer]"; + mes "Oh, I've been waiting. You didn't come on time, so I was wondering if you forgot about it. Please wait there a little bit."; + specialeffect 101; + next; + mes "[Gomer]"; + mes "It's done. What do you think? Not bad, eh? Although I made it myself, I have to say it's pretty decently done."; + next; + mes "[Gomer]"; + mes "Combination of weight, volume and look at its color and gloss. It catches my heart!"; + next; + mes "[Gomer]"; + mes "..........."; + next; + mes "[Gomer]"; + mes "Uh, with little improvement, it could be mass produced and delivered. I'm sure I can make more of these so I will give this one to you."; + 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] + close; + } + } +} diff --git a/npc/re/quests/quests_brasilis.txt b/npc/re/quests/quests_brasilis.txt new file mode 100644 index 000000000..88b021a0f --- /dev/null +++ b/npc/re/quests/quests_brasilis.txt @@ -0,0 +1,3149 @@ +//===== rAthena Script ======================================= +//= Brasilis Qiests +//===== By =================================================== +//= L0ne_W0lf +//===== Version ============================================== +//= 1.2 +//===== Compatible With ====================================== +//= rAthena SVN +//===== Description ========================================== +//= [Translated from the Official] +//= Lost Puppies (Repeatable, 24 hours.) +//= Suspicious Beach (Repeatable, 24 hours. iRO/cRO version.) +//= Guarana Candy Quest +//= Brasilis Water Lily Quest +//= Brasilis Dungeon Access Quest +//= Iara (Buff reward. Repeatable, 24 hours.) +//===== Comments ============================================= +//= 1.0 First version. +//= 1.1 Hydra Ball (12408) +//= 1.2 Optimization. [Euphy] +//============================================================ + +// Lost Puppies, Original file: dogdog.sc +//============================================================ +brasilis,297,307,5 script Angelo#br 50,{ + if (BaseLevel < 40) { + mes "[Angelo]"; + mes "Pets went out the village~!!"; + mes "Gosh... what can I do... ?"; + close; + } + if (checkquest(9032,PLAYTIME) == 2) { + erasequest 9032; + } + if (checkquest(9032,PLAYTIME) == 0) { + mes "[Angelo]"; + mes "The day is not finished yet."; + mes "You can only help once a day. Hehe."; + close; + } + if (checkquest(9030) == 1) { + mes "[Angelo]"; + mes "My pets are in the field outside of the village."; + mes "Why did they leave? Please find them."; + close; + } + if (checkquest(9031) == 1) { + mes "[Angelo]"; + mes "Oh, thank you. You found all of 3 puppies."; + mes "Thanks a lot."; + mes "I hope this is useful to you. hoho."; + getexp 50000,0; + erasequest 9031; + setquest 9032; + specialeffect2 EF_ASSUMPTIO; + percentheal 100,100; + set .@rand,rand(1,10); + if (.@rand > 4 && .@rand < 9) getitem 504,2; //White_Potion + else if (.@rand > 8) getitem 608,1; //Seed_Of_Yggdrasil + close; + } + mes "[Angelo]"; + mes "Are you an adventurer? You came here right on time."; + mes "Puppies have been disappearing."; + mes "And someone said that they saw them out on the field just outside the village...."; + next; + mes "[Angelo]"; + mes "It's pretty difficult and dangerous to find 'em."; + mes "You have to find ^0000FF3 puppies^000000."; + setquest 9030; + close; + +OnInit: + initnpctimer; + end; + +OnTimer10000: + stopnpctimer; + donpcevent "Angelo#br::OnGo"; + end; + +OnGo: + emotion e_gasp; + initnpctimer; + end; +} + +- script Puppy#bra -1,{ + if (checkquest(9030) == 1) { + if (brazil_kid < 3) { + mes "[Puppy]"; + mes "bow wow bow wow!!"; + next; + set brazil_kid,brazil_kid+1; + mes "[" + strcharinfo(0) + "]"; + if (brazil_kid == 3) { + mes "Good. I found all 3 puppies."; + mes "Now I need to go tell Angelo."; + set brazil_kid,0; + erasequest 9030; + setquest 9031; + } + else { + mes "Ah... who's a good puppy?"; + mes "Ok, where are the others?"; + } + if (compare(strnpcinfo(2),"1")) setarray .@i[0],2,3; + else if (compare(strnpcinfo(2),"2")) setarray .@i[0],1,3; + else setarray .@i[0],1,2; + donpcevent "Puppy#"+charat(strnpcinfo(2),0)+.@i[rand(2)]+"::OnEnable"; + hideonnpc strnpcinfo(0); + close; + } + } + mes "[Puppy]"; + mes "bow! wow wow!"; + close; + +OnInit: + if (!compare(strnpcinfo(2),"1")) hideonnpc strnpcinfo(0); + end; + +OnEnable: + hideoffnpc strnpcinfo(0); + end; + +OnDisable: + hideonnpc strnpcinfo(0); + end; +} + +bra_fild01,98,96,3 duplicate(Puppy#bra) Puppy#a1 81 +bra_fild01,59,116,5 duplicate(Puppy#bra) Puppy#a2 81 +bra_fild01,62,142,3 duplicate(Puppy#bra) Puppy#a3 81 +bra_fild01,80,163,3 duplicate(Puppy#bra) Puppy#b1 81 +bra_fild01,73,210,3 duplicate(Puppy#bra) Puppy#b2 81 +bra_fild01,80,210,3 duplicate(Puppy#bra) Puppy#b3 81 +bra_fild01,38,235,3 duplicate(Puppy#bra) Puppy#c1 81 +bra_fild01,307,64,3 duplicate(Puppy#bra) Puppy#c2 81 +bra_fild01,260,60,3 duplicate(Puppy#bra) Puppy#c3 81 +bra_fild01,234,101,3 duplicate(Puppy#bra) Puppy#d1 81 +bra_fild01,200,84,3 duplicate(Puppy#bra) Puppy#d2 81 +bra_fild01,176,63,5 duplicate(Puppy#bra) Puppy#d3 81 + +// Suspicious Beach, original file: Suspicious_Beach.sc +//============================================================ +brasilis,192,133,6 script Lucia#brasilis 478,{ + /* -------------- Hydra Ball ------------------------- + if (countitem(12408) > 0) { + delitem 12408,1; //Leaf_Cat_Ball + getitem 12408,1; //Leaf_Cat_Ball + } + else if (countitem(6221) > 0) { + delitem 6221,1; //Mystic_Leaf_Cat_Ball + getitem 6221,1; //Mystic_Leaf_Cat_Ball + } + --------------------------------------------------- */ + if (BaseLevel < 40) { + mes "[Lucia]"; + mes "Hello."; + mes "I'm worried about ^FF0000Strange Hydra^000000's on"; + mes "the south beach."; + mes "I hope some experienced adventurers"; + mes "will come to help."; + emotion e_sigh; + close; + } + else { + set .@nQState1,checkquest(9028); + set .@nQState2,checkquest(9029); + if (.@nQState1 == 0) { + mes "[Lucia]"; + mes "Hello."; + mes "Have you come here to hunt ^FF0000Strange Hydra^000000s?"; + next; + switch(select("Yes.:No.:^006400What is happening here?^000000")) { + case 1: + setquest 9028; + getitem 12408,1; //Hydra_Ball + mes "[Lucia]"; + mes "Here, take this ^006400Hydra Ball^000000."; + mes "Use it to capture a ^FF0000Strange Hydra^8B4513.^000000"; + mes "I hope you can do it~!"; + close; + case 2: + mes "[Lucia]"; + mes "Ah, I misunderstood."; + mes "See you then."; + close; + case 3: + mes "[Lucia]"; + mes "One day ^FF0000Strange Hydra^000000s"; + mes "came here and surrounded the town."; + mes "We're not sure what attracted them but some say that it's because of you adventurers."; + next; + mes "[Lucia]"; + mes "In any case, to contain the ^FF0000Strange Hydra^000000s,"; + mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000"; + next; + mes "[Lucia]"; + mes "If you still have the ^006400Hydra Ball^000000,"; + mes "please use it on the ^FF0000Strange Hydra^000000s that"; + mes "you can find at the beach."; + mes "If you are lucky, the tool will work perfectly."; + next; + mes "[Lucia]"; + mes "I hope many adventurers"; + mes "volunteer for this job."; + mes " "; + mes "I really hate Hydra!"; + emotion e_sob; + close; + } + } + else if ((.@nQState1 == 0) || (.@nQState1 == 1)) { + if (countitem(6221) > 0) { + mes "[Lucia]"; + mes "Hello, you really did it!"; + if (checkweight(11502,3)) { + //mes "I don't have enough ^006400Hydra Ball^000000s to give you."; //Poorly translated by iRO? + mes "I hope you will come"; + mes "again to help me."; + mes "Have a nice day~!"; + delitem 6221,1; //Mystic_Leaf_Cat_Ball + completequest 9028; + //recall_completequest 9029; + if (.@nQState2 > -1) erasequest 9029; + setquest 9029; + percentheal 100,100; + sc_start SC_LUKFOOD, 1200000, 5; percentheal 5,2; + sc_start SC_VITFOOD, 1200000, 5; percentheal 10,0; + sc_start SC_DEXFOOD, 1200000, 5; percentheal 5,5; + getitem 11502,3; //Light_Blue_Pot + close; + } + else { + mes " "; + mes "I'd like to reward you,"; + mes "however your bags are full."; + mes "Please make room and come back!"; + close; + } + } + else { + mes "[Lucia]"; + if (countitem(12408) < 1) { + mes "Did you need another ^006400Hydra Ball^000000?"; + mes "I will give you one more."; + getitem 12408,1; //Leaf_Cat_Ball + close; + } + else { + mes "Any problems?"; + next; + switch(select("No.:^006400Tell me again what happened^000000")) { + case 1: + mes "[Lucia]"; + mes "Ok, please do me a favor."; + close; + case 2: + mes "[Lucia]"; + mes "One day ^FF0000Strange Hydra^000000s"; + mes "came here and surrounded the town."; + mes "We're not sure what attracted them but some say that it's because of you adventurers."; + next; + mes "[Lucia]"; + mes "In any case, to contain the ^FF0000Strange Hydra^000000s,"; + mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000"; + next; + mes "[Lucia]"; + mes "If you still have the ^006400Hydra Ball^000000,"; + mes "please use it on the ^FF0000Strange Hydra^000000s that"; + mes "you can find at the beach."; + mes "If you are lucky, the tool will work perfectly."; + next; + mes "[Lucia]"; + mes "I hope many adventurers"; + mes "volunteer for this job."; + mes " "; + mes "I really hate Hydra!"; + emotion e_sob; + close; + } + } + } + } + else { + mes "[Lucia]"; + mes "Oh, ^0000FF"+strcharinfo(0)+"^000000 you're back."; + set .@nCheckTime,checkquest(9029,PLAYTIME); + if ((.@nCheckTime == 0) || (.@nCheckTime == 1)) { + mes "I'm so grateful for your help."; + mes "Each ^006400Hydra Ball^000000 is provided ^006400every 24 hours^000000"; + mes "Please come at the appropriate time."; + close; + } + else { + //recall_completequest 9028; + if (.@nQState1 > -1) erasequest 9028; + completequest 9029; + mes "Did you come here to hunt ^FF0000Strange Hydra^000000s?"; + next; + switch(select("Yes.:No.:^006400What is happening here?^000000")) { + case 1: + setquest 9028; + getitem 12408,1; //Leaf_Cat_Ball + mes "[Lucia]"; + mes "Here, take this ^006400Hydra Ball^000000."; + mes "Use it to capture a ^FF0000Strange Hydra^8B4513.^000000"; + mes "I hope you can do it~!"; + close; + case 2: + mes "[Lucia]"; + mes "Ah, I misunderstood."; + mes "See you then."; + close; + case 3: + mes "[Lucia]"; + mes "One day ^FF0000Strange Hydra^000000s"; + mes "came here and surrounded the town."; + mes "We're not sure what attracted them but some say that it's because of you adventurers."; + next; + mes "[Lucia]"; + mes "In any case, to contain the ^FF0000Strange Hydra^000000s,"; + mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000"; + next; + mes "[Lucia]"; + mes "If you still have the ^006400Hydra Ball^000000,"; + mes "please use it on the ^FF0000Strange Hydra^000000s that"; + mes "you can find at the beach."; + mes "If you are lucky, the tool will work perfectly."; + next; + mes "[Lucia]"; + mes "I hope many adventurers"; + mes "volunteer for this job."; + mes " "; + mes "I really hate Hydra!"; + emotion e_sob; + close; + } + } + } + } + end; + +OnInit: + initnpctimer; + end; + +OnTimer7000: + emotion e_gasp; + stopnpctimer; + initnpctimer; + end; +} + +// Guarana Quest, Original file: brazil_tre.sc +//============================================================ +brasilis,187,162,5 script Candy Maker 476,{ + if (!checkweight(1201,1)) { + mes "- You can't start the quest. Please reduce the weight in your inventory. -"; + close; + } + if (brazil_gua == 0) { + mes "[Candy Maker]"; + mes "Yo, do you know a berry called ^FF0000Guarana^000000?"; + next; + mes "[Candy Maker]"; + mes "Guarana is a really special berry raised in a specific area, it relieves physical fatigue, and gives power to the body. It even detoxes waste from the body."; + next; + mes "[Candy Maker]"; + mes "I used to sell the candy made of it back in the day."; + mes "I got a prize sometimes every year in the <annual best product contest>. Those were the good 'ol days."; + next; + mes "[Candy Maker]"; + mes "Since then, the output of that fruit has reduced and the price has gone up so now candy ingredients were changed to coconuts or other tropical fruits instead. I miss the guarana candy."; + next; + switch(select("How can I taste this guarana candy?:End conversation.")) { + case 1: + mes "[Candy Maker]"; + mes "Hmm? I already sold out of all my old supply."; + next; + mes "[Candy Maker]"; + mes "But if you can find some guarana, I can make it for you."; + next; + switch(select("How do I find guarana?:End conversation.")) { + case 1: + mes "[Candy Maker]"; + mes "Will you find the guarana?? Hoooooh~"; + next; + mes "[Candy Maker]"; + mes "Can you find it?"; + mes "It's probably very expensive."; + mes "Trading isn't my thing. Let me think."; + next; + mes "[Candy Maker]"; + mes "Let me introduce you to someone with whom I used to do guarana business with."; + mes "He might still be dealing it."; + next; + mes "[Candy Maker]"; + mes "His name is Cherto."; + mes "If you can't find him in the city, go to museum."; + mes "He's a vain person so he likes to act big."; + mes "He's probably wandering in the museum trying to show off to someone for sure."; + set brazil_gua,1; + setquest 2192; + close; + case 2: + mes "[Candy Maker]"; + mes "Don't you want to try the guarana candy?"; + close; + } + case 2: + mes "[Candy Maker]"; + mes "Those were the good 'ole days..."; + close; + } + } + else if (brazil_gua == 1) { + mes "[Candy Maker]"; + mes "If you want to get the guarana, find Cherto."; + mes "Maybe he will be in the museum."; + close; + } + else if (brazil_gua == 10) { + if (!countitem(6237)) { + mes "- The guarana that I had has disappeared. -"; + close; + } + delitem 6237,1; //Guarana_Fruit + mes "[Candy Maker]"; + mes "Did you get the guarana?"; + next; + mes "- You give the guarana to him. -"; + next; + mes "[Candy Maker]"; + mes "Wow! You have special talent."; + mes "It's the best thing I have ever seen so far. Cool~!"; + next; + mes "[Candy Maker]"; + mes "Good, let's make the candy~!"; + mes "Long time no see my wonderful guarana candy..."; + next; + mes "- hash hash hash hash hash hash -"; + mes "- hash hash hash hash hash hash -"; + next; + mes "[Candy Maker]"; + mes "Look! It's the popular guarana candy."; + mes "Try to savor its amazing taste hey~ take it easy. hahaha!!"; + set brazil_gua,11; + completequest 2200; + getitem 12414,1; //Guarana_Candy + getexp 700000,100000; + close; + } + else if (brazil_gua == 11) { + mes "[Candy Maker]"; + mes "Guarana candy. That was the most unique masterpiece in my life for sure!"; + next; + mes "[Candy Maker]"; + mes "Since you helped me, guarana supply has been steadily rising."; + mes "So, naturally I'm back to making guarana candy."; + next; + mes "[Candy Maker]"; + mes "What about it? Wanna buy some?"; + mes "It's 4000 zeny each."; + next; + switch(select("Buy a Guarana Candy.:Cancel.")) { + case 1: + if (Zeny > 3999) { + mes "[Candy Maker]"; + mes "Here is a delicious guarana candy."; + set zeny,zeny-4000; + getitem 12414,1; //Guarana_Candy + close; + } + else { + mes "[Candy Maker]"; + mes "What? You should say before if you don't have money!"; + mes "Even if you are poor, I can't give this away for free."; + close; + } + case 2: + mes "[Candy Maker]"; + mes "Sometimes some people don't like it due to it's arousal effect."; + close; + } + close; + } + else { + mes "[Candy Maker]"; + mes "Guarana candy. That was the most unique masterpiece in my life for sure!"; + close; + } +} + +bra_in01,95,179,3 script Cherto 477,{ + if (brazil_gua == 0) { + mes "[Cherto]"; + mes "Hmm... hey man, you are from outside, aren't you?"; + next; + mes "[Cherto]"; + mes "Cherto can figure it out even if it's the first time. You can't trick Cherto."; + mes "Cherto has sharp eyes like an eagle! Hahaha!"; + next; + mes "[Cherto]"; + mes "Ok, ok. Yes, yes. I see!"; + next; + mes "[Cherto]"; + mes "Anyway, you arrived in Brasilis but don't know what to do?"; + mes "Am I right?"; + mes "You don't know how fortunate you are to have found a really proper helper as myself."; + next; + mes "[Cherto]"; + mes "Cherto takes it by your expression that you want to say, ''You are a master!'' Right?"; + mes "Cherto, I can read and figure out all at once! That is written in your face!"; + next; + mes "[Cherto]"; + mes "Cherto would love to stay here and explain everything to you but he is a busy man."; + close; + } + else if (brazil_gua == 1) { + mes "[Cherto]"; + mes "Hmm... hey man, you are from outside, aren't you?"; + next; + mes "[Cherto]"; + mes "Cherto can figure it out even if it's the first time. You can't trick Cherto."; + mes "Cherto has sharp eyes like an eagle! Hahaha!"; + next; + mes "[Cherto]"; + mes "Ok, ok. Yes, yes. I see!"; + next; + mes "[Cherto]"; + mes "Anyway, you arrived in Brasilis but don't know what to do?"; + mes "Am I right?"; + mes "You don't know how fortunate you are to have found a really proper helper as myself."; + next; + mes "[Cherto]"; + mes "Cherto takes it by your expression that you want to say, ''You are a master!'' Right?"; + mes "Cherto, I can read and figure out all at once! That is written in your face!"; + next; + mes "[Cherto]"; + mes "If you have a curious thing to ask to Cherto. Cherto will be kind enough to answer."; + next; + select("Guarana?"); + mes "[Cherto]"; + mes "What? Do you want to find a guarana?"; + next; + mes "[Cherto]"; + mes "Guarana is only raised in this area, it has a soft inside and is coverd with a light fur."; + mes "It seems a little bit weird but the flower is really big and smells beautiful."; + next; + mes "[Cherto]"; + mes "A long time ago, guarana was used to relieve desease and thirst. But recently it's getting popular to revitalize body power and increase blood circulation."; + next; + mes "[Cherto]"; + mes "Although it has such great effects, Cherto is sorry to inform you that we can't get it anymore."; + next; + select("Whaaaat??"); + mes "[Cherto]"; + mes "For a while now, guarana berries haven't been growing here."; + next; + mes "[Cherto]"; + mes "Even if Cherto managed to find one, it will rot quickly."; + next; + mes "[Cherto]"; + mes "If only it didn't happen!"; + next; + select("What are you talking about?"); + mes "[Cherto]"; + mes "Quiet!!!!!!!!!!!!!!!!"; + mes "This story has been forbidden! Someone might be listening to our conversation..."; + next; + mes "[Cherto]"; + mes "If Cherto tells you, you might get us into trouble. But you look like you really wanna know so let me give you a tip."; + mes "Come closer. Cherto will whisper so nobody can listen in."; + set brazil_gua,2; + close; + } + else if (brazil_gua == 2) { + mes "[Cherto]"; + mes "A Guarana boy was born."; + next; + select("Guarana kid?"); + mes "[Cherto]"; + mes "There was woman who was an expert botanist."; + mes "The woman was really popular to all living creatures."; + next; + mes "[Cherto]"; + mes "At around the time her baby was born, she started a guarana farm. For some reason, her brothers were jealous so they destroyed the farm and disappeared."; + mes "That kind of story..."; + next; + mes "[Cherto]"; + mes "We can't be sure that baby was born in the world but since that time, all guarana in Brasilis disappeared."; + next; + mes "[Cherto]"; + mes "Who is the guarana kid?"; + mes "Pedro who is famous as a greedy man?"; + mes "Meto who can't endure about all the fruits?"; + mes "Hovenue who is gloomy?"; + mes "They might know~!"; + next; + mes "[Cherto]"; + mes "What about you?"; + mes "Who is the guarana kid?"; + mes "Will you figure out it? hohohhhhh~"; + set brazil_gua,3; + changequest 2192,2193; + close; + } + else if (brazil_gua == 3) { + mes "[Cherto]"; + mes "Can you find the guarana kid?"; + mes "Maybe yes? Maybe no?"; + close; + } + else if (brazil_gua == 4) { + mes "[Cherto]"; + mes "Did you find guarana kid?"; + next; + mes "- I tell Cherto about the kid making animal-like sounds. -"; + next; + mes "[Cherto]"; + mes "Hoooh. That's unbelivable."; + mes "That kid might be a guarana kid. Sure..."; + mes "According to the story the kid can have conversations with animals."; + next; + mes "[Cherto]"; + mes "If he can make crying sounds of animals, they might be able to converse!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Now, what can I do?"; + mes "If he is the kid from the legend, is there any way to raise the guarana again?"; + next; + mes "[Cherto]"; + mes "Haha!! What'd Cherto say?"; + mes "Cherto knows all~!!"; + mes "Cherto's already thought"; + mes "of the next step."; + next; + mes "[Cherto]"; + mes "In Brasilis there is an expert Mage."; + mes "His name is Paje."; + mes "Take this note over to him."; + mes "He will show the solution for you and the kid."; + set brazil_gua,5; + changequest 2194,2195; + close; + } + else { + mes "[Cherto]"; + mes "hoho tickle~tickle~~~~!!!"; + close; + } +} + +brasilis,203,64,3 script Strange Kid#bra 706,{ + if (brazil_gua < 3) { + mes "[Strange Kid]"; + mes "................"; + close; + } + else if (brazil_gua == 3) { + mes "[Strange Kid]"; + mes "................"; + next; + if(select("Try to talk.:Pretend to pass by.") == 2) { + mes "[Strange Kid]"; + mes "................"; + close; + } + mes "What can I say to him?"; + next; + while(1) { + switch(select("What's your name?:How old are you?:What are you doing?:End conversation.")) { + case 1: + mes "[Strange Kid]"; + mes "Kaaaaaaao~"; + mes "Grrrrrrrrr - kaaan-"; + next; + break; + case 2: + mes "[Strange Kid]"; + mes "Booooowoooooo-"; + mes "Booooowoooooo- -"; + next; + break; + case 3: + mes "[Strange Kid]"; + mes "chamber pot braeee chamber pot brae chamber pot brae -"; + mes "Bbeeeebbeee -"; + next; + break; + case 4: + mes "[Strange Kid]"; + mes "Kaaaaaaao~"; + mes "Grrrrrrrrr - kaaan-"; + next; + mes "["+strcharinfo(0)+"]"; + mes "He makes strange sound like an animals."; + mes "Should I ask advice from Cherto?"; + set brazil_gua,4; + changequest 2193,2194; + close; + } + } + } + else if (brazil_gua == 4) { + mes "["+strcharinfo(0)+"]"; + mes "He makes strange sounds like an animal."; + mes "Should I ask advice from Cherto?"; + close; + } + else if ((brazil_gua > 4) && (brazil_gua < 9)) { + mes "[Strange Kid]"; + mes "Ah...? ah.....?"; + close; + } + else if (brazil_gua == 9) { + mes "[Strange Kid]"; + mes "ah... ahah....."; + next; + mes "["+strcharinfo(0)+"]"; + mes "I don't have a story but there are lots of friends waiting outside."; + next; + mes "- You give the feather, fresh meat and branch of grapes to the kid -"; + next; + mes "[Strange Kid]"; + mes "Ah............."; + next; + mes "[Strange Kid]"; + mes "Un, uhh...."; + mes "mooo... mommy....."; + next; + mes "[Strange Kid]"; + mes "Ah.........."; + mes "bird...."; + mes "mon, mon, mon...key......"; + mes "boo, booow..........."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Dog?!"; + mes "kkk yes. Lots of friends want to meet you."; + mes "Don't be lonely anymore and be happy with your friends."; + next; + mes "[Strange Kid]"; + mes "ah....he...hehe...."; + next; + mes "- He starts to smile lightly and laughs. -"; + next; + mes "[Strange Kid]"; + mes "Ye......yes......."; + mes "tha... than......thank......yo.........you."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Alright such a cute smile!"; + mes "Be a happy kid as always."; + next; + mes "[Strange Kid]"; + mes "Uh......"; + next; + mes "["+strcharinfo(0)+"]"; + mes "what?"; + next; + mes "[Strange Kid]"; + mes "hey.........."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Do you want to say anything?"; + next; + mes "- You get closer and pretend to take caution. -"; + next; + emotion e_kis; + mes "(kiss~)"; + next; + mes "- The kid laughs again lightly then puts something in your hand. -"; + next; + mes "- It's a fresh berry that's colored red and hard. -"; + next; + mes "[Strange Kid]"; + mes "ga...ra..........na..."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Oops, guarana berry?"; + mes "Ah! Thank you very much!"; + emotion e_kis2,1; + emotion e_heh; + next; + mes "["+strcharinfo(0)+"]"; + mes "If I have this, I can make a guarana candy."; + mes "I better find that Candy Maker!"; + set brazil_gua,10; + changequest 2199,2200; + getitem 6237,1; //Guarana_Fruit + close; + } + else if (brazil_gua == 10) { + if (!countitem(6237)) { + mes "[Strange Kid]"; + mes "He........."; + getitem 6237,1; //Guarana_Fruit + close; + } + } + else { + mes "- The kid is smiling. -"; + close; + } + end; +} + +brasilis,56,224,7 script Mage Paje#bra 704,{ + mes "[Mage Paje]"; + mes "Abracadabra~"; + specialeffect EF_POISONHIT,AREA,"Poring#bra"; + setarray .@display[0],800,876,909; + setnpcdisplay "Poring#bra",.@display[rand(3)]; + if (brazil_gua != 5) close; + next; + mes "[Mage Paje]"; + mes "Ohoooh~!"; + mes "I have a guest."; + mes "Good to see you."; + mes "I am the Mage Paje."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hello. Mr. Cherto told me to find you."; + next; + mes "[Mage Paje]"; + mes "Um.. Mr. Cherto? What's happened?"; + mes "Have you come here to ask about lots of weird rumors?"; + next; + mes "- You give the note to Paje-"; + next; + mes "[Mage Paje]"; + mes "Ohoooh~"; + mes "Hmm gosh.. that's what happened."; + next; + mes "[Mage Paje]"; + mes "I can't help you directly."; + mes "But I will give you simple magic so you can figure it out by yourself."; + next; + select("What kind of magic?"); + mes "[Mage Paje]"; + mes "It's a magic that will make you appear as an animal to other animals. Pretty cool huh?"; + next; + mes "[Mage Paje]"; + mes "Ok~ I will give you the magic."; + mes "Most animals are really sensitive so they might be aware of it. Find a Toucan in the field that's oblivious to the spell. You'll know when you talk to it."; + next; + mes "[Mage Paje]"; + mes "Good luck~!"; + set brazil_gua,6; + changequest 2195,2196; + specialeffect2 EF_ASSUMPTIO; + close; +} + +brasilis,59,226,3 script Poring#bra 909,{ + end; +} + +bra_fild01,75,83,5 script Toucan#bra 2073,2,2,{ +OnTouch: + if (brazil_gua == 6) { + mes "[Toucan]"; + mes "Baaeecc!"; + mes "I've never seen you before."; + mes "Baaeec!"; + next; + mes "[Toucan]"; + mes "It's the middle of the new and old continent... I know I've never seen you before but you seem familiar, like a woman dancing a samba. "; + next; + select("What are you talking about?"); + mes "[Toucan]"; + mes "I can feel some similar power like guarana kid. bbaaaeeeccc!"; + next; + mes "[Toucan]"; + mes "That kid has had a really lonely time, baaecc! Perhaps you are a friend of him? Baaeec!!"; + next; + select("Not yet... but I want to be a friend."); + mes "[Toucan]"; + mes "The kid who received care from guarana woman is also a friend of animals. Bbaaeecc!"; + next; + mes "[Toucan]"; + mes "I'd like to give the symbol of a toucan representative for the kid. Bbaaeecc!"; + next; + mes "[Toucan]"; + mes "If you want to relieve his loneliness, can you help me?"; + next; + select("Absolutely!"); + mes "[Toucan]"; + mes "It's my feather."; + mes "Send it to the kid."; + mes "We will keep our promise of friendship between guarana kid and Toucan forever. Bbaaeecc!"; + next; + mes "- You take a feather from Toucan. - "; + next; + mes "[Toucan]"; + mes "There have to be others around here like me."; + mes "Why don't you find a jaguar Bbaaeecc!"; + next; + mes "[Toucan]"; + mes "I will give a blessing from Toucan to you."; + next; + mes "[Toucan]"; + mes "Fly fly far away. bbaaaeeeccckkk--!"; + set brazil_gua,7; + changequest 2196,2197; + specialeffect2 EF_SEISMICWEAPON; + close2; + warp "bra_fild01",68,146; + end; + } + else { + mes "[Toucan]"; + mes "Bbbaaeec~! Baaeec~!"; + close; + } + end; +} + +bra_fild01,34,184,5 script Jaguar#bra 2072,2,2,{ +OnTouch_: + if (brazil_gua == 7) { + mes "[Jaguar]"; + mes "Hhooww..hhooww....."; + next; + mes "[Jaguar]"; + mes "Smelling! This smell is from a human!"; + mes "Somewhere, a human!"; + mes "I got it. You are!!!"; + specialeffect EF_HIT1,AREA,"Jaguar#bra"; + emotion e_omg,1; + next; + mes "[Jaguar]"; + mes "Don't be afraid human."; + mes "I don't have enough power to hunt humans, just waiting time to end my lifetime in this jungle."; + next; + mes "[Jaguar]"; + mes "Anyway you can talk with me, are you a guarana kid?"; + next; + select("Yes? N...o......actually...."); + mes "[Jaguar]"; + mes "The son of guarana woman became our friend also."; + mes "They treated all life preciously."; + mes "I hope you are same the as her."; + next; + mes "[Jaguar]"; + mes "Bird's chirpings informed me."; + mes "The son of guarana woman has a diseased heart."; + mes "Her brothers made him lonely, don't you think?"; + next; + mes "[Jaguar]"; + mes "Here is fresh meat that I hunted just a few days ago."; + mes "Take it and give it to the poor kid."; + next; + mes "[Jaguar]"; + mes "I can give this tiny thing to you so, don't forget it."; + mes "The jungle will welcome you whenever!"; + next; + mes "- You get fresh meat from Jaguar. -"; + next; + mes "[Jaguar]"; + mes "Monkey, who's always meddling with others, wants to meet you."; + next; + mes "[Jaguar]"; + mes "I will give you a Jaguar's high blessing."; + mes "Go to monkey by flowing through the wind like a bee."; + mes "Let's meet again my friend!"; + set brazil_gua,8; + changequest 2197,2198; + close2; + sc_start SC_SpeedUp1,5000,0; + end; + } + else { + mes "[Jaguar]"; + mes "krrrrrr...."; + close; + } + end; +} + +bra_fild01,245,53,3 script #Monkeybra 1057,{ + end; +} + +bra_fild01,245,52,3 script Monkey#bra 111,{ + if (brazil_gua == 8) { + mes "[Monkey]"; + mes "What is it??!!"; + mes "We don't tolerate humans? Get out~!!"; + next; + mes "[Monkey]"; + mes "Nono... wait.... that scent!!"; + mes "I can smell Jaguar from you, who are you?"; + mes "Gosh, maybe there's no jaguar without fur and weird shape!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "........................"; + mes "Are you saying that I look like an animal?!?!"; + next; + mes "[Monkey]"; + mes "Uh? Aren't you a jaguar?"; + next; + mes "[Monkey]"; + mes "Ahhha. Jaguar send you to me, right?? kkkikkki"; + mes "But you don't look like guarana kid."; + next; + select("I've come here to help him."); + mes "[Monkey]"; + mes "I heard guarana kid became lonely, is he?"; + mes "We are experts in acrobatic acts, does kid like it?? kkkickkksk!"; + next; + mes "[Monkey]"; + mes "Give this branch of grapes to guarana kid."; + mes "We will make him have fun during the whole night whenever he comes to us!! kkkickkksk!"; + next; + mes "- You get a bunch of grapes from Monkey. -"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Good~ Now it's time to go back to the kid~!!"; + set brazil_gua,9; + changequest 2198,2199; + close; + } + else { + mes "[Monkey]"; + mes "kkkickkksk!"; + close; + } +} + +// Water Lily Quest, Original file: brazil_tre.sc +//============================================================ +brasilis,203,286,3 script Botanist Karmen#bra 893,{ + if (brazil_regia == 0) { + mes "[Karmen]"; + mes "Brasilis' climate is special."; + mes "This climate offers special cases in botany classes different from any other regions of the world."; + next; + mes "[Karmen]"; + mes "The plants here have robust frames and are clear and colorful."; + mes "Here the plants are really huge and we can feel their presence."; + next; + mes "[Karmen]"; + mes "One of them, a Water Lily, is a really gorgeous and unique plant."; + mes "This flower is quite sensitive so it doesn't bloom everywhere."; + next; + if(select("Interesting.:End conversation.") == 2) { + mes "[Karmen]"; + mes "I guess you aren't interested in botany."; + close; + } + mes "[Karmen]"; + mes "It doesn't appear easily and it is a mysterious flower even to the natives, so the Brasilis people believe that a person will get great luck if someone finds it."; + next; + mes "[Karmen]"; + mes "As a botanist, I have been hanging around here to find the lucky flower but as I expected, it hasn't shown itself yet."; + next; + mes "[Karmen]"; + mes "I believe that with enough perseverence, this flower will show me it's beautiful brilliance."; + next; + mes "[Karmen]"; + mes "Ah, if you are interested more in the Water Lily story, find someone named Marta."; + mes "She is wise and knows lots of stories here in Brasilis."; + set brazil_regia,1; + setquest 2201; + close; + } + else if (brazil_regia == 1) { + mes "[Karmen]"; + mes "Ah, if you are interested more in the Water Lily story, find someone named Marta."; + mes "She is wise and knows lots of stories here in Brasilis."; + close; + } + else if (brazil_regia == 9) { + mes "- You show a lotus flower to Karmen and talk about the story so far. -"; + next; + mes "[Karmen]"; + mes "Wow!! You had a really good experience."; + mes "So~~~ the water lily lives in the depths of brasilis, right?"; + mes "I wil try to find it again by myself, I won't give up!!"; + next; + mes "[Karmen]"; + mes "I am so grateful that I met you."; + mes "The water lily must truly be a lucky flower. hahaha"; + set brazil_regia,10; + completequest 2207; + getexp 500000,100000; + close; + } + else { + mes "[Karmen]"; + mes "This climate offers special cases in botany classes different from any other regions of the world."; + next; + mes "[Karmen]"; + mes "The plants here have robust frames and are clear and colorful."; + mes "Here the plants are really huge and we can feel their presence."; + next; + mes "[Karmen]"; + mes "It's a botanist's dream."; + close; + } +} + +bra_in01,142,27,5 script Marta#bra 474,{ + if (brazil_regia == 1) { + mes "[Brasilis Boy]"; + mes "Grandma! That person has a weird smell."; + next; + mes "[Marta]"; + mes "This person isn't from here."; + mes "Say hello to our guest."; + next; + mes "[Brasilis Boy]"; + mes "heee~ hi!!"; + mes "I am Kaka!!"; + mes "Whats your name?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "I am "+strcharinfo(0)+"."; + next; + mes "[Brasilis Boy]"; + mes "The outsider has a weird name!"; + mes "Thas ok! If we keep talking we'll be friends! Cheer up!"; + next; + mes "[Marta]"; + mes "Hehe..."; + mes "So, why have you come here stranger~?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "I heard you knows lots of stories, is that true?"; + next; + mes "[Kaka]"; + mes "Wooo! how you know my grandma knows lots of stories, amazing~?"; + mes "Grandma is really wise and kind so, I heard lotsa things."; + next; + mes "[Marta]"; + mes "Hehe. Kaka always listens to many stories every night, he really likes my stories."; + mes "Kaka always makes me happy because he asks so many curious things. That is pure happiness."; + next; + mes "[Marta]"; + mes "Ok, Kaka why don't you invite our guest today to our small meeting?"; + next; + mes "[Kaka]"; + mes "Ok grandma~!!"; + next; + mes "[Marta]"; + mes "Hey~ do you have special story that you want to listen to?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "About the mysterious water lily?"; + next; + mes "[Marta]"; + mes "Water lily...."; + mes "It's from a long long time ago."; + next; + mes "[Marta]"; + mes "Before Brasilis was established."; + mes "A tribe that lived with the giant waterfall and jungle as friends spent their whole time with nature."; + next; + mes "[Marta]"; + mes "One of tribe chiefs had a pretty daughter called 'Naia'."; + next; + mes "[Marta]"; + mes "Naia liked listening to stories like Kaka so, her mom told her stories every night about nature and gods."; + next; + mes "[Kaka]"; + mes "Woooa, she's just like me!"; + mes "Maybe she would be pretty... hehe."; + next; + mes "[Marta]"; + mes "According to her mother..."; + mes "If the moon in the sky loves some woman in the earth, he turns her into a star so that they can stay together forever."; + next; + mes "[Marta]"; + mes "After Naia heard this story, she went to her dad to ask if it was true or not."; + next; + mes "[Kaka]"; + mes "So, what did he say?"; + next; + mes "[Marta]"; + mes "^3131FF'My dear, Naia the moon is one of the bravest men. But he can no longer have a bride. So you can't become a star... Sorry~.^000000"; + next; + mes "[Kaka]"; + mes "Did Naia wants to be the bride of the man?"; + next; + mes "[Marta]"; + mes "Yes Kaka, imagine the moon how beautiful and mysterious, that's just ideal for girls."; + next; + mes "[Kaka]"; + mes "But the moon doesn't meet a human as his wife anymore? What was going on with Naia?"; + next; + mes "[Marta]"; + mes "Naia was really a nice girl."; + next; + mes "[Marta]"; + mes "Although her parents tried to prevent her, she still went to the forest to meet the moon every night."; + mes "Sadly, even with all of her effort, the moon didn't show any reaction to her."; + next; + mes "[Marta]"; + mes "One day she also went to the top of the mountain to be closer to him. She decided to take a rest for a while around the lake."; + next; + mes "[Marta]"; + mes "That's when.. Naia saw it."; + mes "It was the moon he was shining beautifully over the waving lake lightly."; + next; + mes "[Kaka]"; + mes "I know, it's just the moon reflecting on the water. Right?!"; + next; + mes "[Marta]"; + mes "Yes, but to her, the image made her fall into the lake without hesitating and drowned."; + next; + mes "[Kaka]"; + mes "Oh no."; + next; + mes "[Marta]"; + mes "The moon was also watching her from the sky."; + mes "He felt sad and pitied her. So he decided to turn her into a beautiful flower to thank her for her love."; + next; + mes "[Marta]"; + mes "That is the story of the mysterious flower people called the Brasilis Water Flower."; + mes "This Naia flower appears as light white during daytime but in the night turns into red due to it's love connection to the moon."; + next; + mes "[Kaka]"; + mes "How sad but beautiful!"; + next; + mes "[Marta]"; + mes "How about you stranger?"; + mes "Did you enjoy this story?"; + mes "If you want to listen to another story, just come to me."; + mes "If you don't mind playing with my grandson a ~ little. hoohoo."; + set brazil_regia,2; + close; + } + else if (brazil_regia > 1) { + mes "[Kaka]"; + mes "My grandma is really a bit tired doing some tribe stuff!"; + mes "Could you come another day?"; + close; + } + else { + mes "[Marta]"; + mes "You are not from around here."; + mes "I can sense a strange earth smell."; + next; + mes "[Marta]"; + mes "But your eyes shine with strength."; + mes "Indeed you are spreading out spirit and will from your whole body."; + next; + mes "[Marta]"; + mes "If you work at it you will be a great person someday."; + close; + } +} + +bra_in01,145,27,3 script Brasilis Boy#bra 472,{ + if (brazil_regia == 1) { + mes "[Brasilis Boy]"; + mes "Grandma! That person has a weird smell."; + next; + mes "[Marta]"; + mes "This person isn't from here."; + mes "Say hello to our guest."; + next; + mes "[Brasilis Boy]"; + mes "heee~ hi!!"; + mes "I am Kaka!!"; + mes "Whats your name?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "I am "+strcharinfo(0)+"."; + next; + mes "[Brasilis Boy]"; + mes "The outsider has a weird name!"; + mes "Thas ok! If we keep talking we'll be friends! Cheer up!"; + next; + mes "[Marta]"; + mes "Hehe..."; + mes "So, why have you come here stranger~?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "I heard you knows lots of stories, is that true?"; + next; + mes "[Kaka]"; + mes "Wooo! how you know my grandma knows lots of stories, amazing~?"; + mes "Grandma is really wise and kind so, I heard lotsa things."; + next; + mes "[Marta]"; + mes "Hehe. Kaka always listens to many stories every night, he really likes my stories."; + mes "Kaka always makes me happy because he asks so many curious things. That is pure happiness."; + next; + mes "[Marta]"; + mes "Ok, Kaka why don't you invite our guest today to our small meeting?"; + next; + mes "[Kaka]"; + mes "Ok grandma~!!"; + next; + mes "[Marta]"; + mes "Hey~ do you have special story that you want to listen to?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "About the mysterious water lily?"; + next; + mes "[Marta]"; + mes "Water lily...."; + mes "It's from a long long time ago."; + next; + mes "[Marta]"; + mes "Before Brasilis was established."; + mes "A tribe that lived with the giant waterfall and jungle as friends spent their whole time with nature."; + next; + mes "[Marta]"; + mes "One of tribe chiefs had a pretty daughter called 'Naia'."; + next; + mes "[Marta]"; + mes "Naia liked listening to stories like Kaka so, her mom told her stories every night about nature and gods."; + next; + mes "[Kaka]"; + mes "Woooa, she's just like me!"; + mes "Maybe she would be pretty... hehe."; + next; + mes "[Marta]"; + mes "According to her mother..."; + mes "If the moon in the sky loves some woman in the earth, he turns her into a star so that they can stay together forever."; + next; + mes "[Marta]"; + mes "After Naia heard this story, she went to her dad to ask if it was true or not."; + next; + mes "[Kaka]"; + mes "So, what did he say?"; + next; + mes "[Marta]"; + mes "^3131FF'My dear, Naia the moon is one of the bravest men. But he can no longer have a bride. So you can't become a star... Sorry~.^000000"; + next; + mes "[Kaka]"; + mes "Did Naia wants to be the bride of the man?"; + next; + mes "[Marta]"; + mes "Yes Kaka, imagine the moon how beautiful and mysterious, that's just ideal for girls."; + next; + mes "[Kaka]"; + mes "But the moon doesn't meet a human as his wife anymore? What was going on with Naia?"; + next; + mes "[Marta]"; + mes "Naia was really a nice girl."; + next; + mes "[Marta]"; + mes "Although her parents tried to prevent her, she still went to the forest to meet the moon every night."; + mes "Sadly, even with all of her effort, the moon didn't show any reaction to her."; + next; + mes "[Marta]"; + mes "One day she also went to the top of the mountain to be closer to him. She decided to take a rest for a while around the lake."; + next; + mes "[Marta]"; + mes "That's when.. Naia saw it."; + mes "It was the moon he was shining beautifully over the waving lake lightly."; + next; + mes "[Kaka]"; + mes "I know, it's just the moon reflecting on the water. Right?!"; + next; + mes "[Marta]"; + mes "Yes, but to her, the image made her fall into the lake without hesitating and drowned."; + next; + mes "[Kaka]"; + mes "Oh no."; + next; + mes "[Marta]"; + mes "The moon was also watching her from the sky."; + mes "He felt sad and pitied her. So he decided to turn her into a beautiful flower to thank her for her love."; + next; + mes "[Marta]"; + mes "That is the story of the mysterious flower people called the Brasilis Water Flower."; + mes "This Naia flower appears as light white during daytime but in the night turns into red due to it's love connection to the moon."; + next; + mes "[Kaka]"; + mes "How sad but beautiful!"; + next; + mes "[Marta]"; + mes "How about you stranger?"; + mes "Did you enjoy this story?"; + mes "If you want to listen to another story, just come to me."; + mes "If you don't mind playing with my grandson a ~ little. hoohoo."; + set brazil_regia,2; + close; + } + else if (brazil_regia > 1) { + mes "[Kaka]"; + mes "My grandma is really a bit tired doing some tribe stuff!"; + mes "Could you come another day?"; + close; + } + else { + mes "[Marta]"; + mes "You are not from around here."; + mes "I can sense a strange earth smell."; + next; + mes "[Marta]"; + mes "But your eyes shine with strength."; + mes "Indeed you are spreading out spirit and will from your whole body."; + next; + mes "[Marta]"; + mes "If you work at it you will be a great person someday."; + close; + } +} + +brasilis,270,145,5 script Brasilis Girl#bra 473,5,5,{ + if (!checkweight(1201,1)) { + mes "- wait a second!! -"; + mes "- you have too many items -"; + mes "- so you can't get any more items. -"; + mes "- make your body lighter -"; + mes "- then try again. -"; + close; + } + if (brazil_regia == 2) { + mes "[Distant Sound]"; + mes "Jasira!!!"; + mes "Where are you going again?!!"; + mes "come back~, please!!"; + next; + mes "[Brasilis Girl]"; + mes "Mom, I have to go out!!"; + next; + mes "[Distant Sound]"; + mes "No way~!! You shouldn't!!"; + next; + mes "[Brasilis Girl]"; + mes "Gosh.. today also failed."; + next; + mes "[Brasilis Girl]"; + mes "......"; + mes "What's up? Why are you looking at me?"; + mes "I don't want to be a showgirl!! Get out!!"; + next; + if(select("Nothing, sorry.:What's wrong?") == 1) { + mes "[Brasilis Girl]"; + mes "I am so sad!!!"; + close; + } + mes "[Brasilis Girl]"; + mes "It's not your business."; + mes "You are just an outsider!"; + next; + if(select("How rude!:Just trying to help.") == 1) { + mes "[Brasilis Girl]"; + mes "What's it matter to you that I'm rude??!!"; + close; + } + mes "["+strcharinfo(0)+"]"; + mes "I know that I'm just passing by but I might be able to help you. What do you think?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "This kind of meeting could be more than just a coincidence."; + next; + mes "[Brasilis Girl]"; + mes "......................"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hmm can you tell me your name?"; + next; + mes "[Brasilis Girl]"; + mes "ja..."; + mes "Jasira."; + mes "My name is Jasira."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Nice name~."; + mes "Jasira what's going on?"; + next; + mes "[Jasira]"; + mes "............."; + next; + mes "[Jasira]"; + mes "I have to meet 'Jasi' but I can't go out...."; + next; + mes "["+strcharinfo(0)+"]"; + mes "who is Jasi?"; + mes "Your.... lover?"; + next; + emotion e_omg; + mes "[Jasira]"; + mes "l...o...v...e...lover??!!"; + mes "No way~"; + next; + mes "[Jasira]"; + mes "If he is my lover, it would be great... but..."; + next; + mes "[Jasira]"; + mes "Jasi is......"; + mes "the great moon."; + next; + mes "["+strcharinfo(0)+"]"; + mes "The moon?"; + mes "Maybe... are you talking about the moon from the story?"; + next; + mes "[Jasira]"; + mes "Yeah!"; + mes "Dear Jasi is from the moon from the sky!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Why are you thinking like that?"; + next; + mes "[Jasira]"; + mes "Cuz' Jasi is really gorgeous and the most important thing is he is taking care of the water lily in Brasilis."; + next; + emotion e_omg,1; + mes "["+strcharinfo(0)+"]"; + mes "Brasilis water lily??!!"; + mes "Isn't it the uniqe flower?"; + next; + mes "[Jasira]"; + mes "Right. It's a really mysterious flower and difficult to find."; + mes "But around Jasi there are lots of water lilies."; + mes "That's why I believe Jasi is the moon."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Where is Jasi?"; + next; + mes "[Jasira]"; + mes "He is deep inside the Jungle."; + mes "As you can see I am so weak so, I've been staying home. But once, I was strong enough to leave this village."; + next; + mes "[Jasira]"; + mes "I just wandered the jungle and fell down somewhere and that's where I saw him."; + mes "He was so nice. He helped heal me and guided me back home."; + mes "That was really really great time."; + next; + mes "[Jasira]"; + mes "Since I came back home, my parents punished me."; + mes "I can understand why they are worrying but i missed Jasi a lot!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Why don't you meet him after recovering your strength?"; + next; + mes "[Jasira]"; + mes "................."; + mes "I wanna see him right now..."; + next; + if(select("Help Jasira.:Ignore her.") == 2) { + mes "["+strcharinfo(0)+"]"; + mes "Sorry I can't help you. Cheer up!"; + next; + mes "[Jasira]"; + mes "Crying........"; + close; + } + mes "["+strcharinfo(0)+"]"; + mes "Jasira I came here to find the Brasilis water lily."; + mes "Don't you think fate has brought us together?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "If you tell me how to find Jasi, I can help you."; + next; + mes "[Jasira]"; + mes "Really? But I don't know exactly how to get there. I was just wandering around when I met him."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Can't you remember anything?"; + mes "If you know something you've gotta tell me."; + next; + mes "[Jasira]"; + mes "Let's see... I was wandering around a waterfall then fell down into the water then I was sucked into somewhere."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Good, that's better than nothing! I will look for a similar place."; + next; + mes "[Jasira]"; + mes "I gave you your information, so can you do me a favor?"; + mes "It's really simple..."; + next; + mes "[Jasira]"; + mes "I'd like to give a delicious fruit."; + mes "The place where Jas seemed cozy but I didn't see any food around... So if he sees a yummy fruit he will be happy!"; + next; + mes "[Jasira]"; + mes "Give him 10 Banana and tell him that I really miss him."; + mes "Sorry for ignoring you before. Please, only you can help me!"; + set brazil_regia,3; + changequest 2201,2202; + close; + } + else if ((brazil_regia == 3) || (brazil_regia == 4)) { + mes "[Jasira]"; + mes "If you meet Jasi, give him 10 Bananas."; + mes "Let's see... I was wandering around a waterfall then fell down into the water then I was sucked into somewhere."; + next; + mes "[Jasira]"; + mes "If you can't find the way, go up to the waterfall and ask the kids in Brasilis village."; + mes "I heard one of the children went to a strange place before. He might've gone to the same place as me!"; + close; + } + else if (brazil_regia == 5) { + mes "[Jasira]"; + mes "Did you meet Jasi?"; + mes "Did you talk about me?"; + mes "You didn't? Uh? Stupid! Gosh~!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hey girl~ you've got a short temper."; + mes "I did see him and I talked about you!"; + next; + mes "[Jasira]"; + mes "Did you?"; + mes "What did he say?"; + mes "Does he remember me?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "That you have a really good heart~"; + mes "I told him that you will try to meet him when your condition gets better."; + next; + mes "[Jasira]"; + mes "Yeahhhhh!!"; + mes "Thank you! You are more reliable than I thought you would be."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Anyway, I'm looking for a fruit that's brown and has a hard shell."; + mes "It has juice inside and can be used as a cup to drink out of."; + next; + mes "[Jasira]"; + mes "Duh! You mean a coconut right?!"; + mes "They're everywhere here in Brasilis."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Thanks Jasira!"; + set brazil_regia,6; + changequest 2204,2205; + close; + } + else if ((brazil_regia == 6) || (brazil_regia == 7)) { + mes "[Jasira]"; + mes "I should take care of my strength by myself!"; + mes "I can't just lie in my bed forever. Don't you agree?"; + close; + } + else if (brazil_regia == 8) { + mes "[Jasira]"; + mes "Uh? Why have you come back?"; + next; + mes "- You tell her what Jasi told you to tell her -"; + next; + mes "[Jasira]"; + mes "Oh... really?"; + mes "Did he say that?"; + mes "Gosh! Gosh!!!"; + mes "Kkkkkaaaaa - !!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Thanks to you, I was able to get a flower."; + mes "Thanks a lot!!"; + next; + mes "[Jasira]"; + mes "Wooow. It's so beautiful."; + next; + mes "[Jasira]"; + mes "Ah... can I see it for a second?"; + next; + mes "[Jasira]"; + mes "Surprise~!!"; + mes "I've been working on this hat while you were gone and now it's complete with the water lily flower!"; + next; + mes "[Jasira]"; + mes "I know, I know! I'm the best..."; + delitem 7553,1; //Lotus_Flower + set brazil_regia,9; + changequest 2206,2207; + setarray .@card[0],4195,4177,4188; //Leaf_Cat_Card, Dryad_Card, Leib_Olmai_Card + getitem2 5302,1,1,0,0,.@card[rand(3)],0,0,0; //Lotus_Flower_Hat + close; + } + else if (brazil_regia > 8) { + mes "[Jasira]"; + mes "I just need to get a little bit stronger!"; + mes "I can't just lie in bed forever. My Jasi is waiting for me~"; + close; + } + else { + mes "[Distant Sound]"; + mes "Jasira!!!"; + mes "Where are you going again?!!"; + mes "Come back~, please!!"; + next; + mes "[Brasilis Girl]"; + mes "Please mom~!"; + mes "Please let me go!"; + close; + } + end; + +OnTouch: + if (brazil_regia == 2) + emotion e_an; + end; +} + +bra_dun02,67,205,5 script Recluse#bra 475,3,3,{ + if (brazil_regia == 3) { + mes "[Recluse]"; + mes "Oh, I haven't seen another person in such a long time."; + next; + if(select("Keep going.:Are you the moon?") == 1) { + mes "[Recluse]"; + mes "You don't have specific business with me."; + close; + } + mes "[Recluse]"; + mes "Moon?"; + mes "My name is Jasi."; + mes "My family has worked to take care of the water lily from generation to generation."; + next; + mes "[Jasi]"; + mes "Basically the Brasilis water lily is too shy to appear in front of people so, they only bloom in rare places. I guess they like it here, though, that's why I've been staying here for such a long time."; + next; + mes "[Jasi]"; + mes "My family has taken care of the water lily calmly to prevent harm from people's hand or monsters."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Do you remember a girl named Jasi."; + next; + mes "[Jasi]"; + mes "Ja...si.........."; + mes "Ah!! a hurry scurry girl. "; + mes "Gosh.. I was in trouble due to that girl."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Trouble?"; + next; + mes "[Jasi]"; + mes "One day a young lady appeared with lots of scars so I helped her. Then suddenly she tried to pick up the water lily and asked me to accept her as my wife or make her into a water lily what a nutcase!"; + next; + mes "[Jasi]"; + mes "I was barely able to calm down and send her to the village."; + mes "My life is that water lily so I didn't want anything embarrassing to happen."; + next; + mes "["+strcharinfo(0)+"]"; + mes "This is a gift from Jasira to say sorry for that time."; + mes "She is really sad that can't come here by herself due to private difficulties."; + next; + if (countitem(513) < 10) { + mes "[Jasi]"; + mes "What are you saying?"; + next; + mes "- Oh yeah, I forgot to bring 10 Bananas -"; + close; + } + mes "[Jasi]"; + mes "Ah! Bananas! Wow it's been a long time. She's pretty considerate isn't she?"; + next; + mes "[Jasi]"; + mes "Anyway is that all the business you have with me?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Umm honestly I was wondering to find water lily and met you by coincidence. Jasira told me her sad story so that's what led me here."; + next; + mes "[Jasi]"; + mes "I got it."; + mes "As you can see, there are lots of Brasilis water lily around here."; + mes "If you make sure that you won't destroy them you can appreciate them as you wish."; + set brazil_regia,4; + changequest 2202,2203; + close; + } + else if (brazil_regia == 4) { + mes "[Jasi]"; + mes "Did you enjoy the water lily?"; + close; + } + else if (brazil_regia == 5) { + mes "[Jasi]"; + mes "I forgot what the name of that fruit was..."; + close; + } + else if (brazil_regia == 6) { + if (countitem(11515) < 5) { + mes "[Jasi]"; + mes "I forgot what the name of that fruit was..."; + close; + } + else { + mes "[Jasi]"; + mes "Did you find the fruit?"; + mes "Oh right this is....?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "It's called a 'coconut'."; + next; + mes "[Jasi]"; + mes "Ahah! COCONUT!!"; + mes "Now I remember thank you very much. I can't remember the last time I had this fruit."; + next; + mes "[Jasi]"; + mes "I guess I should keep my promise."; + mes "You can take one Water lily."; + next; + mes "[Jasi]"; + mes "I hope the Brasilis water lily will understand me."; + mes "You better grab the flower while you have a chance~"; + next; + mes "[Jasi]"; + mes "Oh, can you tell that girl Jasira something for me?"; + mes "Tell her that I am not the moon from the story, but I want to become the moon to shine only for her."; + delitem 11515,5; //Coconut + set brazil_regia,7; + changequest 2205,2206; + close; + } + } + else { + mes "[Jasi]"; + mes "The flowers blooming from the Water lily today is wonderful."; + close; + } + end; + +OnTouchNPC: + unitwarp 0,"this",67,215; + end; +} + +bra_dun02,71,200,3 script Water lily#bra 111,{ + if (brazil_regia == 4) { + mes "An unusual Water lily is blooming here. You can't stop staring at it, knowing that few people have seen this flower bloom."; + next; + if(select("Pick up the flower.:Keep gazing.") == 2) { + mes "- You can't avoid staring at it's beauty. -"; + close; + } + mes "[Jasi]"; + mes "Uh! What are you doing??!!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "There is a person who really needs this flower, can I just take one of 'em?"; + next; + mes "[Jasi]"; + mes "As I said earlier, I am the guardian of this water lily."; + mes "I can't just stand by here and watch you pluck even a single flower from it."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hey man~ I brought these delicious fruits for you... try it! They are really well matured and fresh bananas."; + next; + if (countitem(513) < 10) { + mes "[Jasi]"; + mes "What are you saying?"; + next; + mes "- Oh yeah, I forgot to bring 10 Bananas -"; + close; + } + mes "[Jasi]"; + mes "Hmm... It's been so long since I've had this fruit."; + next; + mes "[Jasi]"; + mes "I will just try one. That's all."; + next; + mes "- munch -"; + mes "- mumble mumble mumble -"; + specialeffect EF_POTION7,AREA,"Recluse#bra"; + next; + mes "[Jasi]"; + mes "Uh, this taste... is!"; + mes "I remember my mom baking these into a tasty bread!"; + next; + mes "[Jasi]"; + mes "It makes me miss my childhood."; + next; + emotion e_omg,0,"Recluse#bra"; + mes "[Jasi]"; + mes "Hoho!!!!"; + mes "I've been here for as long as I can remember..."; + mes "I don't have enough time to even do simple things like eat delicious fruit."; + next; + mes "[Jasi]"; + mes "It was a really delicious banana."; + mes "But rules are rules!"; + mes "I must do my duty."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Please! I just need one flower~ What can I do to convince you?"; + next; + mes "[Jasi]"; + mes "Rules are rules, what do you want from me?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Didn't that banana remind you of your childhood? What can I get for you?"; + next; + mes "[Jasi]"; + mes "Now that you mention it, there is one fruit that I really miss."; + mes "It was my favorite when I was young but I don't remember what it was called."; + next; + mes "[Jasi]"; + mes "It's brown and has a hard shell around it. It has juice inside and you can use it as a cup when you're done eating the fruit."; + mes "Do you know what it is?"; + next; + mes "[Jasi]"; + mes "If you bring 5 of those things, I will reconsider your suggestion."; + delitem 513,10; //Banana + set brazil_regia,5; + changequest 2203,2204; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ok so I have to bring 5 fruits with hard shells."; + mes "Hmm what is it?"; + close; + } + else if (brazil_regia == 5) { + mes "[Jasi]"; + mes "It was my favorite when I was young but I don't remember what it was called."; + next; + mes "[Jasi]"; + mes "It's brown and has a hard shell around it. It has juice inside and you can use it as a cup when you're done eating the fruit."; + mes "Do you know what it is?"; + close; + } + else if (brazil_regia == 7) { + if (!checkweight(1201,1)) { + mes "- wait a second!! -"; + mes "- you have too many items -"; + mes "- so you can't get any more items. -"; + mes "- make your body lighter -"; + mes "- then try again. -"; + close; + } + mes "- You take a beautiful water lily carefully in your hands. -"; + set brazil_regia,8; + getitem 7553,1; //Lotus_Flower + close; + } +} + +// Dungeon Access Quest, Original file: brazil_tre.sc +//============================================================ +brasilis,185,246,5 script Pedro#bra 62,{ + if (brazil_ghost == 0) { + OnTalk: + mes "[Pedro]"; + mes "Wow it's really a great statue!"; + next; + mes "[Mariana]"; + mes "It is, isn't it?"; + mes "This statue is called Verass Monument."; + next; + mes "[Mariana]"; + mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city."; + next; + mes "[Pedro]"; + mes "Awesome!!"; + mes "i wanna become a real man like Verass."; + next; + mes "[Mariana]"; + mes "Pedro, you can become whatever you want."; + next; + mes "[Pedro]"; + mes "Mariana is so smart, isn't she? hehe."; + next; + mes "[Fabio]"; + mes "Ooooh! You love her don't you!"; + next; + mes "[Daniel]"; + mes "Wooooaaaa Pedro and Mari sitting in a tree!"; + next; + mes "[Fabio]"; + mes "Woooo k-i-s-s-i-n-g~!!!"; + next; + mes "[Daniel]"; + mes "Nya nya nya!"; + next; + mes "[Fabio]"; + mes "Hahahahaha."; + next; + mes "[Pedro]"; + mes "Stop acting like babies!"; + next; + mes "[Mariana]"; + mes "Boys~!"; + next; + mes "[Daniel]"; + mes "Yah yah..."; + mes "Hey guys, did you hear that something happened a few days ago?"; + next; + mes "[Mariana]"; + mes "Oh yeah~ I heard that something really scary happened."; + next; + mes "[Fabio]"; + mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~"; + next; + mes "[Daniel]"; + mes "Ha ha ha! Smelly Mari!"; + next; + mes "[Mariana]"; + mes "I hate you~!"; + mes "Stop spreading rumors about me. I'm not scared of the bathroom."; + mes "Pedro, do you think that I stink?"; + next; + mes "[Pedro]"; + mes "Uh? Uh?"; + mes "N......no... no way."; + mes "Hey guys~ be nice to her~"; + next; + mes "[Fabio]"; + mes "kkkickkkkkkkkick"; + next; + mes "[Daniel]"; + mes "kkkickkkkkkkk"; + next; + if(select("Walk by.:Ask about the gossip.") == 1) { + mes "[Fabio]"; + mes "Mariana~ smells~ Nya nya~"; + next; + mes "[Daniel]"; + mes "Oh man you stink too~! Nya nya~"; + close; + } + mes "[Fabio]"; + mes "Haven't you heard?"; + mes "The ghost story in the art museum."; + next; + mes "[Daniel]"; + mes "Ooohhhh! Scary~~~!"; + next; + select("Can you tell me more?"); + mes "[Fabio]"; + mes "A coupla days ago we went to the art museum for a picnic at school."; + mes "You know nothing special, just a ordinary field trip."; + next; + mes "[Fabio]"; + mes "Museums are boring so me and some friends snuck away from the group~!"; + next; + mes "[Fabio]"; + mes "That's when we heard a scream echoing through the whole museum."; + next; + mes "[Daniel]"; + mes "kkakkakkaaaah!!"; + mes "kkieeeeeeh!"; + mes "kehkeh.."; + next; + mes "[Mariana]"; + mes "I heard the scream too..."; + mes "You boys are always making noises where you're not supposed to."; + next; + mes "[Pedro]"; + mes "What else are we supposed to do? If we don't do it someone else will."; + next; + emotion e_an,0,"Mariana#bra"; + mes "[Mariana]"; + mes "Argh~ Boys are so frustrating sometimes."; + next; + select("So then what happened?"); + mes "[Fabio]"; + mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from."; + next; + mes "[Fabio]"; + mes "They were coming from the bathroom."; + mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad."; + next; + mes "[Daniel]"; + mes "I think you pissed or pooped your pants. It smelled freakin' gross."; + next; + mes "[Fabio]"; + mes "Nah uh~ Your mom pissed her pants~ Nyah!"; + next; + mes "[Daniel]"; + mes "Nah uh~ You~ pissed your pants~"; + next; + mes "[Fabio]"; + mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started."; + next; + mes "[Daniel]"; + mes "Liar, there's no such thing as ghosts~"; + next; + select("So was it a ghost?"); + mes "[Fabio]"; + mes "How should I know?"; + mes "No one could say they saw one and no one wanted to get in trouble from the teachers."; + next; + mes "[Pedro]"; + mes "I heard if you say special magic words that the ghost will come out."; + next; + mes "[Daniel]"; + mes "Quit butting into our conversation Pedro."; + next; + mes "[Fabio]"; + mes "Yah, what are you talking about, Pedro?"; + mes "So did you see the ghost?"; + next; + mes "[Pedro]"; + mes "N... no. I'm scared of ghosts."; + mes "But my friends said they saw one and they're not liars."; + next; + select("Did anyone tell you the magic words?"); + mes "[Pedro]"; + mes "I heard it in a kind of song."; + mes "the special magic words are..."; + next; + mes "[Pedro]"; + mes "'^3131FFMother the door won't open!^000000'"; + mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'"; + mes ""; + mes "'^3131FFMother the water is flooding!^000000'"; + mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'"; + mes ""; + mes "'^3131FFMother the drought has started!^000000'"; + mes "'^FF0000Don't worry, the waterfall will help it.^000000'"; + mes ""; + mes "'^3131FFMother where are my friends?^000000'"; + mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'"; + mes ""; + mes "'^3131FFWhere are you mom?^000000'"; + next; + mes "[Mariana]"; + mes "Umm it seems like a riddle."; + next; + select("Wanna help me find this ghost?"); + mes "[Pedro]"; + mes "You're on your own pal~."; + next; + mes "[Mariana]"; + mes "I don't like scary things!"; + next; + mes "[Fabio]"; + mes "Pfft, I can't believe you're gonna believe that story."; + next; + mes "[Daniel]"; + mes "I'll do whatever Fabio does, as always!"; + next; + mes "[Fabio]"; + mes "Maybe you're just scared..."; + set brazil_ghost,1; + setquest 2208; + close; + } + else if (brazil_ghost == 1) { + mes "[Pedro]"; + mes "Do you wanna hear the magic words again?"; + next; + mes "[Pedro]"; + mes "'^3131FFMother the door won't open!^000000'"; + mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'"; + mes ""; + mes "'^3131FFMother the water is flooding!^000000'"; + mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'"; + mes ""; + mes "'^3131FFMother the drought has started!^000000'"; + mes "'^FF0000Don't worry, the waterfall will help it.^000000'"; + mes ""; + mes "'^3131FFMother where are my friends?^000000'"; + mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'"; + mes ""; + mes "'^3131FFWhere are you mom?^000000'"; + close; + } + else { + mes "[Pedro]"; + mes "I wonder what I need to do to have a statue made of me?"; + close; + } +} + +brasilis,187,244,1 script Mariana#bra 72,{ + if (brazil_ghost == 0) { + doevent "Pedro#bra::OnTalk"; + end; + } + else if (brazil_ghost == 1) { + mes "[Mariana]"; + mes "Can you guys stop talking about the ghosts?"; + mes "I've already got goosebumps all over."; + close; + } + else { + mes "[Mariana]"; + mes "Why do Fabio and Daniel always bother us?"; + close; + } +} + +brasilis,181,250,5 script Fabio#bra 706,{ + if (brazil_ghost == 0) { + doevent "Pedro#bra::OnTalk"; + end; + } + else if (brazil_ghost == 1) { + mes "[Fabio]"; + mes "You still wasting your time with that ghost story?"; + close; + } + else { + mes "[Fabio]"; + mes "Mariana, wanna see something cool?"; + next; + mes "[Mariana]"; + mes "kkkkkkkaaaaaacck!! Bugs!! Get 'em away!"; + close; + } +} + +brasilis,180,249,5 script Daniel#bra 706,{ + if (brazil_ghost == 0) { + doevent "Pedro#bra::OnTalk"; + end; + } + else if (brazil_ghost == 1) { + mes "[Daniel]"; + mes "Nyah nyah nyah~"; + close; + } + else { + mes "[Daniel]"; + mes "Keke Here~ I found more bugs~"; + close; + } +} + +bra_in01,149,184,3 script Door#bra 844,{ + if (brazil_ghost > 0) { + mes "- A key is inserted in the locked door.-"; + next; + switch(select("Turn the key.:Ignore it.")) { + case 1: + mes "You start saying the first line of the magic words."; + input .@input$; + next; + mes "["+strcharinfo(0)+"]"; + mes .@input$; + next; + set .@braspell$,"Mother the door won't open!"; + set .@chkspell,compare(.@braspell$,.@input$); + if (!.@chkspell) { + mes "Seems like you said something wrong."; + close; + } + else { + if (brazil_ghost == 2) { + mes "[Sobbing Voice]"; + mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'"; + next; + switch(select("Open the door:Knock on the door.:Turn the key.:Take the key out.")) { + case 1: + mes "The door is locked."; + mes "So nothing happens."; + close; + case 2: + mes "How many times should I try to knock?"; + input .@input,0,999; + next; + mes "You knocked on the door "+.@input+" times."; + next; + mes "But, nothing happens."; + close; + case 3: + mes "How many times should I turn the key?"; + input .@input,0,999; + next; + if (.@input == 7) { + mes "You turn the key 7 times."; + next; + mes "Click! Click! Click!"; + mes "Click! Click! Click!"; + mes "Click...!"; + next; + mes "[Distant Sound]"; + mes "^FF0000kkkkhee- hihihihi!!!^000000"; + mes "You hear water flushing."; + next; + specialeffect2 EF_VENOMDUST; + mes "Faint laughing can be heard off in the direction of the toilet."; + set brazil_ghost,3; + changequest 2208,60351; + close; + } + else { + mes "You turned over the key "+.@input+" times."; + next; + mes "But nothing doesn't happened."; + close; + } + case 4: + mes "How many times should I insert the key into the door?"; + input .@input,0,999; + next; + mes "You inserted the key "+.@input+" times."; + next; + mes "But nothing happened."; + close; + } + } + else { + mes "Mother the door won't open!"; + close; + } + } + case 2: + mes "You do nothing."; + close; + } + } + else { + mes "- A key is inserted in the locked door.-"; + close; + } +} + +bra_in01,144,187,3 script Toilet#bra 844,{ + if (brazil_ghost > 0) { + mes "- Looks like an ordinary toilet -"; + next; + if (brazil_ghost > 6) { + switch(select("Flush the toilet.:Doing nothing.")) { + case 1: + mes "After flushing the toilet, you suddenly feel dizzy and are suddenly swept away somewhere."; + specialeffect2 EF_WATERFALL_SMALL_T2_90; + close2; + warp "bra_in01",206,102; + end; + case 2: + mes "The water in the toilet looks gross."; + close; + } + } + switch(select("Use the toilet:Ignore.")) { + case 1: + mes "- What was the second line to that spell now? -"; + input .@input$; + next; + mes "["+strcharinfo(0)+"]"; + mes .@input$; + next; + set .@braspell$,"Mother the water is flooding!"; + set .@chkspell,compare(.@braspell$,.@input$); + if (!.@chkspell) { + mes "Seems like you said something wrong."; + close; + } + else { + if (brazil_ghost == 3) { + mes "[Sobbing Voice]"; + mes "^FF0000If the moon disappears 3 times... don't worry.....^000000"; + next; + switch(select("Flush the toilet.:Close the lid.")) { + case 1: + mes "How many times should I flush?"; + input .@input,0,999; + next; + if (.@input == 3) { + mes "You flush the toilet 3 times."; + next; + mes "qwaaaaaaaaa!"; + mes "kwaaaaaaaaaa!"; + mes "kwaaaaaaaaaaaaaaaaaaa!"; + next; + mes "[Distant Sound]"; + mes "^FF0000kkkkhee- hihihihi!!!^000000"; + mes "Suddenly the sink sounds like water is flowing freely from it."; + next; + specialeffect2 EF_VENOMDUST; + mes "Faint laughing can be heard off in the direction of the faucet."; + set brazil_ghost,4; + changequest 60351,60352; + close; + } + else { + mes "You flush the toilet "+.@input+" times."; + next; + mes "But nothing happens."; + close; + } + case 2: + mes "You close the lid of the toilet."; + mes "Nothing seems to be happening."; + close; + } + } + else { + mes "Nothing happens."; + close; + } + } + case 2: + mes "You do nothing."; + close; + } + } + else { + mes "- Looks like an ordinary toilet -"; + close; + } +} + +bra_in01,134,189,3 script Faucet#bra 844,{ + if (brazil_ghost > 0) { + mes "- It seems like an ordinary faucet -"; + next; + switch(select("Examine it.:Ignore.")) { + case 1: + mes "- What was the next line to that spell now? -"; + input .@input$; + next; + mes "["+strcharinfo(0)+"]"; + mes .@input$; + next; + set .@braspell$,"Mother the drought has started!"; + set .@chkspell,compare(.@braspell$,.@input$); + if (!.@chkspell) { + mes "Seems like you said something wrong."; + close; + } + else { + if (brazil_ghost == 4) { + mes "[Sobbing Voice]"; + mes "^FF0000Don't worry... the waterfall will help it....^000000"; + next; + switch(select("Tap on the faucet.:Turn on the water.")) { + case 1: + mes "How many times will you tap the faucet?"; + input .@input,0,999; + next; + mes "You tap the faucet "+.@input+" times."; + next; + mes "But nothing happens."; + close; + case 2: + mes "How many times should I turn the water on?"; + input .@input,0,999; + next; + if (.@input == 1) { + mes "You turn the faucet on once."; + next; + mes "swwwaaaaaaa-"; + next; + mes "[Distant Sound]"; + mes "^FF0000kkkkhee- hihihihi!!!^000000"; + mes "You see the carpet move."; + next; + specialeffect2 EF_VENOMDUST; + mes "Faint laughing can be heard off in the direction of the carpet."; + set brazil_ghost,5; + changequest 60352,60353; + close; + } + else { + mes "You turn the faucet on "+.@input+" times."; + next; + mes "But nothing happens."; + close; + } + } + } + else { + mes "Nothing happens."; + close; + } + } + case 2: + mes "You do nothing."; + close; + } + } + else { + mes "- It seems like an ordinary faucet -"; + close; + } +} + +bra_in01,138,184,3 script Carpet#bra 844,{ + if (brazil_ghost > 0) { + mes "- A carpet with an intricate pattern on it -"; + next; + switch(select("Examine it.:Ignore.")) { + case 1: + mes "- What was the next line to that spell now? -"; + input .@input$; + next; + mes "["+strcharinfo(0)+"]"; + mes .@input$; + next; + set .@braspell$,"Mother where are my friends?"; + set .@chkspell,compare(.@braspell$,.@input$); + if (!.@chkspell) { + mes "Seems like you said something wrong."; + close; + } + else { + if (brazil_ghost == 5) { + mes "[Sobbing Voice]"; + mes "^FF0000your 7 friends....are...sleeping... now it...'s time ....to wake them........^000000"; + next; + switch(select("Jump on the carpet.:Lie on the carpet.:Shake the carpet.")) { + case 1: + mes "How many times should I jump?"; + input .@input,0,999; + next; + mes "You jump on the carpet "+.@input+" times."; + next; + mes "But nothing happens."; + close; + case 2: + mes "How many times should I lie on the carpet?"; + input .@input,0,999; + next; + mes "You lie on the carpet "+.@input+" times."; + next; + mes "But nothing happens."; + close; + case 3: + mes "How many times should I shake the carpet?"; + input .@input,0,999; + next; + if (.@input == 7) { + mes "You shake the carpet 7 times."; + next; + mes "- fly~ fly~ fly~ fly~ fly~ fly~ fly~ -"; + next; + mes "[Distant Sound]"; + mes "^FF0000kkkkhee- hihihihi!!!^000000"; + next; + specialeffect2 EF_VENOMDUST; + mes "Faint laughing can be heard off in the direction of the mirror."; + set brazil_ghost,6; + changequest 60353,60354; + close; + } + else { + mes "You shake the carpet "+.@input+" times."; + next; + mes "But nothing happens."; + close; + } + } + } + else { + mes "Nothing happens."; + close; + } + } + case 2: + mes "You do nothing."; + close; + } + } + else { + mes "- A carpet with an intricate pattern on it -"; + close; + } +} + +bra_in01,151,180,3 script Mirror#bra 844,{ + if (brazil_ghost > 0) { + mes "- You can see a clean mirror without any marks or dust -"; + next; + switch(select("Examine it.:Ignore.")) { + case 1: + mes "- What was the next line to that spell now? -"; + input .@input$; + next; + mes "["+strcharinfo(0)+"]"; + mes .@input$; + next; + set .@braspell$,"Where are you mom?"; + set .@chkspell,compare(.@braspell$,.@input$); + if (!.@chkspell) { + mes "Seems like you said something wrong."; + close; + } + else { + if (brazil_ghost == 6) { + mes "[Distant Sound]"; + mes "^FF0000kihe! hit! hit! hit! hit!^000000"; + next; + mes "[Distant Sound]"; + mes "^FF0000kihe! hit! hit! hit! hit!^000000"; + mes "^FF0000kihe! hit! hit! hit! hit!^000000"; + next; + mes "[Distant Sound]"; + mes "Behind you..."; + enablenpc "Ghost#bra"; + next; + emotion e_omg,1; + mes "["+strcharinfo(0)+"]"; + mes "The stories about the ghost are true~!"; + next; + mes "[Ghost]"; + mes "^FF0000my baby....^000000"; + next; + mes "[Ghost]"; + mes "^FF0000I can't see.... my eye....^000000"; + mes "^FF0000What's going on....?^000000"; + next; + mes "- You take a deep breath and then look at the Ghost and notice it has an eye patch -"; + next; + mes "[Ghost]"; + mes "^FF0000My eyes are so tight... can you take this off?^000000"; + next; + mes "You step carefully towards the ghost."; + next; + mes "His face was covered with dust making strange contortions with it's face."; + next; + mes "[Ghost]"; + mes "^FF0000Come on help mom.....^000000"; + next; + switch(select("Take the eye bandage off.:Run away~.")) { + case 1: + while(1) { + set .@cpudice,rand(1,6); + set .@pcdice,rand(1,6); + if (.@cpudice != .@pcdice) { + emotion (57+.@cpudice),0,"Ghost#bra"; + emotion (57+.@cpudice),1; + break; + } + } + if (.@cpudice > .@pcdice) { + specialeffect2 EF_DEVIL; + mes "[Ghost]"; + mes "^FF0000Go away!^000000"; + set brazil_ghost,1; + changequest 60354,2208; + percentheal -50,-50; + close2; + disablenpc "Ghost#bra"; + warp "bra_in01",12,183; + end; + } + else { + emotion e_bzz,1; + mes "[Ghost]"; + mes "^FF0000Ahh!^000000"; + mes "The Ghost disappeared into the toilet."; + set brazil_ghost,7; + changequest 60354,60355; + close2; + disablenpc "Ghost#bra"; + warp "bra_in01",206,100; + end; + } + case 2: + mes "You run away from the ghost."; + close2; + set brazil_ghost,1; + changequest 60354,2208; + warp "bra_in01",12,183; + disablenpc "Ghost#bra"; + end; + } + close; + } + else { + mes "Nothing happens."; + close; + } + } + case 2: + mes "You do nothing."; + close; + } + } + else { + mes "- You can see a clean mirror without any marks or dust -"; + close; + } +} + +bra_in01,136,180,5 script Ghost#bra 1867,{ + end; + +OnInit: + disablenpc "Ghost#bra"; + end; +} + +bra_in01,7,181,5 script Curator#bra 477,{ + if (BaseLevel < 40) { + mes "[Curator]"; + mes "I'm sorry but this area is under construction right now."; + close; + } + if ((brazil_ghost > 0) && (brazil_ghost < 7)) { + if (countitem(11515) > 0) { + mes "[Curator]"; + mes "What can I do for you?"; + next; + select("I need to use the bathroom."); + mes "[Curator]"; + mes "Sorry we are remodeling inside right now so, it's closed."; + mes "Please use the other one."; + next; + switch(select("But I forgot something inside.:Give up.")) { + case 1: + mes "[Curator]"; + mes "That's tooooo bad."; + mes "But my manager ordered me to stop anyone from entering this bathroom so, I should follow his orders."; + next; + select("It's such a hot day!"); + mes "[Curator]"; + mes "It's always hot in Brasilis but today is ridiculously hot."; + mes "Maybe I need to drink some coconut juice to cool down."; + next; + mes "You give a coconut to the Curator."; + next; + mes "[Curator]"; + mes "Oh really can I have it?"; + mes "Thanks a lot!"; + next; + mes "[Curator]"; + mes "Pay it forward right?"; + mes "Ok I'll let you through this one time."; + next; + mes "The curator looks around calmly then opens the door."; + delitem 11515,1; //Coconut + set brazil_ghost,2; + close2; + warp "bra_in01",138,176; + end; + case 2: + mes "You give up trying to enter."; + close; + } + } + else { + mes "[Curator]"; + mes "What can I do for you?"; + next; + select("I need to use the bathroom."); + mes "[Curator]"; + mes "Sorry we are remodeling inside right now so, it's closed."; + mes "Please use the other one."; + next; + switch(select("But I forgot something inside.:Give up.")) { + case 1: + mes "[Curator]"; + mes "That's tooooo bad."; + mes "But my manager ordered me to stop anyone from entering this bathroom so, I should follow his orders."; + next; + select("It's such a hot day!"); + mes "[Curator]"; + mes "It's always hot in Brasilis but today is ridiculously hot."; + mes "Maybe I need to drink some coconut juice to cool down."; + close; + case 2: + mes "You give up trying to enter."; + close; + } + } + } + else if (brazil_ghost > 6) { + mes "[Curator]"; + mes "Hey thanks for the Coconut earlier it really helped me cool down."; + close; + } + else { + mes "[Curator]"; + mes "Is it just me? Or is it hotter than it's ever been today!"; + close; + } +} + +bra_in01,12,185,0 script inbathroom#bra 45,1,1,{ +OnTouch_: + if (brazil_ghost > 6) + warp "bra_in01",138,176; + else { + mes "The entrance has been blocked."; + close; + } + end; +} + +bra_in01,138,174,0 warp outbathroom#bra 1,1,bra_in01,12,183 +bra_in01,206,98,0 warp tobath#bra 1,1,bra_in01,138,176 + +bra_in01,206,188,1 script Open Manhole#todunbra 844,{ + if (brazil_ghost == 7) { + enablenpc "Ghost#bra_end"; + mes "[Ghost]"; + mes "I am a ghost who died while wandering the jungle many years ago."; + next; + mes "[Ghost]"; + mes "I found a pipeline in the jungle and followed the voice of a man to this very spot."; + next; + mes "[Ghost]"; + mes "That's also where I hurt one of my eyes while walking around in the dark."; + next; + mes "[Ghost]"; + mes "I wandered these sewers for days until I found the end of this line connected to the toilet in the museum. I shouted forever begging for help but no one answered my calls."; + next; + mes "[Ghost]"; + mes "You finally answered my call but it's already way too late. Thank you for at least checking. No one else has bothered to this day."; + next; + mes "[Ghost]"; + mes "There are many dangerous creatures at the end of this sewer."; + mes "You seem brave though. I bet you wouldn't worry about the monsters there anyways."; + next; + mes "[Ghost]"; + mes "I guess now I can finally rest in peace."; + mes "Thank you friend."; + set brazil_ghost,8; + //completequest 2208; + completequest 60355; + getexp 900000,0; + disablenpc "Ghost#bra_end"; + close; + } + warp "bra_dun01",87,47; + end; +} + + +bra_dun01,87,43,1 script Pipe#bra 844,{ + warp "bra_in01",206,185; + end; +} + +bra_fild01,323,136,1 script Pipe#brafild 844,{ + if (brazil_ghost > 6) { + mes "You see a rusty pipe. It seems to be linked to somewhere beneath the jungle."; + next; + switch(select("Examine it:Ignore.")) { + case 1: + mes "You swim through a gap in the pipe and are swept by a sudden rush of water."; + close2; + warp "bra_in01",206,182; + end; + case 2: + mes "It might be dangerous, I better not act rashly."; + close; + } + } + else { + mes "You see a rusty pipe. It seems to be linked to somewhere beneath the jungle."; + close; + } +} + +bra_in01,206,190,3 script Ghost#bra_end 1867,{ + end; + +OnInit: + disablenpc "Ghost#bra_end"; + end; +} + +// Iara, Original file: iara.sc +//============================================================ +brasilis,315,334,5 script Shaman#nk 474,{ + set .@iara_re,checkquest(4135,PLAYTIME); + if ((.@iara_re == 0) || (.@iara_re == 1)) { + mes "[Anori]"; + mes "I'm still preparing."; + mes "I don't require your help at this time."; + mes "Please come back later..."; + close; + } + else { + if (checkquest(4135) > 1) erasequest 4135; + set .@iara_q,checkquest(4133); + if ((.@iara_q == 0) || (.@iara_q == 1)) { + mes "[Anori]"; + mes "To block Iara "; + mes "seducing the tribes"; + mes "we need a purifying potion..."; + next; + mes "[Anori]"; + mes "Did you bring the materials"; + mes "to make the purifying potion?"; + next; + if ((countitem(950) > 19) && (countitem(7172) > 9) && (countitem(1054) > 2)) { + mes "[Anori]"; + mes "Um... it seems to be okay."; + mes "I'll make you a potion which will"; + mes "weaken Iara's power."; + next; + mes "[Anori]"; + mes "Let's see grind this..."; + mes "and mix in that..."; + mes "then add some magic..."; + next; + setquest 4135; + erasequest 4133; + setquest 4134; + completequest 4134; + delitem 950,20; //Heart_Of_Mermaid + delitem 7172,10; //Leopard_Talon + delitem 1054,3; //Lip_Of_Ancient_Fish + getitem 11517,2; //Puri_Potion + mes "[Anori]"; + mes "Here, it's completed."; + mes "Take this."; + mes "It will make Iara stop"; + mes "training at the cave"; + mes "for a while."; + next; + mes "[Anori]"; + mes "Please block the Iara threatening the security of the tribe."; + close; + } + else { + mes "[Anori]"; + mes "You haven't brought enough materials yet."; + mes "We cannot make the purification potion with only these."; + close; + } + } + else { + if (BaseLevel < 40) { + mes "[Anori]"; + mes "Ah... we need a strong adventurer."; + mes "The tribe is facing a major threat."; + close; + } + set .@re_q,checkquest(4134); + if (.@re_q == 2) { + mes "[Anori]"; + mes "you are..."; + mes "the adventurer who came for the"; + mes "purification potion..."; + next; + mes "[Anori]"; + mes "Maybe because of the purification potion..."; + mes "After that, the Iara stopped seducing tribesmen but the effect didn't last long."; + next; + mes "[Anori]"; + mes "Could you get the same"; + mes "materials as before..."; + mes "I need your power."; + next; + switch(select("No.:Okay, I'll do it.")) { + case 1: + mes "[Anori]"; + mes "This, ah..."; + mes "There is no other way."; + close; + case 2: + mes "[Anori]"; + mes "You are truly brave!"; + mes "I, on behalf of the tribe,"; + mes "offer you my thanks."; + next; + mes "[Anori]"; + mes "Materials are the same as before."; + mes "If you just get^ff0000 20 Hearts of Mermaids,"; + mes "10 Leopard Claws and"; + mes "3 Ancient Lips^000000,"; + mes "I will make you a potion that purifies evil spirits"; + mes "by using a secret formula handed down to the tribe."; + next; + mes "[Anori]"; + mes "The destiny of the tribe is up to you."; + mes "please get the materials quickly."; + mes "I will be preparing to make"; + mes "the purification potion right here."; + setquest 4133; + close; + } + } + else { + mes "[Anori]"; + mes "There are some people I haven't seen before around here."; + mes "It's a good sign..."; + next; + mes "[Anori]"; + mes "Hey you..."; + mes "Could you listen to my stories for a moment."; + mes "There's an emergency in our tribe."; + next; + switch(select("No.:Okay.")) { + case 1: + mes "[Anori]"; + mes "You are a heartless person..."; + mes "You don't seem the helpful type."; + mes "Just keep on going your way."; + close; + case 2: + mes "[Anori]"; + mes "Thank you, I met a kind person."; + mes "It's a secret of our tribe that"; + mes "you cannot tell anyone."; + next; + break; + } + mes "[Anori]"; + mes "Lately young men from"; + mes "the tribe are disappearing."; + mes "Our entire tribe is being threatened."; + next; + mes "[Anori]"; + mes "It is likely because of a witch called Iara."; + mes "She is a water nymph seducing the hearts of young tribesmen at a cave behind the waterfall."; + next; + mes "[Anori]"; + mes "How can I stop these young tribesmen?"; + mes "But I discovered a way to make a purification potion to reverse the effects of the Iara's spells."; + next; + mes "[Anori]"; + mes "This potion has been handed down from many generations in our tribe."; + mes "This purification potion possesses the power to cleanse evil spirits."; + next; + mes "[Anori]"; + mes "If you could get the materials"; + mes "I will make you"; + mes "the purification potion."; + mes "Could you do that for me?"; + next; + switch(select("No.:Yes, I can.")) { + case 1: + mes "[Anori]"; + mes "Hm..."; + mes "Well, then."; + mes "If you change your mind you can come to me again."; + next; + mes "[Anori]"; + mes "You shouldn't talk about"; + mes "what you heard now to anyone"; + mes "It's kind of embarrassing..."; + close; + case 2: + mes "[Anori]"; + mes "Oh! You are the savior"; + mes "of our tribe indeed."; + mes "On behalf of the tribe, I offer you my thanks."; + next; + mes "[Anori]"; + mes "Well, what we need is this."; + mes "It's all you can get from near here."; + mes "Note down well."; + next; + mes "[Anori]"; + mes "^ff0000 20 Hearts of Mermaids"; + mes "10 Leopard Claws"; + mes "3 Ancient Lips^000000"; + mes "are the only ones that are needed as the materials."; + next; + mes "[Anori]"; + mes "When you get those, I will make you a potion that purifies evil spirits using a secret formula handed down to the tribe."; + setquest 4133; + next; + mes "[Anori]"; + mes "The destiny of the tribe is up to you."; + mes "I hope you move quickly."; + mes "Even at this moment, the village men are being seduced and slipping way..."; + close; + } + } + } + } +} + +bra_dun02,157,74,5 script Iara#nk 478,2,2,{ + if (countitem(11517) > 0) { + mes "[" + strcharinfo(0) + "]"; + mes "Should I use a Purification Potion?"; + next; + switch(select("Yes.:No.")) { + case 1: + specialeffect EF_MAPPILLAR; + mes "[Iara]"; + mes "Ah...this light is..."; + mes "It's like getting cleansed of evil thoughts"; + mes "from deep within my heart."; + next; + mes "[Iara]"; + mes "At last I can forget the curse that I placed on myself when I drowned in the water."; + next; + mes "[Iara]"; + mes "Do you think I can be born again as a kind water nymph?"; + next; + specialeffect EF_GHOST; + mes "[Iara]"; + mes "Ah... Thank you for helping me recover my consciousness for a while."; + mes "But... I think that the curse has been with me too long."; + mes "Get away from me quickly."; + delitem 11517,1; //Puri_Potion + percentheal 100,100; + sc_start SC_INCFLEE,3600000,20; + sc_start SC_INCCRI,3600000,10; + sc_start SC_STRFOOD,1200000,3; + sc_start SC_DEXFOOD,1200000,3; + sc_start SC_AGIFOOD,1200000,3; + sc_start SC_VITFOOD,1200000,3; + sc_start SC_INTFOOD,1200000,3; + sc_start SC_LUKFOOD,1200000,3; + next; + mes "[Iara]"; + mes "Ahhh~..."; + specialeffect EF_DEVIL; + next; + mes "[Iara]"; + mes "The curse is too strong for me to keep contained."; + mes "Leave now while you are safe."; + close; + case 2: + mes "[" + strcharinfo(0) + "]"; + mes "(I guess I should ignore her.)"; + close; + } + } + else { + mes "[Iara]"; + mes "Aaaaaaaaaaaaaaaaaaaaaah."; + mes "Eeeeeeeeeeeeeeeeeeeh."; + mes "Oooooooooooooooooh."; + set .@get_de,rand(1,2); + if (.@get_de == 1) + sc_start Sc_Curse,60000,0; + else + sc_start Sc_Confusion,60000,0; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Ugh! What's this strange voice?"; + close; + } + end; + +OnTouch: + if (countitem(11517) < 1) { + mes "[Iara]"; + mes "Aaaaaaaaaaaaaaaaaaaaaah."; + mes "Eeeeeeeeeeeeeeeeeeeh."; + mes "Oooooooooooooooooh."; + set .@get_de,rand(1,2); + if (.@get_de == 1) + sc_start Sc_Curse,60000,0; + else + sc_start Sc_Confusion,60000,0; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Ugh! What's this strange voice?"; + close; + } + end; +} + +bra_fild01,188,301,5 script Native Warrior#nk 472,{ + mes "[Native Warrior]"; + mes "Ah...the face I would never forget even in my dreams."; + next; + mes "[Native Warrior]"; + mes "When will she come out of the waterfall again...?"; + next; + if ((checkquest(4133) >= 0) || (checkquest(4134) >= 0)) { + mes "[" + strcharinfo(0) + "]"; + mes "(Wh...what's this guy?)"; + } + else { + mes "[" + strcharinfo(0) + "]"; + mes "(This guy will never"; + mes "get ocer Iara's curse...)"; + } + close; +} diff --git a/npc/re/quests/quests_dewata.txt b/npc/re/quests/quests_dewata.txt new file mode 100644 index 000000000..8d27b1c09 --- /dev/null +++ b/npc/re/quests/quests_dewata.txt @@ -0,0 +1,2460 @@ +//===== rAthena Script ======================================= +//= Dewata Quest NPCs +//===== By: ================================================== +//= Gennosuke Kouga +//===== Current Version: ===================================== +//= 1.1 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= Quest NPCs related to Dewata: +//== "Dewata Legend" +//== "Help The Old Man" +//== "The Enchantment Weapon" (Keris) +//===== Additional Comments: ================================= +//= 1.0 First version. +//= 1.1 Standardized. [Euphy] +//============================================================ + +// Entrance - Alberta Sailors +//============================================================ + +alberta,240,47,5 script Alberta Sailor#alberta 536,{ + mes "[Alberta Sailor]"; + mes "Do ya want to visit ^C35817Dewata Island?^000000"; + mes "With dazzling waves and charming vistas, it's a great place to relax."; + mes "The transit fee is 10,000 Zeny."; + next; + if(select("Yes:No")==2) { + mes "[Alberta Sailor]"; + mes "Let me know"; + mes "when you're ready to travel~"; + close; + } + mes "[Alberta Sailor]"; + mes "Have a nice trip~"; + close2; + warp "dewata",232,53; + end; +} + +dewata,230,49,5 script Alberta Sailor#dewata 536,{ + mes "[Alberta Sailor]"; + mes "Want to go back to ^C35817Alberta^000000?"; + next; + if(select("Yes:No")==2) { + mes "[Alberta Sailor]"; + mes "Have some more fun before you go!"; + mes "^C35817Dewata^000000 Island still has more to offer."; + close; + } + mes "[Alberta Sailor]"; + mes "I hope you had a lot of fun on your trip to ^C35817Dewata^000000 Island."; + close2; + warp "alberta",235,44; + end; +} + +dewata,235,56,4 script Gatekeeper of Krakatau#1 534,{ + mes "[Gatekeeper of Krakatau Volcano]"; + mes "^C35817Krakatau Volcano^000000 is a very dangerous area"; + mes "I cannot allow anyone to go inside."; + next; + if (checkquest(9162)>=0 && countitem(11533)) { + select("^0000FFTribal Chief Paiko^000000"); + mes "[Gatekeeper of Krakatau Volcano]"; + mes "Oh! I didn't know about that!"; + mes "This is some of the best news"; + mes "I have heard recently."; + next; + mes "[Gatekeeper of Krakatau Volcano]"; + mes "What is this wonderful smell?"; + mes "Of course, it's our ^4AA02CSatay^000000!"; + mes "I was sightly hungry..."; + mes "so this should fill me up."; + next; + mes "[Gatekeeper of Krakatau Volcano]"; + mes "Since you came all the way here"; + mes "I will share an interesting story."; + next; + mes "[Gatekeeper of Krakatau Volcano]"; + mes "It has become a lost tradition in"; + mes "recent years, but until 10"; + mes "years ago in order to become a"; + mes "^C35817Jaty Tribe^000000 warrior you had to"; + mes "climb ^C35817Krakatau Volcano^000000 to prove your endurance."; + next; + mes "[Gatekeeper of Krakatau Volcano]"; + mes "The eyes of those warriors were"; + mes "anxious yet determined before going"; + mes "up ^C35817Krakatau Volcano^000000."; + next; + mes "[Gatekeeper of Krakatau Volcano]"; + mes "I still cannot forget that look in"; + mes "their eyes. I feel a little bit of"; + mes "the same emotion from you, Adventurer."; + next; + mes "[Gatekeeper of Krakatau Volcano]"; + mes "I want you to live long and"; + mes "prosper. Be heathly and safe."; + mes "Travel so you can live to tell"; + mes "the tale of your adventures."; + changequest 9162,9163; + delitem 11533,1; + close; + } + if(select("Allow me through:I don't want to go in")==1) { + if(dewata_legend >= 5) { + mes "[Gatekeeper of Krakatau Volcano]"; + mes "You are the traveler who was"; + mes "acknowledged by tribe leader as a"; + mes "friend of the tribe and received a"; + mes "^4AA02CShining Cendrawasih Feather.^000000"; + next; + mes "[Gatekeeper of Krakatau Volcano]"; + mes "I will let you pass, but"; + mes "^C35817Krakatau Volcano^000000 is"; + mes "dangerous so please take care."; + close2; + warp "dew_dun01",289,160; + end; + } + mes "[Gatekeeper of Krakatau Volcano]"; + mes "^C35817Krakatau Volcano^000000 is"; + mes "a very dangerous area,"; + mes "so I can't allow you in"; + mes "unless you qualify for entry."; + close; + } + mes "[Gatekeeper of Krakatau Volcano]"; + mes "You have choosen wisely."; + mes "^C35817Krakatau Volcano^000000 is"; + mes "an extremely dangerous area."; + close; +} + +dew_dun01,292,164,4 script Gatekeeper of Krakatau#2 541,{ + mes "[Gatekeeper of Krakatau Volcano]"; + mes "Want to go back to Dewata?"; + next; + if(select("Yes:No")==2) { + mes "[Gatekeeper of Krakatau Volcano]"; + mes "^C35817Krakatau Volcano^000000 is"; + mes "a dangerous place."; + mes "You should go back now."; + close; + } + close2; + warp "dewata",232,53; + end; +} + +dew_fild01,78,288,5 script Jaty Tribe Warrior 541,{ + mes "[Jaty Tribe Warrior]"; + mes "We revere strength and bravery."; + mes "We are the ^FF0000Jaty^000000 Tribe."; + if (checkquest(9158)==-1 || !countitem(11533)) close; + next; + mes "[Jaty Tribe Warrior]"; + mes "My trained eyes see that"; + mes "you are about to say something."; + mes "Speak, state your business."; + next; + select("^0000FFTribal Chief Paiko^000000"); + mes "[Jaty Tribe Warrior]"; + mes "I've heard about your"; + mes "helpful deeds..."; + mes "As a representative of my tribe"; + mes "I express my thanks to you."; + next; + mes "[Jaty Tribe Warrior]"; + mes "Also, thank you for the ^4AA02CSatay^000000."; + mes "My mouth is already watering..."; + mes "There is something I would like"; + mes "to share with you regarding our tribe."; + next; + mes "[Jaty Tribe Warrior]"; + mes "Unlike the ancient times when our"; + mes "tribe's warriors fought and shed"; + mes "their blood, the world has become"; + mes "more peaceful nowadays. But our"; + mes "tribe's territory has shrunk drastically."; + next; + mes "[Jaty Tribe Warrior]"; + mes "Nevertheless, we will continue"; + mes "keeping the warrior tradition of"; + mes "our tribe alive, and we will"; + mes "preserve the pride we have earned"; + mes "through the sacrifice of past warriors."; + next; + mes "[Jaty Tribe Warrior]"; + mes "I hope that your perserverance and"; + mes "pride remain with you in your travels."; + changequest 9158,9159; + delitem 11533,1; + close; +} + +dew_fild01,185,300,4 script Tribe Manager 541,{ + mes "[Tribe Manager]"; + mes "Keeping our culture and tradition"; + mes "is very important."; + if(checkquest(9160)==-1 || !countitem(11533)) { + mes "Although it is a little boring..."; + close; + } + next; + mes "[Tribe Manager]"; + mes "It seems to me that you have"; + mes "something to say, don't you?"; + next; + select("^0000FFTribal Chief Paiko^000000"); + mes "[Tribe Manager]"; + mes "I didn't know that there was"; + mes "such an effort being put forth"; + mes "and that you took a key role in the effort..."; + mes "You are the hero of the ^C35817Jaty Tribe^000000!"; + next; + mes "[Tribe Manager]"; + mes "Wow~ the savory scent of"; + mes "delicious homemade ^4AA02CSatay^000000!"; + mes "Thank you for the meal."; + mes "Please give my regards"; + mes "to our Tribe Leader."; + next; + mes "[Tribe Manager]"; + mes "There are few contacts between"; + mes "^C35817Dewata Island^000000 and ^C35817Jaty Tribe^000000."; + mes "We used to have a stronger bond"; + mes "in older times."; + next; + mes "[Tribe Manager]"; + mes "But with the new culture and"; + mes "foreigners flowing in,"; + mes "^C35817Dewata Island^000000 has became a"; + mes "tourist attraction and we"; + mes "have lost touch with them."; + next; + mes "[Tribe Manager]"; + mes "The tourist attraction has"; + mes "expanded continously, but the"; + mes "reason it hasn't influenced us"; + mes "here is due to this small temple"; + mes "which I am managing."; + next; + mes "[Tribe Manager]"; + mes "I couldn't let our tradition fade"; + mes "away like that so easily."; + mes "I hope keeping our tradition and"; + mes "culture alive lets people know how"; + mes "important these things are to us."; + next; + mes "[Tribe Manager]"; + mes "From now on, I hope people from"; + mes "^C35817Dewata Island^000000 and ^C35817Jaty"; + mes "Tribe^000000 can get along and interact"; + mes "more often."; + changequest 9160,9161; + delitem 11533,1; + close; +} + +// NPC - Memo +//============================================================ + +dewata,109,262,4 script Memo#dew_drink 534,{ + if(dewata_oldman >= 1) { + if (checkquest(5040) >= 0) { + mes "[Memo]"; + mes "So, what did Lero say?"; + next; + select("Palm tree... became."); + mes "- You explain the situation to"; + mes "Mr. Memo -"; + next; + mes "[Memo]"; + mes "Lero said sorry?"; + mes "Hmmm, it's okay."; + next; + mes "[Memo]"; + mes "That must be ^0000FFPoby^000000. If he has"; + mes "been hurt, that's why there wasn't"; + mes "any message. Lero actually"; + mes "cares about him a lot..."; + next; + changequest 5040,5041; + } + if (checkquest(5041) >= 0) { + mes "[Memo]"; + mes "He might be troublesome,"; + mes "but please visit Jaty village."; + mes "Lero must complete the oil."; + next; + mes "[Memo]"; + mes "If it is not, wait there and bring"; + mes "^FF000030 Bottle of Oil^000000 to me."; + close; + } + if (checkquest(5042) >= 0 && countitem(6401) >= 30) { + mes "[Memo]"; + mes "You brought the oil. Good job, and thank you."; + next; + mes "[Memo]"; + mes "Excuse me, but I have an urgent"; + mes "matter to attend to. Wait for a bit,"; + mes "then talk to me when I'm done."; + delitem 6401,30; + changequest 5042,5043; + set dewata_oldman,2; + close; + } else if (checkquest(5043,PLAYTIME) == 2) { + mes "[Memo]"; + mes "Did I make you wait too long?"; + next; + mes "[Memo]"; + mes "My family has been making Arks for four generations."; + next; + mes "[Memo]"; + mes "Grandfather had a hard living"; + mes "since he didn't get many good sales."; + next; + mes "[Memo]"; + mes "Dewata island people do not drink"; + mes "much in the hot weather."; + next; + mes "[Memo]"; + mes "When I was young, Dewata"; + mes "developed as a tourist atrraction,"; + mes "and that's when the tour package"; + mes "Ark started selling well."; + next; + mes "[Memo]"; + mes "Good liquid needs fresh oil,"; + mes "I was able to make a liquid"; + mes "for ten years and deliver it all on time."; + next; + mes "[Memo]"; + mes "Because today's oil has not"; + mes "arrived on time, I think I might"; + mes "have a hard time."; + next; + mes "[Memo]"; + mes "You helped me make the liquid correctly."; + next; + mes "[Memo]"; + mes "This proverb '^0000FFMengatakan mudah,"; + mes "mengerjakan susah^000000.' means it is"; + mes "easy to say something, but hard to"; + mes "do anything."; + next; + mes "[Memo]"; + mes "In other words, it's easy to say"; + mes "that we'll help others but its hard"; + mes "to actually do the action."; + next; + emotion e_thx; + mes "[Memo]"; + mes "You really did a great job. I like"; + mes "you because you are different from"; + mes "today's youngins."; + getitem 617,1; + getexp 50000,10000; + changequest 5043,5044; + next; + mes "[Memo]"; + mes "Will you help me with my work"; + mes "from time to time?"; + mes "I will pay you for what you do for me."; + close; + } else if (checkquest(5043,PLAYTIME) != -1) { + mes "[Memo]"; + mes "... ... ..."; + next; + mes "- Memo is making an ark -"; + close; + } else if (checkquest(5044,PLAYTIME) == 2) { + mes "[Memo]"; + mes "^FF0000" + strcharinfo(0) +"^000000? -"; + next; + if(select("Just came by to say hello...:I will help you.")==1) { + mes "[Memo]"; + mes "I guess you are busy."; + mes "If possible, will you get the oil"; + mes "from Lero? I appreciate it..."; + close; + } + mes "[Memo]"; + mes "Thank you, I know you're busy"; + mes "and helping me can be a chore."; + next; + mes "[Memo]"; + mes "Can you help Lero and bring back palm tree oil...?"; + erasequest 5044; + setquest 5045; + close; + } else if (checkquest(5044,PLAYTIME) != -1) { + mes "[Memo]"; + mes "Will you help me tomorrow?"; + mes "Poby still has a back pain."; + mes "Backaches don't just go away"; + mes "after one day..."; + close; + } else if (checkquest(5045) >= 0) { + mes "[Memo]"; + mes "Can you help Lero and bring back palm tree oil...?"; + close; + } else if (checkquest(5047) >= 0 || checkquest(5049) >= 0 || checkquest(5051) >= 0) { + mes "[Memo]"; + mes "Oh, you brought the oil! Good job!"; + next; + mes "[Memo]"; + mes "You must have had a hard time"; + mes "bringing the oil, so take this drink."; + next; + mes "[Memo]"; + mes "Ark is famous for tourists. A guy"; + mes "bought many bottles by himself."; + next; + mes "[Memo]"; + mes "Worrying that he'll drink alone?"; + mes "Too much drink always becomes poisonous."; + next; + mes "[Memo]"; + mes "I want you to help me this time."; + next; + mes "[Memo]"; + mes "Poby still has back pains and it"; + mes "will take some days for him to"; + mes "recover."; + if (checkquest(5047)>=0) { + delitem 6401,10; + getitem 11534,2; + erasequest 5047; + setquest 5044; + } else if (checkquest(5049)>=0) { + delitem 6401,15; + getitem 11534,2; + erasequest 5049; + setquest 5044; + } else if (checkquest(5051)>=0) { + delitem 6401,20; + getitem 11534,2; + erasequest 5051; + setquest 5044; + } + close; + } + mes "[Memo]"; + mes "So, what did Lero say?"; + next; + emotion e_dots; + mes "[Memo]"; + mes "... ... ..."; + next; + mes "[Memo]"; + mes "You didn't find out what happened?"; + next; + mes "[Memo]"; + mes "Find the best oil master. His name is ^0000FFLero^000000."; + close; + } + if(rand(1,5) == 1) { + mes "[Memo]"; + mes "What should I do? I still don't"; + mes "have any news from the Jaty tribe."; + next; + mes "[Memo]"; + mes "Oh no~ All the liquid is going to spoil..."; + next; + select("What happened?"); + emotion e_what; + mes "[Memo]"; + mes "Who are you?"; + next; + mes "[Memo]"; + mes "You're an adventurer, right?"; + mes "As you can see from the jars around"; + mes "me, I am making ^0000FFtraditional wine^000000"; + mes "for a living."; + next; + mes "[Memo]"; + mes "Everyone knows about this, so"; + mes "^0000FFDewata Island^000000 attracts many"; + mes "tourists."; + next; + mes "[Memo]"; + mes "Especially this traditional wine, which"; + mes "has been made for four generations!"; + mes "But ^FF0000Ark^000000 is short of supply."; + mes "Ark needs ^0000FFPalm Oils^000000, made"; + mes "from Oil Palm Fruit."; + next; + mes "[Memo]"; + mes "Unfortunately, we haven't been"; + mes "getting ^0000FFPalm Oil^000000 from the Jaty"; + mes "tribe village lately."; + mes "The ingredients might be useless"; + mes "if it is delivered too late."; + next; + select("Sound like a big problem."); + mes "[Memo]"; + mes "It is more of a problem than you"; + mes "think. Sales are credit, but if we"; + mes "do not make due today we'll lose"; + mes "the credit, the ingredients, and"; + mes "the tourists who do not get the"; + mes "Ark. So it's quite damaging."; + next; + emotion e_dots; + mes "[Memo]"; + mes "... ..."; + next; + emotion e_gasp; + mes "[Memo]"; + mes "Ah, right! Are you busy now?"; + next; + if(select("Sorry, I am busy.:No, I am not busy.")==1) { + emotion e_pif; + mes "[Memo]"; + mes "Hmm, I have no choice."; + mes "You don't care that others are in"; + mes "trouble. What has this world come to?"; + close; + } + mes "[Memo]"; + mes "That's good to hear."; + mes "So since you are wandering here..."; + next; + mes "[Memo]"; + mes "Do you mind if I ask a favor~?"; + mes "Actually, I have visited the Jaty"; + mes "Tribe, but this unmatured ^FF0000Ark^000000"; + mes "won't let me leave."; + next; + mes "[Memo]"; + mes "Will you go to Jaty village and"; + mes "ask ^0000FFLero^000000 what happened?"; + next; + mes "[Memo]"; + mes "This guy has never broken a"; + mes "promise for 10 years, so he must have"; + mes "a really good reason not to come."; + setquest 5035; + set dewata_oldman,1; + next; + mes "[Memo]"; + mes "Find the best oil master."; + mes "His name again is ^0000FFLero^000000... Remember it!"; + close; + } else { + emotion e_swt2; + mes "[Memo]"; + mes "Oh God! We don't have a message"; + mes "from the Jaty tribe yet."; + next; + mes "[Memo]"; + mes "They have never broken a promise"; + mes "for 10 years, and I don't know the"; + mes "reason. What's happening...?"; + next; + emotion e_sob; + mes "[Memo]"; + mes "I might soil all the liquid if it"; + mes "is going on like this."; + close; + } +} + +// NPC - Lero +//============================================================ + +dew_fild01,114,275,4 script Lero#dew_drink 536,{ + if(dewata_oldman == 2) { + if (checkquest(5045) >= 0) { + mes "[Lero]"; + mes "Hey, I've been waiting for you."; + mes "I didn't know that Poby's injury"; + mes "would make my life so difficult."; + next; + set .@dailylero,rand(1,3); + if (.@dailylero == 1) changequest 5045,5046; + else if (.@dailylero == 2) changequest 5045,5048; + else if (.@dailylero == 3) changequest 5045,5050; + mes "[Lero]"; + mes "I'm ashamed to ask you this, but"; + if (checkquest(5048) >= 0) + mes "could you bring ^0000FF30 pieces of oil palm nuts^000000?"; + else if (checkquest(5046) >= 0) + mes "could you bring ^0000FF20 pieces of oil palm nuts^000000?"; + else if (checkquest(5050) >= 0) + mes "could you bring ^0000FF40 pieces of oil palm nuts^000000?"; + next; + L_Wait: + if (checkquest(5046) >= 0 && countitem(6402) > 19) { + callsub L_Count,20; + changequest 5046,5047; + close; + } else if (checkquest(5048) >= 0 && countitem(6402) > 29) { + callsub L_Count,30; + changequest 5048,5049; + close; + } else if (checkquest(5050) >= 0 && countitem(6402) > 39) { + callsub L_Count,40; + changequest 5050,5051; + close; + } + mes "[Lero]"; + mes "Once you bring the oil palm nuts,"; + mes "Mr. Memo will exchange them with oil."; + close; + } + else if (checkquest(5046) >= 0 || checkquest(5048) >= 0 || checkquest(5050) >= 0) goto L_Wait; + else if (checkquest(5047) >= 0 || checkquest(5049) >= 0 || checkquest(5051) >= 0) { + mes "[Lero]"; + mes "As I told you before, it is heavier"; + mes "than you might think, so be careful"; + mes "when carrying this."; + close; + } + mes "[Lero]"; + mes "What happened? I didn't get a memo"; + mes "from Mr. Memo someone was coming."; + close; + } + if (checkquest(5035) >= 0) { + emotion e_an; + mes "[Lero]"; + mes "Oh no! I have so many orders and"; + mes "I'm running out of ingredients."; + mes "Not yet? What's going on, Poby?"; + mes "Where did he go?"; + next; + emotion e_ag; + select("Excuse me, but are you Lero?"); + mes "[Lero]"; + mes "When Poby gets back here, I'm"; + mes "gonna give him a beating he'll never forget!"; + next; + mes "- Lero seems pretty mad at someone"; + mes "and ignores you -"; + next; + mes "[Lero]"; + mes "Oops. Who are you?"; + next; + select("Memo sent me here."); + mes "[Lero]"; + mes "Ah, right! I forgot about Memo"; + mes "because the workers who gather"; + mes "nuts have not come yet. Sorry."; + next; + mes "[Lero]"; + mes "To make fresh palm oils, I need"; + mes "fresh Palm Oil Fruit. Then I'll be"; + mes "able able to get more from its"; + mes "fresh fruit."; + next; + mes "[Lero]"; + mes "Between you and me, Mr.Memo is so"; + mes "fussy that he will not use any"; + mes "unfresh oil."; + next; + mes "[Lero]"; + mes "To make fresh oil, he always sends"; + mes "the workers to the palm tree forest,"; + mes "but... the guys sent at dawn have"; + mes "not come back yet."; + next; + mes "[Lero]"; + mes "First, I thought that he was lazy"; + mes "and it made me very uneasy."; + mes "Can you find the workers in palm forest?"; + next; + select("Yes, I will find them."); + mes "[Lero]"; + mes "Thank you so much."; + mes "Find Poby."; + next; + mes "[Lero]"; + mes "Poby might in ^0000FFPalm Forest^000000."; + mes "The crop is best at the southern part of the forest."; + changequest 5035,5036; + close; + } else if (checkquest(5036) >= 0) { + emotion e_what; + mes "[Lero]"; + mes "Did you find Poby?"; + next; + mes "[Lero]"; + mes "... ... ..."; + next; + mes "[Lero]"; + mes "Oh, you haven't visited the east"; + mes "of ^0000FFPalm Forest^000000 yet. I'm pretty"; + mes "worried..."; + close; + } else if (checkquest(5037) >= 0) { + emotion e_what; + mes "[Lero]"; + mes "You're back... and... Poby..."; + mes "How is Poby?"; + next; + select("Pobu..."); + mes "[Lero]"; + mes "Ah! I didn't know that. I always"; + mes "tell Poby '^0000FFKemarau setahun rusak sehari.'^000000"; + next; + mes "[Lero]"; + mes "He climbed the tree without any"; + mes "safety equipment, so he might've"; + mes "fallen down and gotten injured."; + next; + mes "[Lero]"; + mes "Hmm... Sorry I couln't get the"; + mes "Palm Oil right now."; + next; + mes "[Lero]"; + mes "Will you deliver the message to"; + mes "Mr. Memo that it is impossible"; + mes "to get the oil due do to a"; + mes "lack of ingredients?"; + mes "No artisans can create anything"; + mes "without ingredients."; + next; + select("Why don't I get the ingredients?"); + mes "[Lero]"; + mes "Ah, that can be a good way, but it"; + mes "will be hard to gather nuts as a starter."; + next; + mes "[Lero]"; + mes "Hmm!!!"; + mes "I have a good idea."; + next; + mes "[Lero]"; + mes "You can ask Poby about the best"; + mes "method of gathering nuts where you"; + mes "met him in forest. He should be"; + mes "able to teach you the technique."; + changequest 5037,5038; + next; + mes "[Lero]"; + mes "Although he is lazy and rather"; + mes "careless, he is the best worker."; + close; + } else if (checkquest(5038) >= 0) { + mes "[Lero]"; + mes "You can ask Poby about the best"; + mes "method of gathering nuts where you"; + mes "met him in forest. He should be"; + mes "able to tell you the technique."; + next; + mes "[Lero]"; + mes "Although he is lazy and rather"; + mes "careless, he is the best worker."; + close; + } else if (checkquest(5039) >= 0) { + if(countitem(6402) > 59) { + mes "[Lero]"; + mes "One two three four,...."; + next; + mes "[Lero]"; + mes "60 pieces of nuts, exactly. I will"; + mes "press the oil right now."; + next; + emotion e_sry; + mes "[Lero]"; + mes "It takes sometime, so go back to"; + mes "Mr. Memo and tell him the"; + mes "situation. Alse tell him that I'm"; + mes "sorry for the delay."; + delitem 6402,60; + changequest 5039,5040; + close; + } + mes "[Lero]"; + mes "Did you gather the nuts already?"; + next; + mes "[Lero]"; + mes "One, two...."; + next; + mes "[Lero]"; + mes "This isn't the number I ordered from Poby."; + next; + mes "[Lero]"; + mes "It's going to be difficult if it is"; + mes "delayed more, so hurry up and bring me ^FF000060^000000 ^0000FFPalm Oil Fruit^000000."; + close; + } else if (checkquest(5040) >= 0) { + mes "[Lero]"; + mes "It takes sometime, so go back to"; + mes "Mr. Memo and tell him the"; + mes "situation. Alse tell him that I'm"; + mes "sorry for the delay."; + close; + } else if (checkquest(5041) >= 0) { + mes "[Lero]"; + mes "You've come at the right time."; + mes "I just finished making the palm tree oil."; + next; + mes "[Lero]"; + mes "It is heavier than you might think,"; + mes "so be careful when carrying it."; + next; + emotion e_sry; + mes "[Lero]"; + mes "Oh, tell Mr. Memo that I'm sorry"; + mes "for the late delivery, and explain"; + mes "that it wasn't my fault."; + changequest 5041,5042; + getitem 6401,30; + close; + } else if (checkquest(5042) >= 0) { + mes "[Lero]"; + mes "It is heavier than you might think,"; + mes "so be careful when carrying it."; + next; + emotion e_sry; + mes "[Lero]"; + mes "Oh, tell Mr. Memo that I'm sorry"; + mes "for the late delivery, and explain"; + mes "that it wasn't my fault."; + close; + } + mes "[Lero]"; + mes "What's going on with Poby...?"; + mes "Why hasn't he come back...?"; + next; + mes "- Seems like he is waitting for someone -"; + close; + +L_Count: + mes "[Lero]"; + mes "One, two, three, four...."; + next; + mes "[Lero]"; + mes "Extracly "+getarg(0)+" pieces of oil palm"; + mes "nuts. Let you exchange them with oil right now."; + next; + mes "[Lero]"; + mes "As I told you before, it is"; + mes "heavier than you might think, so"; + mes "be careful when carrying this."; + delitem 6402, getarg(0); + getitem 6401, getarg(0)/2; + return; +} + +// NPC - Poby +//============================================================ + +dew_fild01,259,48,4 script Poby#dew_drink 538,{ + + if(dewata_oldman >= 2) { + mes "[Poby]"; + mes "Oh? ^FF0000" + strcharinfo(0) +"^000000, we meet again. What's going on?"; + next; + if(select("Why'd you come here?:I want to know how to get fruit.")==2) { + mes "[Memo]"; + mes "It is easy for a beginner like"; + mes "you. All you have to do is"; + mes "shake or kick the tree."; + next; + mes "[Memo]"; + mes "It might be dangerous, so you"; + mes "must always wear a ^0000FFSafety Helmet^000000."; + close; + } + mes "[Poby]"; + mes "I'm taking a walk because I think"; + mes "it will make my back ache less."; + close; + } + if (checkquest(5036) >= 0) { + emotion e_swt2; + mes "[Poby]"; + mes "Ah~ backache.."; + next; + select("Are you Poby?"); + mes "[Poby]"; + mes "Who are you?"; + next; + mes "[Poby]"; + mes "I don't know you, but"; + mes "are you a fan of mine?"; + mes "I'm Poby, the best fruit"; + mes "hunter in the Jaty tribe."; + next; + emotion e_what; + mes "[Poby]"; + mes "You're here for my autograph?"; + next; + select("Lero made me come here."); + mes "[Poby]"; + mes "Ah! Mr.Lero made you come here. I"; + mes "can't move because I hurt my back"; + mes "while climbing a tree."; + next; + emotion e_sob; + mes "[Poby]"; + mes "!#@$*&!@$&!@$%!$#*&!@#$"; + next; + mes "[Poby]"; + mes "And I've still never had a girlfriend..."; + next; + emotion e_sob; + mes "[Poby]"; + mes "!#@$*&!@$&!@$%!$#*&!@#$"; + next; + mes "[Poby]"; + mes "Ah! Sorry. Tell Mr. Lero that I'll"; + mes "go back if I can find a way to move."; + changequest 5036,5037; + next; + mes "[Poby]"; + mes "I can't move at all 'cuz of this backache..."; + close; + } else if (checkquest(5037) >= 0) { + mes "[Poby]"; + mes "Ah! Sorry. Tell Mr. Lero that I'll"; + mes "go back if I can find a way to move."; + next; + emotion e_swt2; + mes "[Poby]"; + mes "I can't move at all 'cuz of this backache..."; + close; + } else if (checkquest(5038) >= 0) { + emotion e_swt2; + mes "[Poby]"; + mes "Ah~ Backache.."; + next; + mes "[Poby]"; + mes "Oh!! You're-- Let me guess..."; + next; + emotion e_dots; + mes "[Poby]"; + mes "... ... ... ..."; + next; + mes "[Poby]"; + mes "...you're back! You plan to"; + mes "catch ^0000FFPalm Oil Fruit^000000 instead of me, right?"; + next; + mes "[Poby]"; + mes "It is hard for beginners to catch"; + mes "the fruit like me. No, it's"; + mes "impossible."; + next; + mes "[Poby]"; + mes "Masters usually climb the tree to"; + mes "catch the fruit, but you're a"; + mes "beginner..."; + next; + mes "[Poby]"; + mes "It's easiest for beginners"; + mes "to shake or kick the tree."; + mes "It might be dangerous, so remember to wear a ^0000FFSafety Helmet^000000."; + changequest 5038,5039; + next; + emotion e_gasp; + mes "[Poby]"; + mes "Ok! Gather ^FF000060 ^0000FFPalm Oil Fruit^000000 and"; + mes "bring it to Mr. Lero."; + close; + } else if (checkquest(5039) >= 0) { + if(countitem(6402) > 59) { + mes "[Poby]"; + mes "You've got all the fruits."; + mes "Bring them to Mr. Lero."; + close; + } + mes "[Poby]"; + mes "It's easiest for beginners like"; + mes "you to shake or kick the tree."; + next; + mes "[Poby]"; + mes "It might be dangerous, so always"; + mes "wear a ^0000FFSafety Helmet^000000."; + next; + mes "[Poby]"; + mes "Gather ^FF000060 ^0000FFPalm Oil Fruit^000000 and"; + mes "bring it to Mr. Lero."; + close; + } + emotion e_sob; + mes "[Poby]"; + mes "Ah~ my freakin' back is killing me."; + close; +} + +// NPC - Tribal Chief Paiko +//============================================================ + +dew_in01,15,49,5 script Tribal Chief Paiko#dew_ 540,{ + set .@n$, "[Tribal Chief Paiko]"; + if(dewata_legend == 2) { + mes .@n$; + mes "I can see you are a traveler"; + mes "from another land."; + mes "What brings you here?"; + next; + if(select("I overheard the story by accident:I have nothing to say.")==2) { + mes .@n$; + mes "You are wasting your time here."; + mes "There are many other attractions"; + mes "around our village."; + close; + } + mes .@n$; + mes "What do you mean?"; + mes "You heard the story about the crown?"; + mes "You must have heard incorrectly."; + mes "I have nothing to say to you"; + mes "regarding such things."; + next; + select("Kasyapa was talking about a crown..."); + mes .@n$; + mes "It seems that ^0000FFKasyapa^000000 has told you"; + mes "a tall tale, and I appreciate your"; + mes "concern about our affairs."; + next; + mes .@n$; + mes "It's not something that a stranger"; + mes "like you could understand. Make"; + mes "like a tree, and get out of here."; + set dewata_legend,3; + close; + } else if(dewata_legend == 3) { + mes .@n$; + mes "There are many other attractions around our village."; + next; + mes .@n$; + mes "If it's about the crown, I want"; + mes "you to stop asking about it."; + mes "Please leave."; + close; + } else if(dewata_legend == 4) { + if (checkquest(9155) >= 0) { + if(countitem(6405) > 14) { + mes .@n$; + mes "Oh! You've found all of them."; + mes "Look! The feathers you have found"; + mes "are sparkling, aren't they?"; + mes "Alright, let me begin crafting"; + mes "the ^4AA02CJaty Crown^000000. I feel that"; + mes "I am ready."; + next; + specialeffect EF_MAPPILLAR3; + mes "- Suddenly, a large noise begins"; + mes "to boom as you and ^0000FFPaiko^000000 are"; + mes "surrounded by warm and bright"; + mes "sparkling energy like a thousand"; + mes "tinkling fireflies. -"; + changequest 9155,9156; + delitem 6405,15; + close; + } + mes .@n$; + mes "It seems that you have yet to find"; + mes "the materials to make the ^4AA02CJaty Crown^000000."; + next; + mes .@n$; + mes "The symbol of the Jaty Tribe is"; + mes "also a famous mystical creature."; + mes "Find ^FF000015 ^4AA02CCendrawasih Feathers^000000 and"; + mes "bring them to me."; + close; + } else if (checkquest(9156) >= 0) { + mes .@n$; + mes "With your help the ^4AA02CJaty Crown^000000 is"; + mes "coming along nicely."; + mes "It will take some time until the"; + mes "task is finished, so please wait a little."; + next; + mes .@n$; + mes "After the ^4AA02CJaty Crown^000000 is complete,"; + mes "there is a gift that I want to give"; + mes "to you."; + next; + mes .@n$; + mes "Ah, you should go see ^0000FFSage"; + mes "Kasyapa^000000, who really wants to"; + mes "reward you with something."; + changequest 9156,9157; + close; + } else if (checkquest(9157) >= 0) { + mes .@n$; + mes "Ah, you should go see ^0000FFSage"; + mes "Kasyapa^000000, who really wants to"; + mes "reward you with something."; + close; + } + mes .@n$; + mes "I've been waiting for you."; + mes "According to ^0000FFSage Kasyapa^000000,"; + mes "you are willing to help us make"; + mes "a crown for our tribe."; + next; + select("Crown-a-what's it?"); + mes .@n$; + mes "The tribe leader has the duty of"; + mes "making and protecting the ^4AA02CJaty"; + mes "Crown^000000 to uphold the tribe's pride"; + mes "and honor."; + next; + mes .@n$; + mes "But ever since I became the tribe"; + mes "leader, there have been difficulties"; + mes "making it."; + next; + mes "[Tribale Chief Paiko]"; + mes "According to ^0000FFSage Kasyapa^000000, you can"; + mes "help us create a ^4AA02CJaty Crown^000000."; + next; + mes .@n$; + mes "Do you think you can help?"; + mes "Your efforts will not go"; + mes "unrewarded."; + next; + if(select("I will help.:Sorry, I cannot help now.")==2) { + mes .@n$; + mes "That's really sad."; + mes "If you ever change"; + mes "your mind, please come again."; + mes "I will be waiting."; + close; + } + mes .@n$; + mes "Many thanks to you, stranger"; + mes "If Kasyapa trusts you, then I know"; + mes "that you can help us make a"; + mes "^4AA02CJaty Crown^000000."; + mes "What you can do to"; + mes "help us is very simple."; + next; + mes .@n$; + mes "The symbol of the Jaty Tribe is"; + mes "also a famous mystical creature."; + mes "Find ^FF000015 ^4AA02CCendrawasih Feathers^000000 and"; + mes "bring them to me."; + mes "Our faith is in you, stranger."; + setquest 9155; + close; + } else if(dewata_legend == 5) { + if (checkquest(9158) >= 0) { + L_Request: + mes .@n$; + mes "It seems that you haven't"; + mes "delivered the ^4AA02CSatay^000000 yet."; + if (checkquest(9158) >= 0) mes "Did you run into any problems?"; + else if (checkquest(9160) >= 0) mes "Is there something wrong?"; + else if (checkquest(9162) >= 0) mes "Anything happened?"; + else if (checkquest(9163) >= 0) mes "Anything go wrong?"; + next; + switch(select("I ate them all.:Who do I deliver this to...?:Nothing.")) { + case 1: + if (checkquest(9158) >= 0 || checkquest(9160) >= 0) { + mes .@n$; + mes "Huh... so you couldn't resist"; + mes "yourself, eh?"; + mes "Don't blame yourself too much. It"; + mes "is difficult resist the ^4AA02CSatay^000000's"; + mes "addicting aroma."; + } else if (checkquest(9162) >= 0 || checkquest(9164) >= 0) { + mes .@n$; + mes "I warned you not to give in"; + mes "to the sweet smells of the ^4AA02CSatay^000000."; + } + next; + mes .@n$; + mes "Our tribe is short on food"; + mes "supplies so we can't give out more"; + mes "of our ^4AA02CSatay^000000. But there's a rumor"; + mes "that the restaurant owner in"; + mes "Dewata Island is making and"; + mes "selling their own ^4AA02CSatay^000000."; + next; + mes .@n$; + mes "It is not as tasty as our tribe's"; + mes "recipe, but this is an urgent task."; + mes "Just find and deliver it."; + close; + case 2: + if (checkquest(9158) >= 0) { + mes .@n$; + mes "Our tribe warriors come to mind"; + mes "to deliver the food to share ^4AA02CSatay^000000"; + mes "with warriors in the village."; + } else if (checkquest(9160) >= 0) { + mes .@n$; + mes "The second person to deliver the"; + mes "^4AA02CSatay^000000 to is someone who stays"; + mes "across the river."; + next; + mes .@n$; + mes "That is the ^0000FFTribe Manager^000000."; + mes "Please deliver it to him before it cools down."; + } else if (checkquest(9162) >= 0) { + mes .@n$; + mes "The third person to deliver the"; + mes "^4AA02CSatay^000000 to is the ^0000FFGatekeeper"; + mes "of Krakatau Volcano^000000."; + mes "Please deliver it to him before it cools down."; + } else if (checkquest(9164) >= 0) { + mes .@n$; + mes "The last person to deliver the"; + mes "^4AA02CSatay^000000 to is the ^0000FFBorobudur"; + mes "Temple Manager^000000, who is in"; + mes "^C35817Dewata Island^000000."; + mes "Please deliver it to him before it cools down."; + } + close; + case 3: + mes .@n$; + mes "Alright! Deliver it right now!"; + close; + } + } else if (checkquest(9159) >= 0) { + mes .@n$; + mes "Ah, the next person whom I want"; + mes "the ^4AA02CSatay^000000 delivered to is someone"; + mes "who stays across from the river,"; + mes "the ^0000FFTribe Manager^000000."; + next; + mes .@n$; + mes "To this end, I will give you 2"; + mes "more servings of ^4AA02CSatay^000000."; + next; + mes .@n$; + mes "If you are attracted by the aroma"; + mes "of the ^4AA02CSatay^000000, you may eat one."; + mes "But if you eat more you won't be"; + mes "able to share ^4AA02CSatay^000000 with our friends."; + changequest 9159,9160; + getitem 11533,2; + close; + } + else if (checkquest(9160) >= 0) goto L_Request; + else if (checkquest(9161) >= 0) { + mes .@n$; + mes "Oh, you delivered it already?"; + mes "The third person to deliver the"; + mes "^4AA02CSatay^000000 to is the ^0000FFGatekeeper of Krakatau Volcano^000000."; + next; + mes .@n$; + mes "I'll give you 2 more servings"; + mes "of ^4AA02CSatay^000000 for this delivery."; + next; + mes .@n$; + mes "And just like before, don't give"; + mes "in to the smell and try not to eat the ^4AA02CSatay^000000."; + changequest 9161,9162; + getitem 11533,2; + close; + } + else if (checkquest(9162) >= 0) goto L_Request; + else if (checkquest(9163) >= 0) { + mes .@n$; + mes "Oh, you delivered it!"; + mes "Last person to deliver ^4AA02CSatay^000000 to is"; + mes "the ^0000FFBorobudur Temple Manager^000000, who is"; + mes "on ^C35817Dewata Island^000000."; + next; + mes .@n$; + mes "I will give you 2 more ^4AA02CSatay^000000."; + next; + mes .@n$; + mes "And just like before, don't give"; + mes "in to the smell and try not to eat the ^4AA02CSatay^000000."; + changequest 9163,9164; + getitem 11533,2; + close; + } + else if (checkquest(9164) >= 0) goto L_Request; + else if (checkquest(9165) >= 0) { + mes .@n$; + mes "Oh, you delivered it!"; + mes "You've done good work."; + mes "It has been a good time for"; + mes "all of us to share and enjoy"; + mes "this happy occasion together."; + mes "Thank you."; + next; + mes .@n$; + mes "While you were on the way back"; + mes "from delivering the ^4AA02CSatay^000000,"; + mes "the ^4AA02CJaty Crown^000000 has been made."; + mes "Its ambience and radiance make it a"; + mes "truly flawless crown."; + next; + mes .@n$; + mes "Also, you brought more than enough"; + mes "materials, so after making the ^4AA02CJaty"; + mes "Crown^000000 we were able to craft a"; + mes "similar one for you to keep."; + next; + mes .@n$; + mes "It's not the same as the original,"; + mes "but it has its own specialty. It is"; + mes "my reward to thank you for what you"; + mes "have done."; + next; + mes .@n$; + mes "Made with our tribe's secret"; + mes "marinade, try the ^4AA02CSatay^000000."; + mes "It was made with all our heart"; + mes "especially for you, but don't"; + mes "forget to share it with friends."; + next; + mes .@n$; + mes "You've done good work."; + mes "Whatever you do in the future, I"; + mes "wish for you to have a life which"; + mes "is full of fortune and joy"; + mes "As Chief of the ^C35817Jaty Tribe^000000, I wish"; + mes "you the best of luck!!"; + set dewata_legend,6; + erasequest 9165; + getitem 11533,5; + getitem 18520,1; + close; + } + mes .@n$; + mes "With your support I am not"; + mes "worried about creating the"; + mes "^4AA02CJaty Crown^000000. I really appreciate it."; + next; + mes .@n$; + mes "A delightful day like today should"; + mes "be celebrated. Don't you think?"; + mes "So I prepared to sample the"; + mes "special food of our tribe, called ^4AA02CSatay^000000."; + next; + mes .@n$; + mes "But, this ^4AA02CSatay^000000 is too tasty for"; + mes "just the two of us to share, so we"; + mes "would like to share it with people"; + mes "out in the village."; + next; + mes .@n$; + mes "What do you think?"; + mes "In order to share news that"; + mes "the ^4AA02CJaty Crown^000000 is being"; + mes "sucessfully crafted, and to share"; + mes "the delicious ^4AA02CSatay^000000 with our"; + mes "friends, I need your help."; + next; + mes .@n$; + mes "Are you up for a short delivery job?"; + next; + if(select("Of course, I can help:Sorry, I am too busy to help.")==2) { + mes .@n$; + mes "I believed you would definitely help me..."; + mes "It's a little disappointing."; + mes "If you ever change your mind"; + mes "come speak with me again."; + close; + } + mes .@n$; + mes "Oh!, I knew you'd help."; + mes "Our tribe's warriors come to my"; + mes "mind before we share with anyone else."; + mes "Please share ^4AA02CSatay^000000 with the"; + mes "warriors in the village."; + next; + mes .@n$; + mes "For the moment I will give you 2 ^4AA02CSatay^000000."; + next; + mes .@n$; + mes "You may be tempted by the aroma"; + mes "of our ^4AA02CSatay^000000, and you may eat one."; + mes "But if you eat more than that you won't"; + mes "be able to share the ^4AA02CSatay^000000"; + mes "with our village friends."; + setquest 9158; + getitem 11533,2; + close; + } else if(dewata_legend == 6) { + mes .@n$; + mes "You've done good work."; + mes "Whatever you do in the future, I"; + mes "wish for you to have a life which"; + mes "is full of fortune and joy."; + mes "As Chief of the ^C35817Jaty Tribe^000000, I wish"; + mes "you the best of luck!!"; + close; + } + mes .@n$; + mes "I am the leader of this ^0000FFPaiko^000000 tribe."; + close; +} + +// NPC - Sage Kasyapa +//============================================================ + +dew_in01,22,48,3 script Sage Kasyapa#dew_ 541,{ + + if(dewata_legend == 2 || dewata_legend == 3) { + mes "[Sage Kasyapa]"; + mes "Instead of talking to me, why"; + mes "don't you talk to our tribe's"; + mes "leader, ^0000FFChief Paiko^000000?"; + close; + } else if(dewata_legend == 4) { + if (checkquest(9155) >= 0) { + mes "[Sage Kasyapa]"; + mes "I heard you could help making"; + mes "a crown for our tribe leader."; + mes "You will certainly be a big"; + mes "help to us... I trust my"; + mes "own eyes and the"; + mes "sparking light..."; + next; + mes "[Sage Kasyapa]"; + mes "The symbol of the Dayak Tribe"; + mes "and a famous mystical creature."; + mes "Find ^FF000015 ^4AA02CCendrawasih Feathers^000000"; + mes "and bring them to ^0000FFChief Paiko^000000."; + close; + } else if (checkquest(9156) >= 0) { + mes "[Sage Kasyapa]"; + mes "With the feathers that you have"; + mes "brought, creating a ^4AA02CJaty Crown^000000 is"; + mes "going much more smoothly."; + mes "Go see ^0000FFChief Paiko^000000."; + close; + } else if (checkquest(9157) >= 0) { + mes "[Sage Kasyapa]"; + mes "There is something"; + mes "I wish to give to you"; + mes "as a reward for your help."; + mes "Please, it would honor us if you would take it."; + next; + specialeffect2 EF_PNEUMA; + mes "[Sage Kasyapa]"; + mes "The reason I asked you to embark"; + mes "on this important mission is"; + mes "because of this feather."; + mes "Handed down from generation to"; + mes "generation, the legendary origin of"; + mes "the crown is this feather..."; + next; + mes "[Sage Kasyapa]"; + mes "I saw this feather begin to shine"; + mes "when you came here."; + mes "I knew you were a person who"; + mes "would endeavour to help us."; + mes "On behalf of my people,"; + mes "I give my thanks."; + next; + mes "[Sage Kasyapa]"; + mes "Also, the feather you received"; + mes "isn't just valuable on it's own,"; + mes "it also is an acknowledgment from our tribe."; + next; + mes "[Sage Kasyapa]"; + mes "Like ^C35817Krakatau Volcano^000000, when you"; + mes "venture into dangerous areas like"; + mes "that, if you display this feather,"; + mes "you can get help from the tribe."; + mes "Anyway, I really thank you."; + set dewata_legend,5; + erasequest 9157; + getitem 6406,1; + close; + } + mes "[Sage Kasyapa]"; + mes "I've been waiting for you."; + mes "Our tribe's leader has a favor"; + mes "to ask of you."; + mes "Please talk to ^0000FFChief Paiko^000000."; + close; + } else if(dewata_legend >= 5) { + mes "[Sage Kasyapa]"; + mes "Also, the feather you received"; + mes "isn't just valuable on it's own,"; + mes "it also is an acknowledgment from our tribe."; + next; + mes "[Sage Kasyapa]"; + mes "Like ^C35817Krakatau Volcano^000000, when you"; + mes "venture into dangerous areas like"; + mes "that, if you display this feather"; + mes "you can get help from the tribe."; + mes "Anyway, I really thank you."; + close; + } + mes "[Sage Kasyapa]"; + mes "Your earnest expression tells me"; + mes "that you have something to say"; + mes "you might as well tell me what it is."; + next; + if(select("I overheard talk about a crown...:Just looking for the gift shop.")==2) { + emotion e_hmm,0,"Tribal Chief Paiko#dew_"; + mes .@n$; + mes "Really?"; + mes "It looked as if your eyes"; + mes "wanted to say something."; + close; + } + mes "[Sage Kasyapa]"; + mes "Oh, you heard about the crown, eh?"; + mes "Ah, this old man's got loose lips."; + mes "We should have used a little more"; + mes "discretion..."; + next; + select("Anything I can do to help?"); + mes "[Sage Kasyapa]"; + mes "I can see in your eyes"; + mes "that you are a trustworthy sort... but..."; + next; + specialeffect EF_PNEUMA; + mes "- There is a brief twinkling"; + mes "of light. All of a sudden ^0000FFKasyapa^000000"; + mes "seems taken aback. -"; + next; + mes "[Sage Kasyapa]"; + mes "Ah, the feather......!"; + mes "Instead of talking to me, why don't"; + mes "you talk to our tribe's leader,"; + mes "^0000FFPaiko^000000?"; + set dewata_legend,2; + close; +} + +// NPC - Palm Tree +//============================================================ + +- script Palm Tree -1,{ + + if (checkquest(5039) >= 0 || checkquest(5046) >= 0 || checkquest(5048) >= 0 || checkquest(5050) >= 0) { + if ((checkquest(5039) >= 0) && countitem(6402) > 59 || (checkquest(5046) >= 0 && countitem(6402) > 19) || (checkquest(5048) >= 0 && countitem(6402) > 29) || (checkquest(5050) >= 0 && countitem(6402) > 39)) { + mes "- The palm tree denies your greedy hands. -"; + close; + } + mes "There's palm tree."; + mes "You can kick or shake it."; + mes "What do you want to do?"; + next; + switch(select("Shake the tree:Kick the tree")) { + case 1: + specialeffect EF_HITLINE2; + mes "You shake the palm tree."; + next; + mes "... ... ..."; + next; + set .@palm_rand,rand(1,20); + if (.@palm_rand > 0 && .@palm_rand < 5) { + set .@pstone,rand(1,3); + if (.@pstone == 1) { + mes "As you shake the palm tree like a"; + mes "polaroid picture..."; + mes "a ^FF0000stone^000000 falls out."; + } else if (.@pstone == 2) { + mes "As you shake the palm tree"; + mes "enough to move its branchs..."; + mes "a ^FF0000Stone^000000 falls out."; + } else if (.@pstone == 3) { + mes "As you shake the palm tree like"; + mes "a crazed Alchemist..."; + mes "a ^FF0000Stone^000000 falls out."; + } + getitem 7049,1; + } else if (.@palm_rand == 13 || .@palm_rand == 12) { + if(getequipid(EQI_HEAD_TOP) == 5009) { + mes "- Something smashes down on your"; + mes "head, right where that soft spot"; + mes "is, but it's ok, you're safe!"; + mes "'cuz you already equipped ^0000FFSafety Helmet^000000. -"; + close2; + specialeffect EF_BASH; + initnpctimer; + disablenpc "Palm Tree#"+strnpcinfo(2); + end; + } + mes "As you shake the palm tree with"; + mes "wreckless abandon..."; + mes "something smashes down on your"; + mes "head, right where that soft spot"; + mes "is, $#*@! that's a one in a million shot."; + close2; + initnpctimer; + disablenpc "Palm Tree#"+strnpcinfo(2); + warp "dew_fild01",371,211; + percentheal -10,0; + end; + } else if (.@palm_rand >= 5 && .@palm_rand < 9) { + set .@pleaf,rand(1,3); + if (.@pleaf == 1) { + mes "As you shake the palm tree like a"; + mes "salt shaker..."; + mes "a ^FF0000Great Leaf^000000 falls out."; + } else if (.@pleaf == 2) { + mes "As you shake the palm tree with"; + mes "furious violence..."; + mes "a ^FF0000Great Leaf^000000 falls out."; + } else if (.@pleaf == 3) { + mes "As you shake the palm tree"; + mes "enough to move its branchs..."; + mes "a ^FF0000Great Leaf^000000 falls out."; + } + getitem 7198,1; + } else if (.@palm_rand >= 9 && .@palm_rand < 12) { + set .@pfruit,rand(1,6); + if (.@pfruit == 1) { + mes "Once shaking a palm tree"; + mes "an ^0000FFOil Palm Fruit^000000 falls out."; + mes "- Fell in a Hurly-Burly.. -"; + mes "- Fell in a Hurly-Burly.. -"; + } else if (.@pfruit == 2) { + mes "As you shake the palm tree with"; + mes "all of your strength..."; + mes "tons of ^0000FFOil Palm Fruit^000000 crashes down from the tree."; + } else if (.@pfruit == 3) { + mes "As you shake the palm tree like"; + mes "a disobedient child..."; + mes "an ^0000FFOil Palm Fruit^000000 falls out."; + } else if (.@pfruit == 4) { + mes "As you shake the palm tree"; + mes "enough to move its branchs..."; + mes "an ^0000FFOil Palm Fruit^000000 falls out."; + } else if (.@pfruit == 5) { + mes "Once shaking a palm tree"; + mes "an ^0000FFOil Palm Fruit^000000 falls out."; + } else if (.@pfruit == 6) { + mes "As you shake the palm tree like"; + mes "a crazed Alchemist..."; + mes "an ^0000FFOil Palm Fruit^000000 falls out."; + } + getitem 6402,rand(1,5); + } else if (.@palm_rand > 13 && .@palm_rand < 17) { + set .@pworm,rand(1,3); + if (.@pworm == 1){ + mes "As you shake the palm tree like"; + mes "a disobedient child..."; + mes "a ^FF0000Worm Peeling^000000 falls out"; + } else if (.@pworm == 2) { + mes "As you shake the palm tree like"; + mes "a crazed Alchemist..."; + mes "a ^FF0000Worm Peeling^000000 falls out."; + } else if (.@pworm == 3) { + mes "As you shake the palm tree with"; + mes "all of your strength..."; + mes "tons of ^FF0000Worm Peeling^000000 crashes down from the tree."; + } + getitem 955,1; + } else if (.@palm_rand >= 17 && .@palm_rand <= 19) { + set .@pnothing,rand(1,3); + if (.@pnothing == 1) { + mes "As you shake the palm tree like"; + mes "a crazed Alchemist..."; + mes "but nothing happens."; + } else if (.@pnothing == 2) { + mes "As you shake the palm tree"; + mes "with wreckless abandon..."; + mes "but nothing happens."; + } else if (.@pnothing == 3) { + mes "As you shake the palm tree"; + mes "enough to move its branchs..."; + mes "but nothing happens."; + } + } + close2; + specialeffect EF_BASH; + initnpctimer; + disablenpc "Palm Tree#"+strnpcinfo(2); + end; + case 2: + specialeffect EF_BASH; + mes "You kick the palm tree swiftly with"; + mes "all your might."; + next; + mes "... ... ..."; + next; + set .@palm_rand,rand(1,20); + if (.@palm_rand > 0 && .@palm_rand < 5) { + set .@pstone,rand(1,3); + if (.@pstone == 1) { + mes "As you give the palm tree"; + mes "a big boot..."; + mes "a ^FF0000Stone^000000 falls out."; + } else if (.@pstone == 2) { + mes "As you give the palm tree"; + mes "a strong kick like a scorned"; + mes "woman..."; + mes "a ^FF0000stone^000000 falls out."; + } else if (.@pstone == 3) { + mes "As you give the palm tree"; + mes "a good'ole football punt..."; + mes "a ^FF0000stone^000000 falls out."; + } + getitem 7049,1; + } else if (.@palm_rand == 13 || .@palm_rand == 12) { + if(getequipid(EQI_HEAD_TOP) == 5009) { + mes "- Something smashes down on your"; + mes "head, right where that soft spot"; + mes "is, but it's ok, you're safe!"; + mes "'cuz you already equipped ^0000FFSafety Helmet^000000. -"; + close2; + specialeffect EF_BASH; + initnpctimer; + disablenpc "Palm Tree#"+strnpcinfo(2); + end; + } + mes "As you shake the palm tree with"; + mes "wreckless abandon..."; + mes "something smashes down on your"; + mes "head, right where that soft spot"; + mes "is, $#*@! that's a one in a million shot."; + close2; + initnpctimer; + disablenpc "Palm Tree#"+strnpcinfo(2); + warp "dew_fild01",371,211; + percentheal -10,0; + end; + } else if (.@palm_rand >= 5 && .@palm_rand < 9) { + set .@pleaf,rand(1,3); + if (.@pleaf == 1) { + mes "Once kicking a palm tree"; + mes "with all power"; + mes "a ^FF0000Great Leaf^000000 falls out."; + } else if (.@pleaf == 2) { + mes "As you give the palm tree"; + mes "a good'ole football punt..."; + mes "a ^FF0000Great Leaf^000000 falls out."; + } else if (.@pleaf == 3) { + mes "As you give the palm tree"; + mes "a quick kick to it's"; + mes "proverbial shin..."; + mes "a ^FF0000Great Leaf^000000 falls out."; + } + getitem 7198,1; + } else if (.@palm_rand >= 9 && .@palm_rand < 12) { + set .@pfruit,rand(1,6); + if (.@pfruit == 1) { + mes "Once kicking a palm tree"; + mes "with all power..."; + mes "an ^0000FFOil Palm Tree^000000 falls out."; + mes "- Fell in a Hurly-Burly.. -"; + mes "- Fell in a Hurly-Burly.. -"; + } else if (.@pfruit == 2) { + mes "As you give the palm tree"; + mes "a quick kick to it's"; + mes "proverbial shin..."; + mes "an ^0000FFOil Palm Fruit^000000 falls out."; + } else if (.@pfruit == 3) { + mes "As you give the palm tree"; + mes "a good 'ole punt..."; + mes "tons of ^0000FFOil Palm Fruit^000000 crashs down"; + mes "from the tree."; + } else if (.@pfruit == 4) { + mes "As you give the palm tree"; + mes "a chuck norris kick..."; + mes "an ^0000FFOil Palm Fruit^000000 falls out."; + } else if (.@pfruit == 5) { + mes "As you give the palm tree"; + mes "a strong dropkick..."; + mes "tons of ^0000FFOil Palm Fruit^000000 crashs down"; + mes "from the tree."; + } else if (.@pfruit == 6) { + mes "As you give the palm tree"; + mes "a good'ole football punt..."; + mes "an ^0000FFOil Palm Fruit^000000 falls out."; + } + getitem 6402,rand(1,5); + } else if (.@palm_rand > 13 && .@palm_rand < 17) { + set .@pworm,rand(1,3); + if (.@pworm == 1) { + mes "As you give the palm tree"; + mes "a strong dropkick..."; + mes "a ^FF0000Worm Peeling^000000 falls out"; + } else if (.@pworm == 2) { + mes "Once kicking a palm tree"; + mes "with all power..."; + mes "a ^FF0000Worm Peeling^000000 falls out."; + } else if (.@pworm == 3) { + mes "As you give the palm tree"; + mes "a chuck norris kick..."; + mes "tons of ^FF0000Worm Peeling^000000 crashes down from the tree."; + } + getitem 955,1; + } else if (.@palm_rand >= 17 && .@palm_rand <= 19) { + set .@pnothing,rand(1,3); + if (.@pnothing == 1) { + mes "As you give the palm tree"; + mes "a good'ole roundhouse..."; + mes "but nothing happens."; + } else if (.@pnothing == 2) { + mes "As you give the palm tree"; + mes "a strong kick like a scormed"; + mes "woman..."; + mes "but nothing happens."; + } else if (.@pnothing == 3) { + mes "As you give the palm tree"; + mes "a thunderous kick..."; + mes "but nothing happens."; + } + } + close2; + specialeffect EF_BASH; + initnpctimer; + disablenpc "Palm Tree#"+strnpcinfo(2); + end; + } + } else { + mes "- There's a palm tree facing the cool wind. -"; + close; + } + end; + +OnTimer60000: + enablenpc "Palm Tree#"+strnpcinfo(2); + stopnpctimer; + end; +} +dew_fild01,209,201,0 duplicate(Palm Tree) Palm Tree#drink01 844 +dew_fild01,338,121,0 duplicate(Palm Tree) Palm Tree#drink02 844 +dew_fild01,247,62,0 duplicate(Palm Tree) Palm Tree#drink03 844 +dew_fild01,358,136,0 duplicate(Palm Tree) Palm Tree#drink04 844 +dew_fild01,276,73,0 duplicate(Palm Tree) Palm Tree#drink05 844 +dew_fild01,326,147,0 duplicate(Palm Tree) Palm Tree#drink06 844 +dew_fild01,278,63,0 duplicate(Palm Tree) Palm Tree#drink07 844 +dew_fild01,334,107,0 duplicate(Palm Tree) Palm Tree#drink08 844 +dew_fild01,301,88,0 duplicate(Palm Tree) Palm Tree#drink09 844 +dew_fild01,307,146,0 duplicate(Palm Tree) Palm Tree#drink10 844 +dew_fild01,314,72,0 duplicate(Palm Tree) Palm Tree#drink11 844 +dew_fild01,325,159,0 duplicate(Palm Tree) Palm Tree#drink12 844 +dew_fild01,320,68,0 duplicate(Palm Tree) Palm Tree#drink13 844 +dew_fild01,339,163,0 duplicate(Palm Tree) Palm Tree#drink14 844 +dew_fild01,345,88,0 duplicate(Palm Tree) Palm Tree#drink15 844 +dew_fild01,346,193,0 duplicate(Palm Tree) Palm Tree#drink16 844 +dew_fild01,344,71,0 duplicate(Palm Tree) Palm Tree#drink17 844 +dew_fild01,355,193,0 duplicate(Palm Tree) Palm Tree#drink18 844 +dew_fild01,358,93,0 duplicate(Palm Tree) Palm Tree#drink19 844 +dew_fild01,341,261,0 duplicate(Palm Tree) Palm Tree#drink20 844 +dew_fild01,70,196,0 duplicate(Palm Tree) Palm Tree#drink21 844 +dew_fild01,363,219,0 duplicate(Palm Tree) Palm Tree#drink22 844 +dew_fild01,289,302,0 duplicate(Palm Tree) Palm Tree#drink23 844 +dew_fild01,97,145,0 duplicate(Palm Tree) Palm Tree#drink24 844 +dew_fild01,299,107,0 duplicate(Palm Tree) Palm Tree#drink25 844 +dew_fild01,206,99,0 duplicate(Palm Tree) Palm Tree#drink26 844 +dew_fild01,355,113,0 duplicate(Palm Tree) Palm Tree#drink27 844 +dew_fild01,188,72,0 duplicate(Palm Tree) Palm Tree#drink28 844 +dew_fild01,278,136,0 duplicate(Palm Tree) Palm Tree#drink29 844 +dew_fild01,238,80,0 duplicate(Palm Tree) Palm Tree#drink30 844 +dew_fild01,258,128,0 duplicate(Palm Tree) Palm Tree#drink31 844 +dew_fild01,252,97,0 duplicate(Palm Tree) Palm Tree#drink32 844 +dew_fild01,240,125,0 duplicate(Palm Tree) Palm Tree#drink33 844 +dew_fild01,256,98,0 duplicate(Palm Tree) Palm Tree#drink34 844 +dew_fild01,225,117,0 duplicate(Palm Tree) Palm Tree#drink35 844 +dew_fild01,119,42,0 duplicate(Palm Tree) Palm Tree#drink36 844 +dew_fild01,219,121,0 duplicate(Palm Tree) Palm Tree#drink37 844 +dew_fild01,279,93,0 duplicate(Palm Tree) Palm Tree#drink38 844 +dew_fild01,209,137,0 duplicate(Palm Tree) Palm Tree#drink39 844 +dew_fild01,206,156,0 duplicate(Palm Tree) Palm Tree#drink40 844 + +// NPC - Hideouts +//============================================================ + +dew_fild01,57,273,0 script #hideout 45,1,1,{ + if(dewata_legend >= 1) { + warp "dew_in01",16,34; + end; + } + mes "- You hear a faint conversation going on inside -"; + next; + mes "[Tribal Chief Paiko]"; + mes "Once again, I have failed to"; + mes "make the ^E66C2CJaty Crown^000000..."; + mes "I was sure that I could do it this time."; + mes "Why won't it work?"; + next; + mes "[Sage Kasyapa]"; + mes "The ^4AA02CJaty Crown^000000 has been known to"; + mes "have miraculous power since the"; + mes "time of the ancients."; + mes "But it's been said that only those"; + mes "who've earned a tribal honor"; + mes "would be able to use it."; + next; + mes "[Tribal Chief Paiko]"; + mes "^0000FFKasyapa^000000!!"; + mes "Are you saying that even though I"; + mes "am the leader of our tribe, I have"; + mes "not yet received that honor?"; + next; + mes "[Sage Kasyapa]"; + mes "Calm down, ^0000FFChief Paiko^000000..."; + mes "As the Great and Powerful Chief,"; + mes "you should be more than enough to qualify."; + next; + mes "[Sage Kasyapa]"; + mes "In my younger years I could have"; + mes "easily solved the problem, but this"; + mes "old man's mind cannot figure out"; + mes "what's missing."; + next; + mes "- The conversation trails off and"; + mes "you don't hear anymore. -"; + set dewata_legend,1; + close; +} + +dew_in01,16,31,0 script #hidein 45,1,1,{ + if(dewata_legend != 3) { + warp "dew_fild01",60,273; + end; + } + mes "- Kasyapa and Chief Paiko begin"; + mes "talking as you are about to"; + mes "leave... -"; + next; + mes "[Sage Kasyapa]"; + mes "I am unsure of what is missing, but"; + mes "that traveler could be a big help in"; + mes "creating the ^4AA02CJaty Crown^000000."; + mes "Of this I am certain."; + mes "The reason is..."; + next; + mes "[Tribal Chief Paiko]"; + mes "What is the reason?"; + next; + mes "[Sage Kasyapa]"; + mes "This ^E56717Cendrawasih Feather^000000 was owned"; + mes "by our first tribe leader when the"; + mes "crown was originally created."; + mes "It was stored as a treasured"; + mes "heirloom of our tribe."; + next; + mes "[Sage Kasyapa]"; + mes "But when the traveler came near,"; + mes "this feather started to shine, and"; + mes "I kept thinking that this is not"; + mes "just a coincidence"; + mes "This person will be the key to"; + mes "assisting us to make the crown."; + next; + mes "[Tribal Chief Paiko]"; + mes "Could it happen for sure?"; + mes "If so, I will give everything"; + mes "to support them..."; + set dewata_legend,4; + close; +} + +// NPC - Mastersmith Gatti +//============================================================ + +dew_fild01,127,240,4 script Gatti#weapon 813,{ + if (checkquest(5052) >= 0) { + mes "[Gatti]"; + mes "Were you recognized by the natives?"; + next; + mes "[Gatti]"; + mes "... ... ..."; + next; + if (dewata_legend >= 5) { + mes "[Gatti]"; + mes "Oh yes! Finally."; + mes "You also possess a strong energy."; + mes "Did you finally get the recognition from natives?"; + next; + select("Yes."); + mes "[Gatti]"; + mes "Oh! Just as I expected!"; + mes "I was so lucky to meet you."; + mes "Everything is going so well."; + next; + mes "[Gatti]"; + mes "I know I have no right to ask"; + mes "you for this, but a meeting like"; + mes "this is destiny..."; + next; + mes "[Gatti]"; + mes "- Gatti mumbles. -"; + next; + mes "[Gatti]"; + mes "The weapon material that I so"; + mes "longed for is ^0000FFComodo Leather^000000."; + mes "Please get me 100 of them."; + next; + mes "[Gatti]"; + mes "I'm so eager to make the weapon in"; + mes "the weapon blueprint."; + next; + mes "[Gatti]"; + mes "Please, before my passion fades out."; + next; + mes "[Gatti]"; + mes "Oh! And the Comodo Dragon is a very"; + mes "powerful monster, so please be careful."; + changequest 5052,5053; + close; + } + mes "[Gatti]"; + mes "Not yet, I guess. I'm asking around"; + mes "everywhere, but I couldn't find a"; + mes "way to get recognition from natives."; + mes "I don't know when I can finish"; + mes "making this weapon."; + next; + mes "[Gatti]"; + mes "If you get recognition before"; + mes "me, please DON'T forget to visit"; + mes "me."; + close; + } else if (checkquest(5053) >= 0) { + if (countitem(6403) > 99) { + mes "[Gatti]"; + mes "By the looks of your walk, you must"; + mes "have brought me 100 Comodo Leather. Hand it over to me."; + next; + mes "- Gatti takes the Comodo Leather from you. -"; + erasequest 5053; + set dewata_gatti,2; + delitem 6403,100; + close; + } + mes "[Gatti]"; + mes "Please be careful. The Comodo"; + mes "Dragon is very powerful monster."; + mes "And don't forget to bring me 100"; + mes "Comodo Leather on your"; + mes "way back."; + close; + } + if (dewata_gatti == 0) { + mes "[Gatti]"; + mes "Hey there, young man~ Are you from here?"; + next; + select("No, I'm not."); + mes "[Gatti]"; + mes "I'd like to ask you a question."; + mes "Where is this place?"; + next; + mes "- He seems to be asking for the"; + mes "Island name. -"; + next; + input .@dewataname$; + if (.@dewataname$ != "Dewata Island") { + mes "[Gatti]"; + mes "Is that so... "+.@dewataname$+"? "+.@dewataname$+"... "+.@dewataname$+"..."; + mes ""+.@dewataname$+"..."; + next; + mes "- The old man gave a deep sign of resignation and countinued speaking. -"; + next; + mes "[Gatti]"; + mes "Damn... My plan is ruined. I"; + mes "invested all my fortunes to get"; + mes "there, but I failed. I can't do"; + mes "anything now, my boat has been"; + mes "wrecked."; + next; + mes "- The old man starts to cry. -"; + mes "- Feeling awkward, you quickly leave. -"; + close; + } + mes "[Gatti]"; + mes "This is Dewata Island? You're sure"; + mes "this is Dewata Island?"; + next; + mes "[Gatti]"; + mes "Hahahahahahahahaha...!!!"; + next; + mes "- The old man started to laugh"; + mes "like a crazy person after"; + mes "hearing the name of the island."; + mes "You decide to ask a little bit later. -"; + set dewata_gatti,1; + close; + } else if (dewata_gatti == 1) { + select("Well, sir..."); + mes "[Gatti]"; + mes "Cough... cough..."; + next; + mes "[Gatti]"; + mes "Oh... Sorry~ Sorry. I was so happy"; + mes "that I finally arrived at Dewata"; + mes "Island."; + next; + mes "[Gatti]"; + mes "This is not a short story. Oh! I"; + mes "have to introduce myself first. I"; + mes "am Mastersmith Gatti, also an"; + mes "Adventurer."; + next; + mes "[Gatti]"; + mes "I found a mysterious weapon"; + mes "blueprint, but I don't remember"; + mes "exactly when I acquired it."; + next; + select("Weapon blueprint...?"); + mes "[Gatti]"; + mes "Yes! I traveled all around to find"; + mes "the materials for the weapon, but..."; + next; + select("But what?"); + mes "[Gatti]"; + mes "I couldn't find the last material anywhere."; + next; + mes "[Gatti]"; + mes "It was about to give up, but there"; + mes "was some fine print on the"; + mes "blueprint saying that it could be"; + mes "found on Dewata Island."; + next; + mes "[Gatti]"; + mes "I don't know why somebody put such"; + mes "an important thing in fine print."; + mes "Anyway, after reading that, I"; + mes "invested all my fortunes to find"; + mes "that Island."; + next; + select("Oh... Is that so?"); + mes "[Gatti]"; + mes "This island is strange. I arrived"; + mes "here a week ago, and everybody here"; + mes "has been avoiding me."; + next; + mes "[Gatti]"; + mes "Last week was so hard, but you"; + mes "saved me by telling me this is"; + mes "Dewata Island."; + mes "Thank you for telling me, and"; + mes "thank you for passing here at"; + mes "just the right time."; + next; + select("Uh... No problem."); + mes "[Gatti]"; + mes "Well... There was a little problem"; + mes "of my ship getting wrecked, but"; + mes "that's neither here nor there."; + next; + mes "[Gatti]"; + mes "Now that I found out this is"; + mes "Dewata Island, I should find"; + mes "the material for this great weapon."; + next; + mes "[Gatti]"; + mes "... ... ... ..."; + next; + mes "[Gatti]"; + mes "Ah! The material that I am looking"; + mes "for is ^FF0000Comodo Leather^000000."; + next; + select("^FF0000Comodo Leather?^000000"); + mes "[Gatti]"; + mes "Yes. In the blueprint, it's"; + mes "written that only a few"; + mes "of the Dewata Natives are"; + mes "worthy enough to fight"; + mes "against the Comodo Dragon."; + next; + mes "[Gatti]"; + mes "In order to fight the Comodo"; + mes "Dragon, you have to get recognized"; + mes "by the natives. I assume it'll be"; + mes "hard to get the recognition."; + next; + select("Of course, it must be..."); + mes "[Gatti]"; + mes "Let me ask you a favor."; + mes "If you get the recognition first,"; + mes "please don't forget to visit me."; + setquest 5052; + close; + } else if (dewata_gatti == 2) { + mes "[Gatti]"; + mes "Oh~ Look at this. How resilient.. So soft."; + next; + mes "[Gatti]"; + mes "Comodo Leather is the best material ever."; + next; + mes "[Gatti]"; + mes "Hmm... Like this?"; + next; + mes "[Gatti]"; + mes "Or like this? Yes! This is the way!"; + next; + mes "- Mastersmith Gatti enjoys"; + mes "processing the Leathers you've"; + mes "brought to make the weapon. -"; + mes "- You should wait a little while. -"; + set dewata_gatti,3; + close; + } else if (dewata_gatti == 3) { + if (checkquest(5054) >= 0) { + mes "[Gatti]"; + mes "You brought all the material already?"; + mes "You were also curious about the finished weapon? Haha."; + next; + mes "[Gatti]"; + mes ".... .... ...."; + next; + if (countitem(6403)>99 && countitem(999)>19 && countitem(984)>9 && countitem(6404)) { + mes "[Gatti]"; + mes "Great, we have enough. Wait a little."; + next; + specialeffect EF_REFINEOK; + mes "[Gatti]"; + mes "I finished making the weapon. This"; + mes "is called ^FF0000Keris^000000, according to the blueprint."; + next; + mes "[Gatti]"; + mes "I keep finding new stuff when I"; + mes "lay my eyes on this blueprint."; + next; + mes "[Gatti]"; + mes "I've learned how to make the"; + mes "weapon, so ask me anytime if you need it."; + set dewata_gatti,4; + getitem 13067,1; + delitem 6403,100; + delitem 999,20; + delitem 984,10; + delitem 6404,1; + erasequest 5054; + close; + } + mes "[Gatti]"; + mes "Hmm... I need more of those."; + mes "If my ship didn't get wrecked."; + mes "I could made it on my own, but..."; + next; + mes "- Gatti mumbles to himself. -"; + next; + mes "[Gatti]"; + mes "100 Comodo Leather, 20 Steel,"; + mes "and 10 Oridecon are what I need."; + next; + mes "[Gatti]"; + mes "If you bring them all,"; + mes "I'll make the best weapon ever."; + close; + } + select("Well... Gatti?"); + mes "[Gatti]"; + mes "Oh! Sorry, sorry! This leather is"; + mes "so interesting."; + next; + mes "[Gatti]"; + mes "I made a hilt out of the leather you brought me."; + next; + mes "[Gatti]"; + mes ".... .... .... ...."; + next; + select("Hilt?"); + mes "[Gatti]"; + mes "You don't know what a hilt is?"; + mes "That's what you call the handle of a weapon."; + next; + mes "- Gatti shows a thing that looks like the handle of a weapon. -"; + next; + mes "[Gatti]"; + mes "I tried making it like what's"; + mes "written in the blueprint, but"; + mes "I need more material."; + next; + select("Really?"); + mes "[Gatti]"; + mes ".... .... .... ...."; + next; + mes "[Gatti]"; + mes "Yes... To be frank with you,"; + mes "I ruined a lot of them trying"; + mes "different things."; + next; + mes "[Gatti]"; + mes "I know this is alot to ask,"; + mes "but can you get me 100 more"; + mes "Comodo Leather, 20 Steel, and 10 Oridecon?"; + next; + mes "[Gatti]"; + mes "I'll make you a best weapon ever."; + next; + mes "[Gatti]"; + mes "Oh! I almost forgot. Don't forget"; + mes "to bring the hilt that I just made you."; + next; + mes "[Gatti]"; + mes "A weapon must have a handle."; + getitem 6404,1; + setquest 5054; + close; + } else if (dewata_gatti >= 4) { + mes "[Gatti]"; + mes "You're ^FF0000"+strcharinfo(0)+"^000000?"; + mes "So, how's the Keris that I made it for you?"; + next; + switch(select("It's great!:I need another Keris.:Can I make it stronger?")) { + case 1: + mes "[Gatti]"; + mes "Yes, yes of course it's great."; + mes "I made that weapon so it must be good."; + close; + case 2: + if (countitem(6404) == 1) { + if (countitem(6403)>69 && countitem(999)>19 && countitem(984)>9) { + mes "[Gatti]"; + mes "You have all materials."; + mes "Wait just a little."; + next; + specialeffect EF_REFINEOK; + mes "[Gatti]"; + mes "Here is the Keris! Ask me anytime."; + getitem 13067,1; + delitem 6404,1; + delitem 6403,70; + delitem 999,20; + delitem 984,10; + close; + } + mes "[Gatti]"; + mes "You only have a Hilt. You'll need"; + mes "to bring me 10 Oridecon, 20 Steel,"; + mes "and 70 Comodo Leather."; + next; + mes "[Gatti]"; + mes "If you bring them, I'll make a"; + mes "brand new Keris."; + close; + } else if (countitem(6404) > 1) { + mes "[Gatti]"; + mes "You already have 1 Hilt in your inventory. What do you need 1 more Hilt for?"; + close; + } else if (countitem(6403)>49 && countitem(7201)) { + mes "[Gatti]"; + mes "You bought the material for the"; + mes "Hilt. I'll make it right away."; + next; + mes "[Gatti]"; + mes "Put in here, and process it like this..."; + next; + mes "[Gatti]"; + mes "Here you go. I can make a Keris if"; + mes "you bring me 10 Oridecon, 20 Steel,"; + mes "and 70 Comodo Leather."; + getitem 6404,1; + delitem 6403,50; + delitem 7201,1; + close; + } + mes "[Gatti]"; + mes "You want me to make one more"; + mes "Keris for you? In that case I"; + mes "need a Hilt, 50 Comodo Leather,"; + mes "and 1 Log. These are what I need to make a Hilt."; + close; + case 3: + mes "[Gatti]"; + mes "So, you want to enchant your"; + mes "weapon? The weapon gets broken"; + mes "from time to time during the"; + mes "process, but it doesn't"; + mes "happen that often."; + next; + mes "[Gatti]"; + mes "In another case, the enchantment"; + mes "may be applied to an item which"; + mes "you didn't mean to enchant."; + mes "So just bring ^5555ffONE Weapon^000000"; + mes "if you want the enchantment to be safe."; + next; + switch(select("Please enchant the weapon.","Things you need to know.","Maybe next time.")) { + case 1: + mes "[Gatti]"; + mes "^FFA500To enchant your Weapon^000000:"; + mes "- 100,000 Zeny"; + mes "- ^FF0000Weapon will lose refines and cards^000000."; + next; + if (countitem(13067) > 1) { + mes "[Gatti]"; + mes "Please come back with just ONE equipment to be enchanted."; + close; + } + mes "[Gatti]"; + mes "You want to enchant your"; + mes "^FF0000" + getitemname(13067) + "^000000?"; + mes "The cost of this work is ^0000FF100,000^000000 Zeny."; + next; + if(select("Do it, please!:May be next time..")==2) close; + if (Zeny < 100000) { + mes "[Gatti]"; + mes "I'd like to go ahead with this enchant attempt, but you're missing a few things."; + mes "You sure that you have enough Zeny."; + close; + } + delitem 13067,1; + set Zeny, Zeny-100000; + close2; + specialeffect2 EF_REPAIRWEAPON; + progressbar "FFFF00",3; + set .@Enchant_3,rand(4760,4802); + set .@Enchant_4,rand(4760,4802); + set .@ERate, rand(100); + if (.@ERate < 14) { // -- 14% Break chance + mes "[Gatti]"; + mes "Wah! I am so sorry, but it failed."; + mes "However, I am completely innocent."; + mes "This is your luck, and it was destined by god, okay?"; + mes "Don't be so disappointed, and try next time."; + next; + mes "[Gatti]"; + mes "I wish you good luck next time!"; + close; + } + getitem2 13067,1,1,0,0,0,0,.@Enchant_3,.@Enchant_4; + mes "[Gatti]"; + mes "Great, your weapon received the enchant."; + mes "It looks pretty well done. Congratulations!"; + next; + mes "[Gatti]"; + mes "See you again, adventurer!"; + close; + case 2: + mes "[Gatti]"; + mes "If you want to do it, I'll"; + mes "have to tell you some cautionary"; + mes "things before enchanting the"; + mes "weapon."; + next; + mes "[Gatti]"; + mes "I need 1 weapon of level"; + mes "3 or 4, and maximum slot of 2."; + mes "And 100,000 Zeny too."; + mes "As you know, I don't have any"; + mes "money right now because my"; + mes "ship got wrecked."; + next; + mes "[Gatti]"; + mes "If you have a weapon that is"; + mes "refined or inserted with cards"; + mes "in your inventory which you"; + mes "don't want to enchant, it"; + mes "could get destroyed."; + next; + mes "[Gatti]"; + mes "Or its upgrades could get"; + mes "changed during the"; + mes "enchantment process."; + next; + mes "[Gatti]"; + mes "If you don't want that to"; + mes "happen, put the refined"; + mes "weapon elsewhere before the enchantment."; + next; + mes "[Gatti]"; + mes "Sometimes the enchantment"; + mes "fails. The weapon doesn't get"; + mes "destroyed every time you fail."; + mes "However, you should know that"; + mes "the weapon gets destroyed from"; + mes "time to time."; + close; + case 3: + mes "[Gatti]"; + mes "Whenever you want to enchant"; + mes "weapon, just bring me the"; + mes "weapon you want to enchant"; + mes "and 100,000 Zeny."; + close; + } + } + } +} diff --git a/npc/re/quests/quests_dicastes.txt b/npc/re/quests/quests_dicastes.txt new file mode 100644 index 000000000..779e8f218 --- /dev/null +++ b/npc/re/quests/quests_dicastes.txt @@ -0,0 +1,7581 @@ +//===== rAthena Script ======================================= +//= El Dicastes Quest NPCs +//===== By: ================================================== +//= Gennosuke Kouga, Muad_Dib +//===== Current Version: ===================================== +//= 1.8a +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= Quest NPCs related to Dewata: +//== Sapha's Visit, Doha's Secrect Order, Frede's Request, +//== Department Quests, Document Quests, +//== Chesire's Call, Cat Hands Enchantment +//== Cat Hand Agent +//===== Additional Comments: ================================= +//= 1.0 First version. 14107 lines, oh, the pain... +//= 1.1 Standardized and reduced by 7000+ lines. [Euphy] +//= 1.2 Further optimization. [Euphy] +//= 1.2a Small bug fix. [Euphy] +//= 1.3 Temporarly disabled Izlude Fish Tail?#33 NPC because of +//= the new Izlude Town Map. [Masao] +//= 1.4 Fixed minor typos. [Joseph] +//= 1.5 Removed "Mysterious Documents" duplicated in magic_books. [Euphy] +//= 1.6 Fixed missing checks for quest: Sapha's Visit. [Joseph] +//= 1.7 Updated to match the official script. [Joseph] +//= 1.8 Optimized and fixed invalid checkquest. [Joseph] +//= 1.8a Disabled "Fish Tails" until Izlude RE coordinates are found. [Euphy] +//============================================================ + +// Entrance +//============================================================ +manuk,321,182,5 script Entrance Manager#ep133 450,{ + if (!isequipped(2782)) { + mes "[Average Galten]"; + mes "¢¤¡ð¡ú? ¢£ ¡ù¡ð..."; + mes "¡ï¡ò¡Ð ¢¤ ?"; + mes "¡ñ¡ï..?"; + close; + } + if (ep13_3_invite >= 4) { + mes "[Entrance Manager]"; + mes "Are you visiting the capital city, El Dicastes?"; + next; + if(select("Yes.:No.") == 2) { + mes "[Entrance Manager]"; + mes "Then use the tunnel next time."; + close; + } + mes "[Entrance Manager]"; + mes "Be careful."; + close2; + warp "dic_dun01",33,212; + end; + } + mes "[Entrance Manager]"; + mes "Sorry."; + mes "I cannot let you pass because you are not a Sapha."; + close; +} + +dic_dun01,266,113,5 script Curious Sapha#ep13_3_ 449,{ + mes "[Curious Sapha]"; + if (isequipped(2782)) { + mes "Hello?"; + next; + switch(select("What are you doing here?:Buy research items.:Hello!:I want to help your research.")) { + case 1: + mes "[Curious Sapha]"; + mes "Do you see that dirty vigilante over there?"; + next; + mes "[Curious Sapha]"; + mes "He was attacked by Scarabas after falling into Scaraba Hall."; + mes "And he was the only one attacked even with others around him."; + next; + mes "[Curious Sapha]"; + mes "I think he slipped and fell on some secretion of the Queen Scaraba. I thought it was an accident was looking into it."; + next; + mes "[Curious Sapha]"; + mes "If the research results are correct, the Scarabas are very sensitive to the smell."; + mes "Or else say they go crazy over it. Almost as if they were losing it..."; + next; + mes "[Curious Sapha]"; + mes "I came to research the relationship between the Queen secretion component and the Scarabas."; + mes "So I created this into a perfume to carry it easily."; + next; + mes "[Curious Sapha]"; + mes "I might be able to use this perfume's reaction to Scarabas and make progress in research."; + close; + case 2: + if (!checkweight(1201,1)) { + mes "[Curious Sapha]"; + mes "You don't seem to have enough space."; + close; + } + if ((MaxWeight - Weight) < 2000) { + mes "[Curious Sapha]"; + mes "Your bags already seem too heavy."; + close; + } + mes "[Curious Sapha]"; + mes "You want to buy the Scaraba Perfume? A gift for home?"; + mes "Well, it has become a rare perfume."; + next; + mes "[Curious Sapha]"; + mes "I'll give you a deal and sell it by 500 Zeny each. But, try not to carry it with you into Scaraba Hall."; + mes "How many do you want? You can buy up to 100."; + next; + input .@input; + set .@deal, 500 * .@input; + if (.@deal == 0) { + mes "[Curious Sapha]"; + mes "You changed your mind?"; + close; + } + if (Zeny < .@deal) { + mes "[Curious Sapha]"; + mes "You don't have enough money."; + close; + } + mes "[Curious Sapha]"; + mes "Will you buy "+.@input+"?"; + next; + if(select("Yes:No") == 2) { + mes "[Curious Sapha]"; + mes "You changed your mind?"; + close; + } + set Zeny, Zeny - .@deal; + getitem 6437,.@input; //Scaraba_Perfume + mes "[Curious Sapha]"; + mes "Here you go. Scaraba might flock around you so don't use it near Scaraba Hall."; + close; + case 3: + mes "[Curious Sapha]"; + mes "Hello? You must be a traveler. This place is dangerous so please find your way out of this tunnel."; + close; + case 4: + mes "[Curious Sapha]"; + mes "Do you have any useful information?"; + mes "Please let me know!"; + input .@str$; + next; + mes "[Curious Sapha]"; + mes "It says ^0000FF"+.@str$+"^000000."; + next; + set .@his_rd_ms, rand(1,3); + if (.@his_rd_ms == 1) { + mes "[Curious Sapha]"; + mes "That is great information!"; + mes "I must start on the research."; + close; + } + else if (.@his_rd_ms == 2) { + mes "[Curious Sapha]"; + mes "I already know about that information but I'm really grateful for you to come all the way here to tell me."; + close; + } + else { + mes "[Curious Sapha]"; + mes "Hmm... do you think so?"; + mes "I have some doubts about your information. I'll think it over."; + close; + } + } + } + mes "¡ö¡ñ¡Ð ¡ò ¡õ?"; + next; + mes "- Cannot understand a word. -"; + close; +} + +// Vigilantes +//============================================================ +- script Vigilante#main -1,{ + if (compare(strnpcinfo(0),"ep133_26")) { + if (!isequipped(2782)) { + mes "[Vigilante]"; + mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"; + mes "¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."; + next; + mes "The Vigilante says something and then shakes his head."; + mes "Looks like a negative reaction from the looks of his firm pose holding his shield in front of him."; + close; + } + mes "[Vigilante]"; + mes "Manuk is just before us."; + mes "Are you heading to Manuk?"; + next; + if (select("Yes.:No.") == 1) { + mes "[Vigilante]"; + mes "I will send you to Manuk."; + close2; + warp "manuk",326,180; + end; + } + mes "[Vigilante]"; + mes "Good luck."; + close; + } + if (!isequipped(2782)) { + mes "[Vigilante]"; + mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"; + mes "¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."; + mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..! "; + next; + mes "Cannot communicate with him."; + close; + } + if (ep13_3_secret < 6) { + mes "The area below is restricted because it is dangerous."; + mes "I cannot let you pass because you are here as guests."; + mes "Please follow the tunnel to get to the capital city."; + close; + } + mes "[Vigilante]"; + mes "Do you need something from the cave?"; + next; + if (select("Yes.:No.") == 1) { + mes "[Vigilante]"; + mes "Be careful."; + close2; + warp "dic_dun02",101,142; + end; + } + mes "[Vigilante]"; + mes "Please step aside because it is dangerous."; + mes "You won't know when those Scarabas will start rampaging.."; + close; + +} +dic_dun01,286,104,5 duplicate(Vigilante#main) Vigilante#ep133_23 450 +dic_dun01,294,106,3 duplicate(Vigilante#main) Vigilante#ep133_24 492 +dic_dun01,30,216,5 duplicate(Vigilante#main) Vigilante#ep133_26 492 + +dic_dun01,284,102,5 script Dirty Vigilante#ep13_3 450,{ + if (!isequipped(2782)) { + mes "[Vigilante]"; + mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û."; + mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..! "; + next; + mes "Cannot understand a word."; + close; + } + if (ep13_3_secret < 6) { + mes "[Vigilante]"; + mes "Hey! This is no place for a rookie like you."; + mes "Those Scaraba can snatch you away!"; + close; + } + if (countitem(6437)) { + mes "[Vigilante]"; + mes "Do you need something from the cave?"; + next; + if (select("Yes.:No.") == 1) { + mes "[Vigilante]"; + mes "Ewww, what's this smell?"; + mes "Be careful. The smell from the Scaraba Secretion was picked up by other Scarabas."; + next; + if (select("Enter after spraying perfume.:Do not enter because it's dangerous.") == 1) { + if (!countitem(6437)) { + mes "- You Scaraba Perfume disappeared. -"; + close; + } + mes "[Vigilante]"; + mes "Okay. Then good luck to you. Be careful."; + delitem 6437,1; //Scaraba_Perfume + close2; + warp "dic_dun03",101,142; + end; + } + } + mes "[Vigilante]"; + mes "Please step aside because it is dangerous."; + mes "You won't know when those Scarabas will start to rampage."; + close; + } + mes "[Vigilante]"; + mes "Phew, what happened?! Why are they all over me"; + next; + mes "[Vigilante]"; + mes "I already had bad luck in falling into Scaraba Hall and being drenched with this awful ^FF0000stench^000000 my head is starting to ache!"; + next; + mes "- The vigilante complained while brushing off the traces of the Scarabas."; + close; +} + +mid_camp,216,246,0 script #ep133_event03 139,2,2,{ + end; +OnTouch: + if (ep13_3_secret == 23) { + donpcevent "Suspicious Guy#ep133_::OnEnable"; + cutin "ep13_loki01",2; + mes "[Low Voice]"; + mes "Hey."; + mes "Are you the human that met the newly appointed minister of Dicastes?"; + mes "What does he look like?"; + next; + mes "You feel yourself pressured by this"; + mes "suspicious guy and starts to talk about Ahat voluntarily."; + next; + cutin "ep13_loki02",2; + mes "[Black Clothed Guy]"; + mes "...Really?"; + mes "You've found it at last."; + set ep13_3_secret, 24; + next; + cutin "",255; + donpcevent "Suspicious Guy#ep133_::OnDisable"; + mes "The guy in all black disappeared suddenly."; + mes "Who was that?"; + close2; + } + end; +} + +mid_camp,218,250,3 script Suspicious Guy#ep133_ 494,{ + mes "[Suspicious Guy]"; + mes "....."; + hideonnpc strnpcinfo(0); + close; +OnInit: +OnDisable: + hideonnpc strnpcinfo(0); +OnEnable: + hideoffnpc "Suspicious Guy#ep133_"; + end; +} + +- script Guard#ep133_11 492,{ + if (!isequipped(2782)) { + mes "[Capital City Guard]"; + mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"; + mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!"; + next; + mes "- Cannot communicate with him. -"; + close; + } + if (ep13_3_invite < 4) { + mes "[Capital City Guard]"; + mes "Access to the city is restricted from other races without permits."; + mes "Please go back."; + close2; + } + else if (ep13_3_invite == 5) { + mes "[Capital City Guard]"; + mes "Access to the city is restricted from other races without permits."; + mes "Please go back."; + next; + mes "[Capital City Guard]"; + mes "Hmmm? You are human."; + mes "If you went through that tunnel, you are here by Ravail's invitation?"; + next; + select("Yes."); + mes "[Capital City Guard]"; + mes "No wonder Vyhannus approved you."; + mes "Understood."; + mes "I approve your entrance and will guide you on what you should first do in El Dicastes."; + next; + mes "[Capital City Guard]"; + mes "First enter the fortress,"; + mes "and register yourself at Dicastes Diel located at the highest location in the north."; + mes "You must first register to b able to move freely."; + next; + mes "[Capital City Guard]"; + mes "You'll see Diel if you follow here towards the north."; + mes "You won't get lost."; + mes "You need to find the register window at the Diel public service center."; + close2; + warp "dicastes01",199,41; + end; + } + else if (ep13_3_invite > 5) { + mes "[Capital City Guard]"; + mes "Are you returning to El Dicastes?"; + next; + set .@m, select("Yes. Going to the castle.:No.") - 1; + mes "[Capital City Guard]"; + mes "Good luck."; + close2; + if (!.@m) warp "dicastes01",199,41; + end; + } + mes "[Capital City Guard]"; + mes "Unknown situation occurred. Case " + strnpcinfo(2); + mes "Please inquiry with a GM."; + close2; +} +dic_fild01,146,281,5 duplicate(Guard#ep133_11) Capital City Guard#1 492 +dic_fild01,153,281,3 duplicate(Guard#ep133_11) Capital City Guard#2 450 + +dic_in01,254,119,0 script Item Storage#01 844,{ + mes "This is the item storage."; + mes "There is some writing on the paper."; + next; + mes "+ Shay's precious safe +"; + mes "For those you want to use this safe!"; + mes "1. Is my cooking delicious?"; + mes "2. You have enough basic skills, right?"; + mes "3. It will be ^0000FF500 Zeny^000000, please!"; + next; + mes "You'll have to put in some coins to use it."; + mes "Insert Coins: Will you"; + mes "put in 500 Zeny?"; + next; + if(select("Use safe:No way.")==2) { + mes "["+strcharinfo(0)+"]"; + mes "I will use it later."; + close; + } + if (Zeny < 500) { + mes "Not enough Zeny."; + close; + } + set Zeny, Zeny-500; + close2; + openstorage; + end; +} + +// Civil Services +//============================================================ + +function script que_dic { + if (!getarg(0)) { + if (checkquest(getarg(1),HUNTING) != 2) return; + mes getarg(3); + } + else if (getarg(0) == 1) { + if (checkquest(getarg(1)) == -1) return; + if (countitem(getarg(3)) < getarg(4)) { + mes "It looks like you are short on the amount."; + close; + } + mes getarg(5); + mes getarg(6,""); + delitem getarg(3), getarg(4); + } + else if (getarg(0) == 2) { + for(set .@size, getargcount(); .@i <= .@size; set .@i, .@i + 1) { + if (checkquest(getarg(.@i)) >= 0) + erasequest getarg(.@i); + } + return; + } + getexp getarg(2),0; + erasequest getarg(1); + specialeffect2 EF_STEAL; + getitem 6304,1; + close; +} + +dic_in01,48,263,5 script Hunting Dept. 1 Manager 449,{ + if (checkweight(1201,1) == 0) { + mes "You have too many kinds of items. Let's try again after you reduce the number of items."; + close; + } + if ((MaxWeight - Weight) < 1000) { + mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight."; + close; + } + if (!isequipped(2782)) { + mes "¡õ¢£¡ô"; + mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + next; + mes "I don't feel confident in talking since you wouldn't understand anything."; + close; + } + if (ep13_3_invite < 6) { + mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go."; + close; + } + if (BaseLevel < 97) { + mes "[Hunting Dept. 1 Manager]"; + mes "Umm...What are you up to? Anything to do with me?"; + close; + } + if (checkquest(12159,PLAYTIME) == -1) { + mes "[Hunting Dept. 1 Manager]"; + mes "So you didn't get"; + mes "any requests yet."; + mes "Laponte will have piles"; + mes "of requests and might give"; + mes "you one. Try meeting him."; + close; + } + else if (checkquest(12159,PLAYTIME) == 2) { + mes "[Hunting Dept. 1 Manager]"; + mes "Time limit has expired for the existing request."; + next; + mes "[Hunting Dept. 1 Manager]"; + mes "If any incomplete request is found, it will be consider that you failed it and the request will be deleted."; + next; + mes "[Hunting Dept. 1 Manager]"; + mes "You can get a new request after the existing request record being removed, go to see Laponte."; + que_dic(2,12099,12100,12101,12102,12103,12104,12105,12159); + close; + } + mes "[Hunting Dept. 1 Manager]"; + mes "Welcome."; + mes "How can I help you?"; + next; + select("I completed the request."); + mes "[Hunting Dept. 1 Manager]"; + mes "Ah..."; + mes "You are done with the request?"; + mes "Let me check your records first."; + next; + mes "[Hunting Dept. 1 Manager]"; + set .@s$, "Oh, you completed all your requests. Confirmation complete."; + que_dic(0,12099,4000,.@s$); + que_dic(0,12100,49000,.@s$); + que_dic(0,12101,18000,.@s$); + que_dic(0,12102,45000,.@s$); + que_dic(0,12103,4000,.@s$); + que_dic(0,12104,73000,.@s$); + que_dic(0,12105,59000,.@s$); + mes "Um....." + strcharinfo(0) + ""; + mes "You will be in trouble if you lie about the request..."; + close; +} + +dic_in01,51,266,6 script Hunting Dept. 2 Manager 449,{ + if (checkweight(1201,1) == 0) { + mes "You have too many kinds of items. Let's try again after you reduce the number of items."; + close; + } + if ((MaxWeight - Weight) < 1000) { + mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight."; + close; + } + if (!isequipped(2782)) { + mes "¡õ¢£¡ô"; + mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + next; + mes "I don't feel confident in talking since you wouldn't understand anything."; + close; + } + if (ep13_3_invite < 6) { + mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go."; + close; + } + if (BaseLevel < 100) { + mes "[Hunting Dept. 2 Manager]"; + mes "Ha ha, you will need to train a little more to work with me."; + close; + } + if (checkquest(12160,PLAYTIME) == -1) { + mes "[Hunting Dept. 2 Manager]"; + mes "So you didn't get"; + mes "any requests yet."; + mes "Kalipo will have piles"; + mes "of requests and might give"; + mes "you one. Try to find him."; + close; + } + else if (checkquest(12160,PLAYTIME) == 2) { + mes "[Hunting Dept. 2 Manager]"; + mes "Kalipo seems to have another request for you."; + next; + mes "[Hunting Dept. 2 Manager]"; + mes "I will erase any other records including previous requests from Kalipo that you haven't completed yet."; + next; + mes "[Hunting Dept. 2 Manager]"; + mes "Your request history is cleared now. Please visit Kalipo."; + que_dic(2,12106,12107,12108,12109,12110,12111,12160); + close; + } + mes "[Hunting Dept. 2 Manager]"; + mes "Welcome."; + mes "How can I help you?"; + next; + select("I completed the request."); + mes "[Hunting Dept. 2 Manager]"; + mes "Ah..."; + mes "You are done with the request?"; + mes "Let me check your records first."; + next; + mes "[Hunting Dept. 2 Manager]"; + set .@s$, "Oh, you completed all your requests. Confirmation complete."; + que_dic(0,12106,77000,.@s$); + que_dic(0,12107,47000,.@s$); + que_dic(0,12108,50000,.@s$); + que_dic(0,12109,53000,.@s$); + que_dic(0,12110,30000,.@s$); + que_dic(0,12111,42000,.@s$); + mes "Umm.." + strcharinfo(0) + ""; + mes "Please check your request history again. There is a discrepancy with our documents."; + close; +} + +dic_in01,51,270,7 script Supply Dept. 1 Manager 449,{ + if (checkweight(1201,1) == 0) { + mes "You have too many kinds of items. Let's try again after you reduce the number of items."; + close; + } + if ((MaxWeight - Weight) < 1000) { + mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight."; + close; + } + if (!isequipped(2782) < 1) { + mes "¡õ¢£¡ô"; + mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + next; + mes "I don't feel confident in talking since you wouldn't understand anything."; + close; + } + if (ep13_3_invite < 6) { + mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go."; + close; + } + if (BaseLevel < 80) { + mes "[Supply Dept. 1 Manager]"; + mes "You gotta be strong enough to deal with Supply Dept. 1."; + close; + } + if (checkquest(12161,PLAYTIME) == -1) { + mes "[Supply Dept. 1 Manager]"; + mes "So you didn't get"; + mes "any requests yet."; + mes "Pura will have piles"; + mes "of requests and might give"; + mes "you one. Try meeting him."; + close; + } + else if (checkquest(12161,PLAYTIME) == 2) { + mes "[Supply Dept. 1 Manager]"; + mes "Pura is looking for you."; + next; + mes "[Supply Dept. 1 Manager]"; + mes "I erased all records related with the previous request. Go to meet Pura."; + next; + que_dic(2,12117,12118,12119,12120,12121,12122,12123,12124,12125,12126,12161); + close; + } + mes "[Supply Dept. 1 Manager]"; + mes "Welcome."; + mes "How can I help you?"; + next; + select("I completed the request."); + mes "[Supply Dept. 1 Manager]"; + mes "Ah..."; + mes "You are done with the request?"; + mes "Let me check your records first."; + next; + mes "[Supply Dept. 1 Manager]"; + set .@s$, "It's done. You can't start any other request till tomorrow, why don't you go to the famous pub and rest?"; + que_dic(1,12117,26300,6086,6,.@s$); + que_dic(1,12118,25600,6090,3,.@s$); + que_dic(1,12119,51100,6073,16,.@s$); + que_dic(1,12120,26300,1037,6,.@s$); + que_dic(1,12121,79900,7032,26,.@s$); + que_dic(1,12122,26300,6075,6,.@s$); + que_dic(1,12123,79900,7326,26,.@s$); + que_dic(1,12124,53000,12353,1,.@s$); + que_dic(1,12125,56700,936,18,.@s$); + que_dic(1,12126,37500,954,11,.@s$); + mes "Cannot find any record..."; + mes "Nothing... There is nothing that I can say ^990000Request completed!^000000."; + close; +} + +dic_in01,48,273,8 script Supply Dept. 2 Manager 449,{ + if (!checkweight(1201,1)) { + mes "You have too many kinds of items. Let's try again after you reduce the number of items."; + close; + } + if ((MaxWeight - Weight) < 1000) { + mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight."; + close; + } + if (!isequipped(2782)) { + mes "¡õ¢£¡ô"; + mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + next; + mes "I don't feel confident in talking since you wouldn't understand anything."; + close; + } + if (ep13_3_invite < 6) { + mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go."; + close; + } + if (BaseLevel < 80) { + mes "[Supply Dept. 2 Manager]"; + mes "No way, You can't stand the job of Supply Dept. 2 with that weak body."; + close; + } + if (checkquest(12162,PLAYTIME) == -1) { + mes "[Supply Dept. 2 Manager]"; + mes "So you didn't get"; + mes "any requests yet."; + mes "Tragis will have piles"; + mes "of requests and might give"; + mes "you one. Try meeting him."; + close; + } + else if (checkquest(12162,PLAYTIME) == 2) { + mes "[Supply Dept. 2 Manager]"; + mes "I erased all records related with the previous request. Tragis is looking for you so hurry up to meet him."; + next; + que_dic(2,12127,12128,12129,12130,12131,12132,12133,12134,12135,12136,12162); + close; + } + mes "[Supply Dept. 2 Manager]"; + mes "Welcome."; + mes "How can I help you?"; + next; + select("I completed the request."); + mes "[Supply Dept. 2 Manager]"; + mes "Ah..."; + mes "You are done with the request?"; + mes "Let me check your records first."; + next; + mes "[Supply Dept. 2 Manager]"; + set .@s$, "" + strcharinfo(0) + ", you handle your requests quite well. You are not like the pub owner who just sends requests here every day."; + que_dic(1,12127,65300,6023,5,.@s$); + que_dic(1,12128,65300,6020,21,.@s$); + que_dic(1,12129,82800,1042,27,.@s$); + que_dic(1,12130,79900,912,26,.@s$); + que_dic(1,12131,42800,943,13,.@s$); + que_dic(1,12132,51100,6041,16,.@s$); + que_dic(1,12133,79900,7100,26,.@s$); + que_dic(1,12134,37500,7198,11,.@s$); + que_dic(1,12135,51100,7188,16,.@s$); + que_dic(1,12136,31000,518,2,.@s$); + mes "I would like to complete a request for you but you have none going on now."; + close; +} + +dic_in01,43,273,1 script Transport Dept. 1 Mgr 449,{ + if (!checkweight(1201,1)) { + mes "You have too many kinds of items. Let's try again after you reduce the number of items."; + close; + } + if ((MaxWeight - Weight) < 1000) { + mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight."; + close; + } + if (!isequipped(2782)) { + mes "¡õ¢£¡ô"; + mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + next; + mes "I don't feel confident in talking since you wouldn't understand anything."; + close; + } + if (ep13_3_invite < 6) { + mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go."; + close; + } + if (BaseLevel < 80) { + mes "[Transport Dept. 1 Manager]"; + mes "You're not qualified. You won't last a day with your strength working here at Transport Dept. 1."; + close; + } + if (checkquest(12163,PLAYTIME) == -1) { + mes "[Transport Dept. 1 Manager]"; + mes "So you didn't get"; + mes "any requests yet."; + mes "Calyon will have piles"; + mes "of requests and might give"; + mes "you one. Try meeting him."; + close; + } + else if (checkquest(12163,PLAYTIME) == 2) { + mes "[Transport Dept. 1 Manager]"; + mes "I erased all records related with the previous request. Calyon is looking for you so hurry up to meet him."; + next; + que_dic(2,12137,12138,12139,12140,12141,12142,12143,12144,12145,12146,12147,12163); + close; + } + mes "[Transport Dept. 1 Manager]"; + mes "Welcome."; + mes "How can I help you?"; + next; + select("I completed the request."); + mes "[Transport Dept. 1 Manager]"; + mes "Ah..."; + mes "You are done with the request?"; + mes "Let me check your records first."; + next; + mes "[Transport Dept. 1 Manager]"; + set .@s$, "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?"; + next; + mes "[Transport Dept. 1 Manager]"; + mes "...."; + next; + mes "[Transport Dept. 1 Manager]"; + mes "You've got nothing that I can handle..."; + close; +} + +dic_in01,40,270,2 script Transport Dept. 2 Mgr 449,{ + if (!checkweight(1201,1)) { + mes "You have too many kinds of items. Let's try again after you reduce the number of items."; + close; + } + if ((MaxWeight - Weight) < 1000) { + mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight."; + close; + } + if (!isequipped(2782)) { + mes "¡õ¢£¡ô"; + mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + next; + mes "I don't feel confident in talking since you wouldn't understand anything."; + close; + } + if (ep13_3_invite < 6) { + mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go."; + close; + } + if (BaseLevel < 80) { + mes "[Transport Dept. 2 Manager]"; + mes "You're not qualified. You won't last a day with your strength working here at Transport Dept. 2."; + close; + } + if (checkquest(12164) == -1) { + mes "[Transport Dept. 2 Manager]"; + mes "So you didn't get"; + mes "any requests yet."; + mes "Moltuka will have piles"; + mes "of requests and might give"; + mes "you one. Try meeting him."; + close; + } + else if (checkquest(12164,PLAYTIME) == 2) { + mes "[Transport Dept. 2 Manager]"; + mes "I erased all records related with the previous request. Moltuka is looking for you so hurry up to meet him."; + next; + que_dic(2,12148,12149,12150,12151,12152,12153,12154,12155,12156,12157,12158,12164); + close; + } + mes "[Transport Dept. 2 Manager]"; + mes "Welcome."; + mes "How can I help you?"; + next; + select("I completed the request."); + mes "[Transport Dept. 2 Manager]"; + mes "Ah..."; + mes "You are done with the request?"; + mes "Let me check your records first."; + next; + mes "[Transport Dept. 2 Manager.]"; + set .@s$, "Well received. One less thing to worry about now."; + que_dic(1,12148,23000,528,100,.@s$); + que_dic(1,12149,20750,512,100,.@s$); + que_dic(1,12150,20750,515,100,.@s$); + que_dic(1,12151,20750,535,100,.@s$); + que_dic(1,12152,24500,516,50,.@s$); + que_dic(1,12153,20750,513,100,.@s$); + que_dic(1,12154,21250,517,50,.@s$); + que_dic(1,12155,24000,737,20,.@s$); + que_dic(1,12156,20037,747,5,.@s$); + que_dic(1,12157,23000,6265,2,.@s$); + que_dic(1,12158,23000,6264,2,.@s$); + mes "This is the first time in my 200 years of working at this department that a person comes back to complete a request without starting any."; + close; +} + + +dic_in01,40,193,1 script Papyrus#0001 453,{ + if (!checkweight(1201,1)) { + mes "You have too many items in your inventory."; + close; + } + if ((MaxWeight - Weight) < 1000) { + mes "Your inventory is too heavy."; + close; + } + if (isequipped(2782)) { + mes "¡õ¢£¡ô"; + mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + next; + mes "I don't feel confident in talking since you wouldn't understand anything."; + close; + } + if (ep13_3_invite < 6) { + mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go..."; + close; + } + if (BaseLevel < 80) { + mes "You won't need those documents even if you could read them. Looks like you haven't gotten enough training"; + close; + } + set .@map_hi, rand(1,4); + mes "[Papyrus]"; + if (.@map_hi == 1) mes "Welcome, I am Papyrus, the manager of the Archive room here."; + else if (.@map_hi == 2) mes "The number of adventurers visiting the Archive room has increased"; + else if (.@map_hi == 3) mes "This is the very place where Ancient Sapha forefathers created history"; + else mes "The Archive room holds transcendent knowledge beyond that of Midgard and Asgard"; + next; + if (countitem(6308) > 29) { + mes "[Papyrus]"; + mes "Oh... You've brought back plenty of unknown relics"; + next; + mes "[Papyrus]"; + mes "We exchange 11 Sapha Certifications for 30 Unknown Relics. Do you want to exchange?"; + next; + if (select("Next time:Exchange now") == 1) { + mes "[Papyrus]"; + mes "Ok, have it your way. I'm here if you change your mind"; + close; + } + mes "[Papyrus]"; + mes "Ok here's your 11 Sapha Certifications."; + delitem 6308,30; //Unidentified_Relic + getitem 6304,11; //Sapa_Feat_Cert + close; + } + if (countitem(6308) > 2) { + mes "[Papyrus]"; + mes "Wow~ "; + mes "You've found an Unknown Relic."; + mes "Do you want to exchange it with for 1 Sapha Certification?"; + next; + if (select("Next time:Exchange now") == 1) { + mes "[Papyrus]"; + mes "Ok, have it your way. I'm here if you change your mind"; + close; + } + mes "[Papyrus]"; + mes "Ok here's your 1 Sapha Certifications."; + delitem 6308,3; //Unidentified_Relic + getitem 6304,1; //Sapa_Feat_Cert + close; + } + mes "[Papyrus]"; + mes "How can I help you? "; + next; + switch (select("What is this place for? :How do I view documents?:What is an Unknown Relic? ")) { + case 1: + mes "[Papyrus]"; + mes "This is an important place where data of various relics collected, since our ancient forefathers, are kept."; + next; + mes "[Papyrus]"; + mes "You can say it's something similar to the human's museum. Take your time to look through our ancient records."; + next; + mes "[Papyrus]"; + mes "You'll never know if you'll find something that catches your adventurous eye."; + break; + case 2: + mes "[Papyrus]"; + mes "Some documents are written in Ancient Sapha Language so humans have trouble viewing all of the documents."; + next; + mes "[Papyrus]"; + mes "You can find recent documents on the left where I am standing."; + mes "You can also take notes on documents you found interesting."; + next; + mes "[Papyrus]"; + mes "I would appreciate it if you bring back any Unknown Relics you happen to find while exploring using your notes from here to me."; + break; + case 3: + mes "[Papyrus]"; + mes "Unknown Relics are relics that have not yet been verified and they are valuable research material for us."; + next; + mes "[Papyrus]"; + mes "Many of us researchers are studying life and death, the birth and extinction of the universe through the ancient relics"; + next; + mes "[Papyrus]"; + mes "If you find and bring an unknown relic to me, in exchange I will give you ^9900991 Sapha Certification^000000s for every ^9900993 Unknown Relic^000000s you bring."; + next; + mes "[Papyrus]"; + mes "If you bring ^99009930 relics^000000, I will exchange it for ^99009911 Sapha Certification^000000s."; + break; + } + close; +} + +// Document Packages +//============================================================ + +- script Document Package#main -1,{ + function eldicastes_dp; + if (isequipped(2782) < 1) { + mes "You can't make sense of the writing."; + close; + } + if (BaseLevel < 80) { + mes "This document archive doesn't look like it has any value to anyone with enough adventurer experience."; + close; + } + if (ep13_3_invite < 6) { + mes "When you try to open and read a document, a Sapha manager motions to call Guard Galten. Let's get out of here quickly."; + close; + } + if (checkquest(12165,PLAYTIME) == 2) { + mes "Feeling a bit better"; + erasequest 12165; + close; + } + else if (checkquest(12165,PLAYTIME) != -1) { + mes "Ugh... feel dizzy from simply staring at the document. Will come back after cooling down"; + close; + } + specialeffect2 EF_DISPELL; + progressbar "ffff00",4; + set .@doc,rand(1,70); + if (.@doc > 50 && .@doc <= 60) { + mes "No documents look out of the ordinary."; + close; + } else if (.@doc > 60 && .@doc <= 70) { + mes "You suddenly feel nauseated. You feel like this won't go away any time soon. Finding the documents will have to wait."; + setquest 12165; + close; + } + else if (.@doc == 1) eldicastes_dp(12209,"Horn","Hard wedge-like horn from some insects. Doesn't have much practical use.",""); + else if (.@doc == 2) eldicastes_dp(12195,"Horrendous Mouth","Tooth from a dead body.","Important material for research on time of death and health conditions. Useful in discovering human ecology."); + else if (.@doc == 3) eldicastes_dp(12186,"Orc's Fangs","Green skinned monster living in the woods. The creature is humanlike but is very hostile to humans.","Known to have a friendly relationship between the two races long ago."); + else if (.@doc == 4) eldicastes_dp(12172,"Frog Eggs","An egg from an amphibian living in warm areas. Unknown if this egg can hatch in Manuk's cold regions.",""); + else if (.@doc == 5) eldicastes_dp(12208,"Snail's Shells","Hard Carapace that protects the body of a huge snail. Creature fun to research out of pure curiousity.",""); + else if (.@doc == 6) eldicastes_dp(12188,"Powder of Butterfly","Powder from the winged insects from Midgard. Some humans use it for makeup or medicine.",""); + else if (.@doc == 7) eldicastes_dp(12167,"Reptile Tongue","Tongue of a monster living in the desert terrain of Midgard. Often used as medicine after drying.",""); + else if (.@doc == 8) eldicastes_dp(12168,"Scorpion Tail","Poisonous reptile tail from a creature living in the deserts.","Records say that humans can lose their life when attacked."); + else if (.@doc == 9) eldicastes_dp(12173,"Jellopy","Unknown substance in Manuk regions but found throughout Midgard.","Research required to see possibilities on using it for construction material."); + else if (.@doc == 10) eldicastes_dp(12166,"Tree Root","Humans are using this for firewood or construction material. Found commonly in the woods of Midgard.",""); + else if (.@doc == 11) eldicastes_dp(12169,"Stem","There is nothing like Midgard plants in Manuk.","These plants are used for food and medicine and some are even poisonous."); + else if (.@doc == 12) eldicastes_dp(12170,"Pointed Scale","Stem from a bumpy life form. Research required as the usage is unknown.",""); + else if (.@doc == 13) eldicastes_dp(12171,"Resin","Sap from an old tree collected and solidified. Very valuable in the human world.",""); + //else if (.@doc == 14) eldicastes_dp(12174,"Fish Tail","Humans eat meat called fish.","Can be used as important food supply for foreign adventurers visiting in the city."); + else if (.@doc == 15) eldicastes_dp(12175,"Worm Peeling","They say some Worm Peelings are valuable.","But this is based on the human's standard of value. Research required."); + else if (.@doc == 16) eldicastes_dp(12176,"Gill","There are Midgard creatures that live in the sea and breathe through gills.","Further research on their ecology will be useful."); + else if (.@doc == 17) eldicastes_dp(12177,"Tooth of Bat","Traces of a nocturnal creature unknown to Manuk. Not a strong creature from the size of its teeth.",""); + else if (.@doc == 18) eldicastes_dp(12178,"Fluff","Many of Midgard creatures are covered with soft hair.","Hair can be used as great cold protection. Further research required."); + else if (.@doc == 19) eldicastes_dp(12179,"Chrysalis","Large insect sack that is alive and contains who knows what.","Not active at all but the life structure within it is very unique and worth researching."); + else if (.@doc == 20) eldicastes_dp(12180,"Feather of Birds","Bird feather located throughout Midgard.","The feathers aren't great for cold protection but can be used as decorative accessories or tools for writing."); + else if (.@doc == 21) eldicastes_dp(12181,"Talon","Pointy talon convenient for making holes or simple accessories.","Very useful with the nails from large creatures from Manuk."); + else if (.@doc == 22) eldicastes_dp(12182,"Sticky Webfoot","Strange body structure found from Midgard amphibians. Evolved to better adapt to ocean life.",""); + else if (.@doc == 23) eldicastes_dp(12183,"Animal Skin","Leather from a mammal.","Very warm and soft and can be used in various ways. Processed in Midgard and valuable."); + else if (.@doc == 24) eldicastes_dp(12184,"Wolf Claw","Claw from a creature called wolf.","Usage is unknown but many curious Saphas are taking an interest in it."); + else if (.@doc == 25) eldicastes_dp(12185,"Mushroom Spore","Spores from a mushroom found throughout Midgard.","Looks like it can be cultivated here with a little research."); + else if (.@doc == 26) eldicastes_dp(12187,"Evil Horn","Item made from Evil Horns that appear in areas that aren't holy.","Sold at a high price but doesn't seem to be practical."); + else if (.@doc == 27) eldicastes_dp(12214,"Cactus Needle","Surface of a plant that survives in deserts with almost no moisture.",""); + else if (.@doc == 28) eldicastes_dp(12189,"Bill of Birds","Pointy bill convenient for making holes or simple accessories. Looks similar to bird claws.",""); + else if (.@doc == 29) eldicastes_dp(12190,"Snake Scale","Scales from a reptile that moves without legs.","Scales are shed from the creature and are used for simple craftwork."); + else if (.@doc == 30) eldicastes_dp(12191,"Insect Feeler","Bug feeler from an insect with keen nerves.","Research subject for its unique structure different from Manuk creatures."); + else if (.@doc == 31) eldicastes_dp(12192,"Immortal Heart","Heart that never stops beating. Obtained from mystical creatures called mermaids.","The driving force of the heart is still unknown and worth researching."); + else if (.@doc == 32) eldicastes_dp(12193,"Rotten Bandage","Bandage used for dead bodies. Looks like humans believed in the dead coming back for their bodies.",""); + else if (.@doc == 33) eldicastes_dp(12194,"Decayed Nail","Nail from a dead body. Important material for research on time of death and health conditions.","Useful in discovering human ecology."); + else if (.@doc == 34) eldicastes_dp(12215,"Stone Heart","They say a huge stone in a dead area in Midgard moves by itself.","The heart of the huge stone would be a rare research subject."); + else if (.@doc == 35) eldicastes_dp(12196,"Tentacle","Feeler from ocean creatures. Unlike those from insects, these show active movement.",""); + else if (.@doc == 36) eldicastes_dp(12197,"Shell","Shell protecting insects or crustacean creatures.","These creatures have a shell surrounding their skin and are very flexible in movement. Worth researching."); + else if (.@doc == 37) eldicastes_dp(12198,"Scale Shell","Shiny scales found from some reptiles.","The fluorescent substance contained on the surface can be used in various places."); + else if (.@doc == 38) eldicastes_dp(12199,"Venom Canine","Canine tooth with poison. Humans use this to make weapons for killing.",""); + else if (.@doc == 39) eldicastes_dp(12200,"Sticky Mucus","Sticky liquid with a bit of viscosity left.","Can be used as key material for construction and currently is used for some Manuk architecture style. Commonly found throughout Midgard."); + else if (.@doc == 40) eldicastes_dp(12201,"Bee Sting","Stinger taken from a living insect.","Some humans use it for medical treatment for its medicinal effect."); + else if (.@doc == 41) eldicastes_dp(12202,"Grasshopper's Leg","Back legs of an insect that can leap far. Fun to research its structure.",""); + else if (.@doc == 42) eldicastes_dp(12203,"Royal Jelly","A kind of wonder drug collected from a queen bee.","Humans love this but no efficacy found for Manuk."); + else if (.@doc == 43) eldicastes_dp(12204,"Yoyo Tail","Tail from a humanlike creature.","Research on why humans do not have this trace on them would be amusing but would hurt current alliance with the humans."); + else if (.@doc == 44) eldicastes_dp(12205,"Solid Shell","Shell evolved by some kind of environmental factor.","This can be great material to make various tool or armory."); + else if (.@doc == 45) eldicastes_dp(12206,"Yam","Edible when ripe, yellow food.","Humans like this very much. Haven't tried it yet but smells like ripe sweet Potatoes."); + else if (.@doc == 46) eldicastes_dp(12207,"Raccoon Leaf","They say there is an animal that can change its form with this pasted on it.","Worth research to validate if this rumor is true."); + else if (.@doc == 47) eldicastes_dp(12210,"Bear's Footskin","Humans collect hunted bear paws.","Usage is unknown. The humans that collect the paws are subjects for research."); + else if (.@doc == 48) eldicastes_dp(12211,"Feather","Warm hair as soft as downy hair.","Must be used for cold protection. Collectable throughout Midgard."); + else if (.@doc == 49) eldicastes_dp(12212,"Red Herb","Kind of medicinal red plant.","Humans use this to make recovery medicine. Plant worth researching."); + else if (.@doc == 50) eldicastes_dp(12213,"Carrot","Red colored plant. Pub owner requests it all the time. Worth research.",""); + close; + + function eldicastes_dp { + if (checkquest(getarg(0)) >= 0) { + mes "You've found a document you already have."; + close; + } + mes "^660066"+getarg(2)+"^000000"; + mes "^660066"+getarg(3)+"^000000"; + next; + mes "You've found a document about ^990099"+getarg(1)+"^000000. Check for details in the ^800080Quest Window^000000."; + specialeffect2 EF_STEAL; + setquest getarg(0); + close; + } +} +dic_in01,31,192,0 duplicate(Document Package#main) Document Package#0001 844 +dic_in01,31,187,0 duplicate(Document Package#main) Document Package#0002 844 +dic_in01,25,192,0 duplicate(Document Package#main) Document Package#0003 844 +dic_in01,25,187,0 duplicate(Document Package#main) Document Package#0004 844 + +// Unknown Relics +//============================================================ + +function script unknown_d { + if (checkquest(getarg(0)) == -1) { + mes "You see some traces of digging"; + close; + } + specialeffect2 EF_SPRINKLESAND; + specialeffect2 EF_BEGINSPELL_N1; + progressbar "ffff00",4; + erasequest getarg(0); + mes "You were able to find information on the "+getitemname(getarg(1))+"."; + specialeffect2 EF_STEAL; + getitem getarg(1),rand(1,4); + if (!rand(2)) { + next; + mes "In addition, you've obtained an unknown relic to report back to the Saphas."; + specialeffect2 EF_STEAL; + getitem 6308,1; //Unidentified_Relic + } + close; +} +prt_fild09,371,255,0 script Reptile Tongues 844,{ unknown_d(12167,903); } +prt_fild09,352,241,0 script Scorpion Tails 844,{ unknown_d(12168,904); } +pay_fild02,177,108,0 script Stems 844,{ unknown_d(12169,905); } +pay_fild02,105,113,0 script Pointed Scales 844,{ unknown_d(12170,906); } +pay_fild01,152,171,0 script Resin 844,{ unknown_d(12171,907); } +gef_fild01,104,111,0 script Spawn 844,{ unknown_d(12172,908); } +prt_fild08,299,332,0 script Jellopy 844,{ unknown_d(12173,909); } +//izlude,132,136,0 script Fish Tails 844,{ unknown_d(12174,1023); } +prt_fild05,303,169,0 script Worm Peelings 844,{ unknown_d(12175,955); } +iz_dun03,155,165,0 script Gills 844,{ unknown_d(12176,956); } +mjo_dun01,222,226,0 script Tooth of Bat 844,{ unknown_d(12177,913); } +prt_fild06,182,290,0 script Fluff 844,{ unknown_d(12178,914); } +prt_fild06,127,85,0 script Chrysalis 844,{ unknown_d(12179,915); } +moc_fild07,201,360,0 script Feather of Bird 844,{ unknown_d(12180,916); } +moc_fild12,116,122,0 script Talons 844,{ unknown_d(12181,917); } +prt_fild04,315,245,0 script Sticky Webfoot 844,{ unknown_d(12182,918); } +mjolnir_08,108,99,0 script Animal Skin 844,{ unknown_d(12183,919); } +moc_fild03,175,201,0 script Wolf Claws 844,{ unknown_d(12184,920); } +pay_fild08,188,153,0 script Mushroom Spores 844,{ unknown_d(12185,921); } +gef_fild03,251,109,0 script Orc's Fangs 844,{ unknown_d(12186,922); } +c_tower2,170,9,0 script Evil Horns 844,{ unknown_d(12187,923); } +gef_fild05,111,96,0 script Powder of Butterfly 844,{ unknown_d(12188,924); } +moc_fild11,237,273,0 script Bill of Birds 844,{ unknown_d(12189,925); } +pay_fild06,306,233,0 script Snake Scales 844,{ unknown_d(12190,926); } +pay_fild07,126,49,0 script Insect Feelers 844,{ unknown_d(12191,928); } +iz_dun02,112,96,0 script Immortal Hearts 844,{ unknown_d(12192,929); } +moc_pryd02,134,112,0 script Rotten Bandages 844,{ unknown_d(12193,930); } +moc_pryd02,36,75,0 script Decayed Nails 844,{ unknown_d(12194,957); } +moc_pryd02,148,184,0 script Horrendous Mouths 844,{ unknown_d(12195,958); } +iz_dun01,210,77,0 script Tentacles 844,{ unknown_d(12196,962); } +iz_dun01,191,92,0 script Shells 844,{ unknown_d(12197,935); } +mjolnir_04,191,154,0 script Scale Shells 844,{ unknown_d(12198,936); } +mjolnir_04,162,168,0 script Venom Canines 844,{ unknown_d(12199,937); } +prt_fild02,102,97,0 script Sticky Mucus 844,{ unknown_d(12200,938); } +mjolnir_09,99,100,0 script Bee Stings 844,{ unknown_d(12201,939); } +prt_fild07,76,122,0 script Grasshopper's Legs 844,{ unknown_d(12202,940); } +prt_fild03,64,35,0 script Royal Jelly 844,{ unknown_d(12203,526); } +prt_fild03,180,163,0 script Yoyo Tails 844,{ unknown_d(12204,942); } +prt_fild03,226,170,0 script Solid Shells 844,{ unknown_d(12205,943); } +prt_fild03,262,201,0 script Nice Sweet Potato 844,{ unknown_d(12206,549); } +prt_fild03,284,190,0 script Raccoon Leaf 844,{ unknown_d(12207,945); } +gef_fild09,67,46,0 script Snail's Shells 844,{ unknown_d(12208,946); } +prt_fild03,366,237,0 script Horns 844,{ unknown_d(12209,947); } +pay_fild07,269,164,0 script Bear's Footskin 844,{ unknown_d(12210,948); } +prt_fild02,142,116,0 script Feathers 844,{ unknown_d(12211,949); } +prt_fild02,97,209,0 script Red Herbs 844,{ unknown_d(12212,507); } +prt_fild02,280,328,0 script Carrots 844,{ unknown_d(12213,515); } +moc_fild01,169,62,0 script Cactus Needles 844,{ unknown_d(12214,952); } +cmd_fild08,324,163,0 script Stone Hearts 844,{ unknown_d(12215,953); } + +dic_in01,138,225,3 script Diel Guard#ep133_19 492,{ + if (!isequipped(2782)) { + mes "[Diel Guard]"; + mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"; + mes "¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."; + mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!"; + next; + mes "Cannot communicate with him."; + close; + } + if (ep13_3_secret < 13) { + mes "[Diel Guard]"; + mes "You cannot go further."; + mes "This is the highest minister's office."; + mes "Only those with permission are allowed in."; + mes "Please go back."; + close; + } + else if (ep13_3_secret == 13) { + mes "[Diel Guard]"; + mes "Please stop."; + mes "Only those with permission are allowed to enter."; + next; + if (select("I have permission.:Go back.") == 1) { + mes "[Diel Guard]"; + mes "Wait..."; + mes strcharinfo(0) + "......ah... I see your name on the list."; + mes "I'm sorry."; + mes "Please go through."; + close2; + warp "dic_in01",241,177; + end; + } + mes "[Diel Guard]"; + mes "Sigh..."; + mes "Please understand."; + mes "There are many that try to meet the minister."; + mes "That is why security is heavy."; + close; + } + else if (ep13_3_secret > 13) { + mes "[Diel Guard]"; + mes "Ah, you are " + strcharinfo(0) + ".."; + mes "I received an order from Ahat to let you through anytime."; + mes "Please go up."; + close2; + warp "dic_in01",241,177; + end; + } + mes "[Diel Guard]"; + mes "You cannot go further."; + mes "This is the highest minister's office."; + mes "Only those with permission are allowed in."; + mes "Please go back."; + close; +} + +dic_in01,242,182,0 script Elevator#5f_to_4f 844,{ + select("Administrative Office"); + warp "dic_in01",138,221; + end; +} + +dic_in01,263,193,3 script Diel Guard#ep133_20 450,{ + if (!isequipped(2782)) { + mes "[Diel Guard]"; + mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"; + mes "¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."; + mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!"; + next; + mes "Cannot communicate with him."; + close; + } + if (ep13_3_secret < 13) { + mes "[Diel Guard]"; + mes "Please stop."; + mes "You cannot go further."; + close; + } + else if ((ep13_3_secret > 11) && (ep13_3_secret < 19)) { + mes "[Diel Guard]"; + mes "Are you here to meet Ahat?"; + mes "You are on the list."; + close2; + warp "dic_in01",299,251; + end; + } + else if (ep13_3_secret > 18) { + if (ep13_3_ahtdayq == 1) { + mes "[Diel Guard]"; + mes "You just came back from Ahat's errand?"; + mes "He is waiting inside."; + mes "Please go in."; + } + else if (countitem(6304) > 0) { + mes "[Diel Guard]"; + mes "Are you here to meet Ahat?"; + mes "You are on the list."; + mes "Please go in."; + delitem 6304,1; //Sapa_Feat_Cert + } + else { + mes "[Diel Guard]"; + mes "You need 1 exploit certification to meet Ahat."; + mes "At least this is a special treatment for you."; + close; + } + close2; + warp "dic_in01",299,251; + end; + } + mes "[Diel Guard]"; + mes "This is a restricted area."; + mes "You need permission to go any further."; + close; +} + +dic_in01,299,268,0 script #ep133_event01 139,4,4,{ + end; +OnTouch: + if (ep13_3_secret == 13) { + mes "As soon as you enter the room, someone"; + mes "pushes down your head to force you to bow."; + soundeffect "wander_man_move.wav",0; + sc_start SC_Blind,60000,0; + next; + mes "[Ringing Voice]"; + mes "That is fine, Cheshire."; + mes "Are you here to see me?"; + next; + mes "[Ringing Voice]"; + mes "Hold up your head and come closer."; + mes "Conversations are meant to have with eye contact."; + next; + cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),1; + mes "You hold up your head at the sound of Ahat's voice"; + mes "But you see a human in high-ranking Sapha clothing in front of you."; + sc_end SC_Blind; + emotion e_omg,1; + set ep13_3_secret, 14; + erasequest 7198; + close2; + cutin "",255; + } + end; +} + +dic_in01,294,276,5 script Secret Adjutant#ep133_2 498,{ + // if ((GetInventoryRemainCount 1301 3 == 2) || (GetInventoryRemainCount 1301 3 == 3)) { + if ((MaxWeight - Weight) < 1000) { + mes "- You can too many items to proceed with the quest. -"; + close; + } + cutin "ep13_cheshire_h",0; + if (ep13_3_secret < 16) { + mes "[Cheshire]"; + mes "........"; + mes "........Humph."; + close2; + } + else if (ep13_3_secret == 16) { + mes "- Cheshire stands quietly next to Ahat with his head and face covered with a bandana."; + mes "You see a tail behind Cheshire's hip for a split second. -"; + next; + select("Tail?"); + mes "[Cheshire]"; + mes "What are you looking at?!"; + mes "What tail are you talking about."; + next; + select("Have you ever been near the triangle?"); + mes "[Cheshire]"; + mes ".. Hey, what are you talking about?"; + mes "What do you want to say?"; + next; + cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2; + mes "[Ahat]"; + mes "" + strcharinfo(0) + "...."; + mes "All you need to do is follow Cheshire's orders."; + mes "Don't ask stupid questions. This is an order."; + mes "Cheshire. continue."; + next; + cutin "ep13_cheshire_h",0; + mes "[Cheshire]"; + mes "Hmm..here is what you need to do."; + mes "There is a huge crack south from the city."; + mes "There are many.."; + mes "accidents happening near the crack."; + next; + mes "[Cheshire]"; + mes "I need you to go and clear out any traces."; + mes "You'll find ^4d4dffclotted bloodstains, remnants of spells, and pieces of skin^000000."; + next; + mes "[Cheshire]"; + mes "Clear them out without anyone knowing."; + mes "And bring them here instead of throwing them away anywhere."; + mes "Bring back at least 10 of each."; + set ep13_3_secret, 17; + setquest 7199; + next; + mes "[Cheshire]"; + mes "You mustn't be seen by anyone."; + mes "You mustn't tell the Saphas."; + mes "Work in absolute secrecy!"; + close2; + } + else if (ep13_3_secret == 17) { + if (countitem(6306) > 9 && countitem(6305) > 9 && countitem(6307) > 9) { + mes "[Cheshire]"; + mes "..... ..you"; + mes "Are useful, aren't you?"; + mes "That will be all for today."; + mes "We will need to work little by little so we don't draw attention."; + delitem 6306,10; //Solid_Bloodstain + delitem 6305,10; //Frozen_Skin_Piece + delitem 6307,10; //Suspicious_Magic_Stone + set ep13_3_secret, 18; + erasequest 7199; + setquest 7200; + set ep13_3_ahtdayq, 2; + close2; + } + else { + mes "[Cheshire]"; + mes "Erase the various traces nearby the crack."; + mes "Your job is to collect and bring back clotted bloodstains, remnants of magic spells, and pieces of skin."; + next; + mes "[Cheshire]"; + mes "This cannot be done in a day so please bring back at least 10 of each."; + mes "Got it?"; + close2; + } + } + else if (ep13_3_secret == 18) { + mes "[Cheshire]"; + mes "Your work is done with me."; + mes "Do you have something for Ahat?"; + close2; + } + else { + if (ep13_3_ahtdayq == 1) { + if ((countitem(6306) > 9) && (countitem(6305) > 9) && (countitem(6307) > 9)) { + mes "[Cheshire]"; + mes "Ok. Confirmed."; + mes "Good."; + mes "You used an exploit certification to get here, didn't you?"; + mes "I'll return it to you."; + next; + mes "[Cheshire]"; + mes "We will do this again tomorrow."; + mes "Ahat seems to trust you very much."; + mes "Let's do are best."; + delitem 6306,10; //Solid_Bloodstain + delitem 6305,10; //Frozen_Skin_Piece + delitem 6307,10; //Suspicious_Magic_Stone + set ep13_3_ahtdayq, 2; + getitem 6304,1; //Sapa_Feat_Cert + getexp 70000,0; + getexp 0,30000; + erasequest 7201; + setquest 7200; + close2; + } + else { + mes "[Cheshire]"; + mes "As always, go and collect traces nearby the crack north from here."; + mes "Clotted Bloodstain, Piece of Frozen Skin, Strange Magic Stone.."; + mes "10 of each."; + close2; + } + } + else if (ep13_3_ahtdayq == 2) { + if (checkquest(7200,PLAYTIME) == 0 || checkquest(7200,PLAYTIME) == 1) { + mes "[Cheshire]"; + mes "Not just yet."; + mes "We must plan the cleanup near the crack carefully."; + mes "Come back later."; + close2; + } + else if (checkquest(7200,PLAYTIME) == 2) { + mes "[Cheshire]"; + mes "Back to work today."; + mes "Clotted Bloodstain, Piece of Frozen Skin, Strange Magic Stone.."; + mes "Bring them back quietly."; + next; + mes "[Cheshire]"; + mes "Collect 10 of each as always."; + mes "Got it?"; + set ep13_3_ahtdayq, 1; + if (checkquest(7200,PLAYTIME) >= 0) erasequest 7200; + setquest 7201; + next; + mes "You've received a request from Cheshire to clean up the crack area."; + mes "Ahat and Cheshire still have no clue."; + close2; + } + else { + mes "This mustn't happen.Case4"; + mes "Request help from GM."; + close2; + } + } + else { + mes "This mustn't happen.Case5"; + mes "Request help from GM."; + close2; + } + } + cutin "",255; + end; +} + +dic_in01,300,280,5 script Minister Ahat#ep133_21 493,{ + // if ((GetInventoryRemainCount 1301 3 == 2) || (GetInventoryRemainCount 1301 3 == 3)) { + if ((MaxWeight - Weight) < 1000) { + mes "- You can too many items to proceed with the quest. -"; + close; + } + if (ep13_3_secret < 13) { + mes "[Minister Ahat]"; + mes "Who?"; + mes "I don't remember giving you permission to enter."; + close2; + warp "dic_in01",262,191; + end; + } + else if (ep13_3_secret == 13) { + mes "As soon as you try to approach Ahat, someone"; + mes "pushes down your head to force you to bow."; + soundeffect "wander_man_move.wav",0; + SC_Start SC_Blind,60000,0; + next; + mes "[Ringing Voice]"; + mes "That is fine, Cheshire."; + mes "Are you here to see me?"; + next; + mes "[Ringing Voice]"; + mes "Hold up your head and come closer."; + mes "Conversations are meant to have with eye contact."; + next; + cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2; + mes "You hold up your head at the sound of Ahat's voice"; + mes "But you see a human in high-ranking Sapha clothing in front of you."; + SC_End SC_Blind; + emotion e_omg,1; + set ep13_3_secret, 14; + erasequest 7198; + close2; + } + else if (ep13_3_secret == 14) { + cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2; + mes "[Ahat]"; + mes "Surprised?"; + mes "Because I look like a human just like you?"; + next; + select("You aren't a Sapha?:Human?!!!!!:Pretty..!!:So handsome..!"); + mes "[Ahat]"; + mes "Hahaha... that's fine."; + mes "I understand you can't help being surprised at my appearance."; + mes "How do I look to you?"; + next; + mes "[Ahat]"; + mes "A perfect male?"; + mes "A perfect female?"; + mes "Doesn't matter."; + next; + mes "[Ahat]"; + mes "Who you see in front of you is not me."; + mes "Lie to a lie."; + mes "A vision in a wavering reflection."; + next; + mes "[Ahat]"; + mes "Just an image from a memory in your fixed concept.."; + mes "Look deep into your depths."; + next; + mes "Ahat's voice rings pleasantly in your ears."; + mes "Each syllable he says takes effect on your body."; + next; + mes "You see someone smiling peaceful at you from afar..."; + next; + mes "[Soft Voice]"; + mes "Who is the master?"; + next; + mes "- Ahat seems to be casting a powerful spell."; + mes "This might be his real ability. -"; + next; + select("Stop that!:Demon go away!"); + mes "[Ahat]"; + mes ".. useless resistance..."; + mes "But this is fun from time to time."; + mes "I can always cast a spell on you anytime."; + next; + mes "[Ahat]"; + mes "Now.. hold up your head and look into my eyes.."; + mes "...."; + next; + while (.@ahtlove < 4) { + set .@ahtlove, .@ahtlove + 1; + mes "- Ahat tries to hypnotize you again."; + mes "He must have erased himself by doing this over and over again.-"; + next; + if (.@ahtlove == 1) { + select("Overcome with willpower."); + mes "[Ahat]"; + mes "Amusing."; + mes "Don't you think, Cheshire?"; + mes "Hahaha. Playing hard to get.. this will be fun.."; + next; + } + else if (.@ahtlove == 2) { + select("You close your eyes.."); + mes "[Ahat]"; + mes "No, no.. you mustn't close them."; + mes "Cheshire."; + next; + mes "- As soon as the order was made"; + mes "Ahat's aide comes to make you stare at Ahat.-"; + next; + } + else if (.@ahtlove == 3) { + select("Try to sing a song."); + mes "[Ahat]"; + mes "Humans are funny."; + mes "But you need to listen to me so I will make you quiet for awhile."; + next; + mes "[Ahat]"; + mes "No use on resisting."; + mes "Just leave everything to me."; + next; + } + else { + select("Try to twist your body."); + mes "[Ahat]"; + mes "Amusing."; + mes "Don't you think, Cheshire?"; + mes "Hahaha. Playing hard to get.. this will be fun.."; + next; + mes "[Ahat]"; + mes "Stop that because you look pathetic."; + mes "Just relax and let loose for my spell."; + next; + } + } + mes "[Ahat]"; + mes "You are resisting."; + mes "So you didn't just come here."; + mes "Let's see how much you can stand."; + next; + mes "[Ahat]"; + mes "Who is your master?"; + next; + if (select("Pretend to be under the spell.:Well, you tell me") == 1) { + mes "- You start acting like you are hypnotized."; + mes "Ahat looks satisfied. -"; + next; + } + else { + mes "[" + strcharinfo(0) + "]"; + mes "You!!!"; + mes "I'm in love!"; + mes "I will die for you!"; + next; + mes "- You start acting like you are hypnotized.-"; + next; + mes "[Ahat]"; + mes "........ ah, no."; + mes "No need to kill yourself"; + mes "Now you are under my spell."; + mes "...."; + next; + } + mes "[Ahat]"; + mes "Who are you to me?"; + next; + if (select("A foot stool!:Loyal servant.") == 1) { + mes "[Ahat]"; + mes "I don't need a foot stool."; + mes "Let's talk after a minute."; + } + else { + mes "[Ahat]"; + mes "I see."; + mes "You are my loyal servant."; + mes "My hands and feet."; + } + set ep13_3_secret, 15; + close2; + } + else if (ep13_3_secret == 15) { + cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2; + mes "[Ahat]"; + mes "My loyal evil servant."; + mes "Come closer."; + next; + if (select("What am I doing?:Your wish is my command.") == 1) { + mes "[Ahat]"; + mes "Aren't you stubborn."; + mes "My spell doesn't work on you?"; + mes "Or it was broken.."; + mes "Or because you don't have your strength back."; + next; + mes "- Ahat casts another powerful spell.-"; + next; + mes "[Ahat]"; + mes "Who is your master?"; + next; + select("My master is Ahat."); + } + mes "[Ahat]"; + mes "Good. You are now allowed to come and go freely."; + mes "You will work for me starting now."; + next; + mes "[Ahat]"; + mes "Here is your first mission."; + mes "A crack of dimension occurred south from El Dicastes. Do you know about it?"; + next; + mes "[Ahat]"; + mes "There are many traces around the crack."; + mes "You're mission is to go find these tracks and erase them."; + next; + mes "[Ahat]"; + mes "Cheshire, let him know the details of this mission."; + mes "^4d4dffI'm very tired from casting a spell because I'm not fully awaken.^000000"; + next; + mes "[Ahat]"; + mes "You will now talk about us meeting to the Naga people."; + mes "Tell them that I look like a Sapha and always work alone in my office."; + next; + mes "[Ahat]"; + mes "Never talk about Cheshire."; + mes "Cheshire is never here."; + mes "You must follow Cheshire's orders from now on."; + mes "Go now."; + next; + mes "- Ahat doesn't suspect a thing yet."; + mes "He seems to believe that his spell was complete. -"; + set ep13_3_secret, 16; + close2; + } + else if (ep13_3_secret == 16) { + cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2; + mes "[Ahat]"; + mes "You must follow Cheshire's orders from now on."; + mes "Go now."; + next; + mes "- Ahat doesn't suspect a thing yet."; + mes "He seems to believe that his spell was complete. -"; + close2; + } + else if (ep13_3_secret == 17) { + cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2; + mes "[Ahat]"; + mes "Cheshire's orders are important for future plans."; + mes "Make no mistakes and never leave traces that may lead to me."; + mes "This is your master's orders."; + close2; + } + else if (ep13_3_secret == 18) { + cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2; + mes "[Ahat]"; + mes "Do you have something to say?"; + mes "You've done well in the crack area."; + next; + select("What are those?"); + mes "[Ahat]"; + mes "Well..."; + mes "You don't need to know now."; + mes "Or probably never need to know."; + mes "Ho ho."; + next; + mes "[Ahat]"; + mes "Where will your sword point at.."; + mes "the day you get to know.."; + mes "Now leave me since I'm tired."; + next; + mes "[Ahat]"; + mes "I'm still the Jarute of Dicastes and have piles of work to do."; + mes "Because it is difficult to satisfy everyone with only one loaf of bread."; + next; + mes "[Ahat]"; + mes "And this is something to reward you for your deeds."; + mes "Nothing much but I hope you like it."; + set ep13_3_secret, 19; + getitem 2790,1; //Bradium_Brooch + close2; + } + else { + cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2; + mes "[Ahat]"; + mes "Follow Cheshire's orders for the time being and clear the area nearby the crack."; + next; + mes "-Ahat still thinks you are under her spell."; + mes "Let's follow along with Cheshire's orders and act normal. -"; + close2; + } + cutin "",255; + end; +} + +dic_in01,138,188,0 script #ep133_event02 139,4,4,{ +OnTouch: + if (ep13_3_secret == 19) { + if (!isequipped(2782)) { + mes "[Quiet Voice]"; + mes "¡þ¡ù¡ó ¢¤¡ö¡ø...."; + mes "¡ò¡õ¡ú ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."; + } + else { + mes "[Quiet Voice]"; + mes "Sorry."; + mes "Just a moment."; + } + close2; + warp "dic_in01",155,188; + } + end; +} + +dic_in01,158,188,3 script Jarute HesLanta#ep133_2 451,{ + if (!isequipped(2782)) { + mes "[Jarute HesLanta]"; + mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"; + mes "¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."; + mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!"; + next; + mes "Cannot communicate with him."; + mes "Sapha's minister looks hopeless."; + mes "Gestures with an expression of abandonment."; + next; + select("Is he asking me to leave?:Or doesn't have a clue on something?"); + mes "I follow the gesture the minister did and then the minister sighs and nods her head."; + close2; + warp "dic_in01",144,188; + end; + } + if (ep13_3_secret < 19) { + mes "[HesLanta]"; + mes "You are from the Midgard expedition."; + mes "I heard many stories of you being active around here."; + next; + mes "[HesLanta]"; + mes "Ah, it is a bit far, isn't it?"; + mes "There is an invisible wall between this room and the corridor."; + mes "But of course I can move around freely."; + next; + mes "[HesLanta]"; + mes "There is nothing threatening Diel but we've put this wall up just in case."; + mes "By the way this isn't magical but is made by a magnetic field."; + next; + mes "[HesLanta]"; + mes "Oh no, I'm talking too much."; + mes "Sorry. There aren't many people that come here. I got excited."; + next; + mes "[HesLanta]"; + mes "You've come to help Ahat?"; + mes "Haha.. good luck."; + close; + } + else if (ep13_3_secret == 19 || ep13_3_secret == 20) { + if (ep13_3_secret == 19) { + mes "[HesLanta]"; + mes "I'm sorry to bring you here suddenly."; + mes "But I wanted to check someone."; + next; + mes "[HesLanta]"; + mes "Jarute.. What did Ahat look like to you?"; + next; + set .@m, select("I don't understand your question.:My master.") - 1; + if (.@m) { + mes "[HesLanta]"; + mes "....huh....?"; + mes "You do? I guess I made a mistake."; + mes "Sorry."; + next; + mes "HesLanta is upset with my reply."; + mes "His expression is complex and dark."; + set ep13_3_secret, 20; + close; + } + mes "[HesLanta]"; + mes "I'll rephrase my question."; + mes "Have you found anything strange about Ahat?"; + next; + select("Why are you asking?"); + mes "[HesLanta]"; + mes "Well, because I don't trust Ahat."; + mes "There are too many odd things about Ahat."; + next; + select("Are you allowed to say that?"); + } + else if (ep13_3_secret == 20) { + mes "[HesLanta]"; + mes "Ah, sorry."; + mes "You can't get out?"; + mes "It was designed that way."; + mes "I will send you out"; + next; + select("I was joking before."); + mes "[" + strcharinfo(0) + "]"; + mes "I want to know about Ahat too."; + mes "I want to talk about him with you."; + mes "But aren't you too defenseless while I'm talking like this?"; + next; + } + mes "[HesLanta]"; + mes "Well. Are you Ahat's servant?"; + mes "Then that is strange too."; + mes "Why would Ahat use a non-Sapha as a servant?"; + mes "Why are you serving Ahat?"; + next; + select("What if I hurt you?"); + mes "[HesLanta]"; + mes "Try it if you can."; + mes "My office is special and you won't be able to leave here."; + mes "And nobody can come in to help you either."; + next; + mes "[HesLanta]"; + mes "But this room is open to anyone."; + mes "If you have any bad intentions in hurting me then brave Galtens will come"; + mes "and teach you a lesson."; + next; + mes "[HesLanta]"; + mes "Another thing. If things flow like that then you and Ahat won't stand a chance."; + next; + mes "[HesLanta]"; + mes "I'm now risking my life"; + mes "to unveil Ahat's identity."; + mes "Sapha's don't fear death."; + next; + mes "[HesLanta]"; + mes "If I were to die at your hands"; + mes "I will have no regrets as long as I reveal the truth."; + next; + select("Okay. Stop it."); + mes "[HesLanta]"; + mes "Now you understand."; + mes "I'll ask you again."; + mes "Have you found anything suspicious about Ahat?"; + next; + mes "[HesLanta]"; + mes "Ahat almost never meets anyone else except for Ravail."; + mes "But he allowed you to visit him means there is something going on."; + next; + select("He casted a spell on me."); + mes "[HesLanta]"; + mes "Hypnotize? Why would he?"; + mes "Wait, that means you are under Ahat's spell...!!"; + mes "Oh no!"; + next; + select("No!:That's not it!"); + mes "[" + strcharinfo(0) + "]"; + mes "I'm not under the spell!"; + mes "I only pretend that I am. I'm also investigating Ahat!"; + next; + mes "[HesLanta]"; + mes "Huh? What does that mean?"; + mes "Are you acting right now?"; + next; + mes "You take out the traces you've found near the crack."; + mes "And start to explain what Ahat ordered you to do."; + next; + mes "[HesLanta]"; + mes "... you went through that.."; + mes "He is strange."; + mes "I only thought he was a Sapha colleague that avoided the curse."; + mes "So everything started from the crack."; + next; + select("He is human."); + mes "[" + strcharinfo(0) + "]"; + mes "El Dicastes only recently allowed humans to visit."; + mes "Why would a human take the place of a Sapha Jarute?"; + next; + mes "[HesLanta]"; + mes "Human?"; + mes "He is a Sapha. And a very beautiful and noble one."; + mes "When we first found him at the crack. We all thought the same thing."; + next; + mes "[HesLanta]"; + mes "The only Sapha that avoided the curse."; + mes "Because Ahat doesn't use Bradium."; + mes "Our race will get stiff and die by this curse"; + mes "but he is delicate, elegant and beautiful."; + next; + mes "[HesLanta]"; + mes "There was a bright light when the earth split with a huge roaring sound north from here."; + mes "And this beautiful Sapha was found next to the crack."; + next; + mes "[HesLanta]"; + mes "He was not a Sapha from Dicastes."; + mes "We took him to Ravail and wise Ravail concluded."; + next; + mes "[HesLanta]"; + mes "When we came here to avoid the god's curse,"; + mes "we have found a friend that was lucky enough to not be cursed."; + next; + mes "[HesLanta]"; + mes "Ahat climbed the ladder up to where he is now after gaining Ravail's trust."; + mes "His working abilities is amazing."; + mes "He is the perfect Sapha."; + set ep13_3_secret, 21; + next; + mes "HesLanta starts to think deeply after saying this."; + close; + } + else if (ep13_3_secret == 21) { + mes "[HesLanta]"; + mes "Ah, sorry."; + mes "I was thinking."; + mes "Crack.. hypnotism.. and the evidence you showed me."; + next; + mes "[HesLanta]"; + mes "I don't know why you think Ahat is human but"; + mes "that can also be part of his spell."; + next; + mes "[HesLanta]"; + mes "The reason he casted a spell.."; + mes "was to clean up the traces near the crack."; + mes "and he chose a non-Sapha, you.."; + next; + mes "[HesLanta]"; + mes "Because we Saphas mustn't know about the crack traces."; + mes "That means, Ahat is.."; + mes "^4d4dffcleaning up his traces that started from the crack^000000."; + next; + select("Erasing his own traces from the crack!!"); + mes "[HesLanta]"; + mes "Yes."; + mes "He is trying to cover up something related to the crack."; + mes "But what is it?"; + next; + mes "[HesLanta]"; + mes "When Ahat was first found near the crack, he had ^4d4dffno memory^000000."; + mes "Isn't that strange?"; + next; + mes "[HesLanta]"; + mes "I only get suspicious more and more when I hear your story."; + mes "But why I can't agree with this story is..."; + next; + mes "[HesLanta]"; + mes "Ahat is pure."; + mes "He is truly working for Sapha and Dicastes."; + next; + select("Then why are you investigating Ahat?"); + mes "[HesLanta]"; + mes "Ahat is loyal and is working wonders for the Sapha community but."; + next; + mes "[HesLanta]"; + mes "Ravail's trust and popularity from other Saphas is"; + mes "is concentrating Dicastes's power to one place."; + next; + mes "[HesLanta]"; + mes "The power is focused on Ahat."; + mes "When power should be spread out evenly throughout departments."; + next; + mes "[HesLanta]"; + mes "That is how everyone can monitor and check each other..."; + mes "and try their best and not stray to the wrong side of the road"; + mes "that is how we can live together."; + next; + mes "[HesLanta]"; + mes "But if power is concentrated to one place and used wrongly?"; + mes "All administrative are decided upon Ahat. Then what can he do with just a nod or shake of his head"; + next; + mes "[HesLanta]"; + mes "I'm scared of that."; + mes "He is beautiful. But beauty comes with thorns."; + next; + mes "[HesLanta]"; + mes "Ahat has slowly become the center."; + mes "If what he was holding in his was not bread but a sword.."; + mes "......."; + next; + mes "[HesLanta]"; + mes "I've gone too emotional."; + mes "Sorry."; + mes "My mind is so complicated now after hearing your story."; + next; + select("Do you know about Cheshire?"); + mes "[HesLanta]"; + mes "You mean the aide?"; + mes "Yes I do but most Sapha's don't."; + mes "Everyone near Ahat knows Cheshire."; + next; + mes "[HesLanta]"; + mes "^4d4dffCheshire is a feline Ahat brought with him^000000."; + mes "Ahat took care of injured Cheshire and brought him with him."; + mes "We have cats around so we didn't think much of him."; + next; + mes "[HesLanta]"; + mes "Because this land is their second homeland."; + mes "There may be other felines living elsewhere."; + mes "But he always covers his face with a bandana because he looks different from Saphas."; + next; + mes "[HesLanta]"; + mes "But why are you asking?"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Nothing."; + mes "I was only curious personally."; + mes "What are you going to do now?"; + next; + mes "[HesLanta]"; + mes "I will continue to keep an eye on Ahat."; + mes "Until I know the truth that is."; + next; + mes "You try to summarize what you talked about with HesLanta while he thinks things through."; + next; + while (1) { + if (.@yes == 5) { + mes "[" + strcharinfo(0) + "]"; + mes "To summarize."; + mes "The report robber is Cheshire."; + mes "Cheshire is Ahat's servant and they are related to the crack."; + mes "They are trying to hide something or someone at the crack"; + mes "and the crack was created by the evil lord Morroc!"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Ahat is the evil lord?"; + mes "No..."; + mes "This is unbelievable."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "I must go back to the expedition camp to report to Doha!"; + set ep13_3_secret, 22; + setquest 7203; + close; + } + else if (.@yes == 0) { + mes "[" + strcharinfo(0) + "]"; + mes "First the report culprit was.."; + next; + switch (select("Cheshire:Ahat:BK")) { + case 1: + mes "[" + strcharinfo(0) + "]"; + mes "It was Cheshire"; + mes "Cheshire is a feline."; + mes "and the bandana was to hid his ears."; + set .@yes, .@yes + 1; + break; + case 2: + mes "[" + strcharinfo(0) + "]"; + mes "Ahat? It can't be him."; + mes "Ahat doesn't fit the witness information."; + mes "Let's rethink this."; + break; + case 3: + mes "[" + strcharinfo(0) + "]"; + mes "BK?"; + mes "Nonsense"; + mes "Let's rethink this."; + break; + } + next; + } + else if (.@yes == 1) { + mes "[" + strcharinfo(0) + "]"; + mes "Why would Cheshire try to steal the report?"; + next; + if (select("No idea.:To make the conflict between 3 countries worse") == 1) { + mes "[" + strcharinfo(0) + "]"; + mes "We don't know the actual reason at this point."; + mes "But what will Cheshire gain out of this?"; + } + else { + mes "[" + strcharinfo(0) + "]"; + mes "To bring conflict between the three countries?"; + mes "What will Cheshire gain out of this?"; + } + set .@yes, .@yes + 1; + next; + } + else if (.@yes == 2) { + mes "[" + strcharinfo(0) + "]"; + mes "Cheshire's master is Ahat."; + mes "So all his actions are to.."; + next; + if (select("Cheshire is plotting on his own.:Ahat must be ordering him.") == 1) { + mes "[" + strcharinfo(0) + "]"; + mes "Cheshire arbitrary?"; + mes "Are you sure?"; + } + else { + mes "[" + strcharinfo(0) + "]"; + mes "Yes. Ahat must have order him."; + mes "But why would Ahat do that?"; + mes "Conflict between three countries? Or the report content?"; + set .@yes, .@yes + 1; + } + next; + } + else if (.@yes == 3) { + mes "[" + strcharinfo(0) + "]"; + mes "Let's think Ahat over."; + mes "Ahat came from the crack."; + mes "and has no records before that."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "And tries to erase all traces found near the crack."; + mes "And Ahat wants to eliminate..."; + next; + if (select("Ahat himself.:Morroc because of the crack?") == 1) { + mes "[" + strcharinfo(0) + "]"; + mes "Yes, Ahat might be a trace of himself."; + mes "Saphas want to hide something that is why they hired me"; + mes "that doesn't belong to any influence can be used as a puppet to do his dirty work."; + } + else { + mes "[" + strcharinfo(0) + "]"; + mes "A bit dramatic but we cannot rule out the evil lord Morroc."; + mes "Because the crack was created by the evil lord Morroc himself."; + } + set .@yes, .@yes + 1; + next; + } + else if (.@yes == 4) { + mes "[" + strcharinfo(0) + "]"; + mes "Ahat and the crack and then Morroc.."; + mes "I can tell there is a relationship between them but I can't pinpoint it."; + mes "And in the expedition's report..."; + next; + if (select("Content of conflict between three countries.. :Content about evil lord Morroc..") == 1) { + mes "[" + strcharinfo(0) + "]"; + mes "There was something about the conflict between three countries.."; + mes "But.. I don't think it all adds up?"; + mes "Let's think it over."; + } + else { + mes "[" + strcharinfo(0) + "]"; + mes "Yes. There is a report from the tracking team led by Echinacea."; + mes "It was about the evil lord Morroc."; + set .@yes, .@yes + 1; + } + next; + } + else { + mes "[" + strcharinfo(0) + "]"; + mes "Oh no. I don't know."; + mes "Let's think it over."; + set .@yes, 0; + next; + } + } + } + else if (ep13_3_secret == 22) { + cutin "ep13_heslanta",2; + mes "[HesLanta]"; + mes "You made a decision."; + mes "What are you going to do now?"; + mes "If possible, please help Ahat and keep a close eye on him."; + next; + mes "[HesLanta]"; + mes "I will prepare myself to confront him whenever he becomes a threat."; + mes "This is the best I can do now."; + next; + mes "[HesLanta]"; + mes "I only hope nothing sad will happen."; + mes "........"; + next; + mes "[HesLanta]"; + mes "I'm sorry to take your time. I will send you out now."; + mes "It was great to talk with you today."; + next; + switch (select("Me too.")) { + } + mes "[HesLanta]"; + mes "Let's keep our meeting a secret, alright?"; + mes "Hahaha."; + close2; + warp "dic_in01",144,188; + cutin "",255; + end; + } + set .@yessay, rand(1,3); + if (.@yessay == 1) { + mes "[HesLanta]"; + mes "I'm very tired because I had too much work today."; + mes "Ravail can only favor Ahat because he does this all by himself."; + next; + mes "[HesLanta]"; + mes "I must do my best too."; + mes "I don't want to do less than Ahat."; + mes "I meant in many aspects."; + close; + } + else if (.@yessay == 2) { + mes "[HesLanta]"; + mes "Ahat takes a walk with Cheshire sometimes."; + mes "They don't go far but often to the Jorhi Forest around dawn."; + next; + mes "[HesLanta]"; + mes "You get to see him walking if you are lucky."; + mes "Cheshire wears convenient clothes when walking, if that satisfies your curiosity."; + close; + } + mes "[HesLanta]"; + mes "You are always up and about."; + mes "I'm always watching Ahat."; + mes "Do you think I'm overdoing it?"; + next; + mes "[HesLanta]"; + mes "No, I wish I was wrong."; + mes "But this unknown anxiety makes me more suspicious about Ahat."; + next; + mes "[HesLanta]"; + mes "It is very tragic and sad to become suspicious of someone."; + mes "It is more worse if you can never share the sadness with anyone."; + next; + if (select("You are fine.:Then give up now.") == 1) { + mes "[HesLanta]"; + mes "Really?"; + mes "I feel a lot better."; + mes "This is called pampering, right?"; + close; + } + mes "[HesLanta]"; + mes "Sorry."; + mes "I must have taken much of your time."; + mes "I must become more stronger."; + close; +} + +dicastes01,223,190,1 script Calyon#pa8029 453,{ + mes "[Calyon]"; + if (isequipped(2782)) { + if (ep13_3_invite == 5) { + if (BaseLevel < 80) { + mes "Sorry, a minimum base level of 80 or higher is required to obtain my request."; + close; } + if (checkquest(12163,PLAYTIME) == 2) { + mes "Calculate your request activities with the ^800080Transport Dept. 1 Manager^000000 at Operations and then come back."; + close; + } else if (checkquest(12163,PLAYTIME) != -1) { + mes "We're done for the day. You can report back to the ^800080Transport Dept. 1 Manager^000000 at Operations. Good luck."; + close; } + mes "Welcome."; + mes "What brings you here?"; + next; + if(select("Please explain the request to me.", "Please give me a request.")==1) { + mes "[Calyon]"; + mes "The Transport Dept. 1 and 2 brings in rare items that are not available here."; + next; + mes "[Calyon]"; + mes "It is one of the key departments that obtains the rich supplies mostly from the Midgard Continent."; + next; + mes "[Calyon]"; + mes "Please see me any time once you are ready."; + close; + } + set .@calyonrequest,rand(1,11); + mes "[Calyon]"; + mes "Finally, I have a request for you. It is an important one so I need you to be focused."; + next; + mes "[Calyon]"; + if (.@calyonrequest == 1) { + setquest 12139; + setquest 12163; + mes "The high minister is looking for the Midgard product, Witherless Roses these days."; + mes "Not sure if it's a good gift but some have seen him with it on his head and showing it off."; + next; + mes "[Calyon]"; + mes "So... I know this is difficult to ask for but please bring me 1 Witherless Rose. This is just between you and me."; + next; + mes "You have received a request named ^800080Respect for Taste^000000."; + } else if (.@calyonrequest == 2) { + setquest 12137; + setquest 12163; + mes "The industrial research center researches ways of refining Bradium efficiently but they are always short on test materials."; + next; + mes "[Calyon]"; + mes "I heard there is a merchant in the adventurer's city who sells Glass Tubes. I will need 4 of them."; + next; + mes "You have received a request named ^800080Tools for Experiment^000000."; + } else if (.@calyonrequest == 3) { + setquest 12138; + setquest 12163; + mes "The pub owner said he wants to give a gift to all his regular Sapha customers."; + next; + mes "[Calyon]"; + mes "But doesn't know what to give. If you see any interesting gifts in Midgard, can bring back 5 of them?"; + next; + mes "You have received a request named ^800080Fine Gift Samples^000000."; + } else if (.@calyonrequest == 4) { + setquest 12140; + setquest 12163; + mes "A request from the pub owner. He says he can't use disposable leaf plates for regular customers."; + next; + mes "[Calyon]"; + mes "He is asking for 15 solid, white chinas from Midgard."; + next; + mes "You have received a request named ^800080Courtesy for Regular^000000."; + } else if (.@calyonrequest == 5) { + setquest 12141; + setquest 12163; + mes "I have a personal request. I heard there is a round transparent handicraft in Midgard."; + mes "I think they are called Glass Beads."; + next; + mes "[Calyon]"; + mes "We have similar manufactured items here but nothing compared to the elaborate sphere there."; + mes "Please get me 10 of them."; + next; + mes "You have received a request named ^800080Special Package^000000."; + } else if (.@calyonrequest == 6) { + setquest 12142; + setquest 12163; + mes "Hmm... I don't know how to start. The high minister is requesting for puppets from Midgard."; + mes "I don't know what it is but since the high minister is asking for it, it must be used for a very important purpose."; + next; + mes "[Calyon]"; + mes "Please bring 15 of them."; + next; + mes "You have received a request named ^800080Dangerous Request^000000."; + } else if (.@calyonrequest == 7) { + setquest 12143; + setquest 12163; + mes "I heard there is a trend among many of my colleagues here about a musical accessory made from a Bill of Birds from Midgard."; + next; + mes "[Calyon]"; + mes "I'm thinking of distributing them within the Operations building."; + mes "Can you buy and bring back 50 of them?"; + next; + mes "You have received a request named ^800080Strange Trend^000000."; + } else if (.@calyonrequest == 8) { + setquest 12144; + setquest 12163; + mes "The pub owner said he wanted to decorate the pub with something called Clam Shells."; + mes "Please bring back about 50 of them."; + next; + mes "[Calyon]"; + mes "I have no idea how he will use them but I think he has a very unique taste after being acquainted with many adventurers."; + next; + mes "You have received a request named ^800080Unknown Usage^000000."; + } else if (.@calyonrequest == 9) { + setquest 12145; + setquest 12163; + mes "We don't have cuisine for ourselves but many adventurers seem to enjoy the art of eating."; + mes "So the pub owner needs a plate for his new cuisine."; + next; + mes "[Calyon]"; + mes "He asked for 20 Crab Shells."; + mes "I have no idea where you can get them but... good luck."; + next; + mes "You have received a request named ^800080Other World Cuisine^000000."; + } else if (.@calyonrequest == 10) { + setquest 12146; + setquest 12163; + mes "I think the most useful Midgard item is Scells."; + next; + mes "[Calyon]"; + mes "Use Scells to fill any crack or holes in a building and then mix and plaster grinded Garlet to it and the building is maintained quick and simple."; + mes "Can you bring back 30 of them?"; + next; + mes "You have received a request named ^800080Filling in Cracks^000000."; + } else if (.@calyonrequest == 11) { + setquest 12147; + setquest 12163; + mes "Garlets are an element in building maintenance."; + mes "It is one of the most important materials in buildings."; + next; + mes "[Calyon]"; + mes "Before Garlets were available, we crushed and used Zargons but they have become difficult to come by."; + mes "Please bring back 40 of them."; + next; + mes "You have received a request named ^800080Adhesive Material^000000."; } + mes "You can check details of the request and who to report back to by opening the ^800080Quest Window^000000."; + mes "You have 23 hours to complete this mission."; + close; + } + mes "- The Sapha keeps a distance from you even when you try to talk."; + mes "It looks like he is calling for a Galten. Time to go. -"; + close; + } + mes "¡õ¢£¡ô"; + mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + next; + mes "- I can't understand him... -"; + close; +} + +dicastes01,211,178,2 script Moltuka#pa0829 453,{ + if (!checkweight(1201,1)) { + mes "You have too many kinds of items. Let's try again after you reduce the number of items."; + close; + } + if ((MaxWeight - Weight) < 1000) { + mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight."; + close; + } + if (!isequipped(2782)) { + mes "¡õ¢£¡ô"; + mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + next; + mes "I don't feel confident in talking since you wouldn't understand anything."; + close; + } + if (ep13_3_invite < 6) { + mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go."; + close; + } + if (BaseLevel < 80) { + mes "[Moltuka]"; + mes "Ha ha, come back again after you are trained more. I have no request that fits you."; + close; + } + if (checkquest(12164,PLAYTIME) == 2) { + mes "[Moltuka]"; + mes "Have you met the ^990099Transport Dept. 2 Manager^000000 at Operations? I will give you a new request after you clear your request history."; + close; + } + else if (checkquest(12164,PLAYTIME) != -1) { + mes "[Moltuka]"; + mes "I don't have any requests for you now. Report back to the ^990099Transport Dept. 2 Manager^000000 at Operations after you complete all requests."; + close; + } + mes "[Moltuka]"; + mes "Welcome."; + mes "What brings you here?"; + next; + if (select("Please explain the request to me.:Please give me a request.") == 1) { + mes "[Moltuka]"; + mes "You'd rather go to see Calyon for him to explain you about Transport 1,2 Department."; + next; + mes "[Moltuka]"; + mes "Since I am not good at speaking."; + close; + } + mes "[Moltuka]"; + mes "Request...Yeah, there is some. Wait a second."; + next; + mes "[Moltuka]"; + mes "........ (rummaging)"; + next; + mes "[Moltuka]"; + mes "..............(rustling sound)"; + next; + set .@tut_13, rand(1,11); + if (.@tut_13 == 1) { + setquest 12148; + setquest 12164; + mes "[Moltuka]"; + mes "Those Tatachos are so quick if we want to catch them which is pretty hard."; + next; + mes "[Moltuka]"; + mes "So the galtens here lure them with Monster's Feed. It's said that there is an expert who does that job, please get 100 Monster's feed."; + next; + mes "I got you a request named ^880088Bait for Tatacho Hunting^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close2; + setquest 12148; + setquest 12164; + end; + } + else if (.@tut_13 == 2) { + setquest 12149; + setquest 12164; + mes "[Moltuka]"; + mes "The pub owner wants some apple to learn how to cook well."; + next; + mes "[Moltuka]"; + mes "But I never heard of any adventurers from Midgard who were fond of his food. Anyway he says that he will try, so get 100 apples for him."; + next; + mes "I got you a request named ^880088Swordmanship Practice^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close2; + setquest 12149; + setquest 12164; + end; + } + else if (.@tut_13 == 3) { + setquest 12150; + setquest 12164; + mes "[Moltuka]"; + mes "This is a request from the pub owner. He wants some reddish vegetable in order to have a colorful dish."; + next; + mes "[Moltuka]"; + mes "Well..... Carrot, is it? Anyway it's being called with that name in your land... I don't really have any expectation. Sorry. I just was talking myself before. Please do prepare 100 of them."; + next; + mes "I got you a request named ^880088Pretty reddish vegetable^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close2; + setquest 12150; + setquest 12164; + end; + } + else if (.@tut_13 == 4) { + setquest 12151; + setquest 12164; + mes "[Moltuka]"; + mes "It's said that there had been an explosion in the pub. People say it was because of some vegetable named Pumpkin which was being thoroughly roasted on the fire."; + next; + mes "[Moltuka]"; + mes "for this incident, no pumpkin left. So it will be appreciated if you can find 100 pumpkins."; + next; + mes "I got you a request named ^880088Tenacity of the pub owner^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close2; + setquest 12151; + setquest 12164; + end; + } + else if (.@tut_13 == 5) { + setquest 12152; + setquest 12164; + mes "[Moltuka]"; + mes "The pub owner has requested that.... He misses sweet potato which he used to eat when he was young. He wants 50 sweet potatos."; + next; + mes "[Moltuka]"; + mes "I can understand him since he is away from home for long time. By chance you visit Midgard, please try to get them."; + next; + mes "I got you a request named ^880088Taste like home cooking^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close2; + setquest 12152; + setquest 12164; + end; + } + else if (.@tut_13 == 6) { + setquest 12153; + setquest 12164; + mes "[Moltuka]"; + mes "The pub owner wants to cook something strange. He said it will be Roasted Banana but I reckon he's cooked something similar before... "; + next; + mes "[Moltuka]"; + mes "Well, I can't remember much. Anyway... You need to get 100 Bananas."; + next; + mes "I got you a request named ^880088Harzardous plant when burnt^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close2; + setquest 12153; + setquest 12164; + end; + } + else if (.@tut_13 == 7) { + setquest 12154; + setquest 12164; + mes "[Moltuka]"; + mes "This request is from the pub owner. He wants some meat."; + next; + mes "[Moltuka]"; + mes "Nothing else in his request direction. It will be enough with 50 chunks. I wonder if he really is running his business..."; + next; + mes "I got you a request named ^880088Unexpectedly Normal^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close2; + setquest 12154; + setquest 12164; + end; + } + else if (.@tut_13 == 8) { + setquest 12155; + setquest 12164; + mes "[Moltuka]"; + mes "I'd like to give a present to the pub owner. This is a personal request so you don't have to get stressed for this. Few days ago, I saw the pub owner frustrated with all broken ladles."; + next; + mes "[Moltuka]"; + mes "It seemed that he made it himself by I felt pitiful for him, so I want you to get 20 black ladles which can be purchased in Midgard."; + next; + mes "I got you a request named ^880088Gift with heart^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close2; + setquest 12155; + setquest 12164; + end; + } + else if (.@tut_13 == 9) { + setquest 12156; + setquest 12164; + mes "[Moltuka]"; + mes "The high minister wanted mirrors made from Midgard crystal. There are many Manukan mirrors but he seems to prefer to Midgard ones."; + next; + mes "[Moltuka]"; + mes "I am actually a bit worried but there must be a reason for our 'wise' high minister."; + next; + mes "I got you a request named ^880088Respect for Taste 2^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close2; + setquest 12156; + setquest 12164; + end; + } + else if (.@tut_13 == 10) { + setquest 12157; + setquest 12164; + mes "[Moltuka]"; + mes "The pub owner is requesting something this time. He wants 2 Pineapples and wants you to know that..."; + next; + mes "[Moltuka]"; + mes "I might try to make a special cocktail. I am confident of doing it since I did make good poison."; + next; + mes "I got you a request named ^880088Resolution of the pub owner^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close2; + setquest 12157; + setquest 12164; + end; + } + else if (.@tut_13 == 11) { + setquest 12158; + setquest 12164; + mes "[Moltuka]"; + mes "Again....The pub owner's request. He wants 2 Melons and wants you to know that..."; + next; + mes "[Moltuka]"; + mes "I might try to make a special cocktail. I am confident of doing it since I did make good poison."; + next; + mes "I got you a request named ^880088Rage of the pub owner^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close2; + setquest 12158; + setquest 12164; + end; + } +} + +dicastes01,175,217,5 script Kalipo#pa0829 453,{ + if (!checkweight(1201,1)) { + mes "You have too many kinds of items. Let's try again after you reduce the number of items."; + close; + } + if ((MaxWeight - Weight) < 1000) { + mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight."; + close; + } + if (!isequipped(2782)) { + mes "¡õ¢£¡ô"; + mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + next; + mes "I don't feel confident in talking since you wouldn't understand anything."; + close; + } + if (ep13_3_invite < 6) { + mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go."; + close; + } + if (BaseLevel < 100) { + mes "[Kalipo]"; + mes "Ha ha ha, many other adventurers are giving a helping hand. I'll see you next time."; + close; + } + if (checkquest(12160,PLAYTIME) == 2) { + mes "[Kalipo]"; + mes "Please come back after checking"; + mes "previous requests with the ^990099Hunting Dept. 2 Manager^000000."; + close; + } + else if (checkquest(12160,PLAYTIME) > -1) { + mes "[Kalipo]"; + mes "I do not have any additional requests. Please report to the ^990099Hunting Dept. 2 Manager^000000 at Operations to report request completion."; + close; + } + mes "[Kalipo]"; + mes "Welcome."; + mes "Are you here for a request?"; + next; + if (select("Please explain the request to me.:Please give me a request.") == 1) { + mes "[Kalipo]"; + mes "As you know better"; + mes "and Laponte explained to you"; + mes "already"; + mes "I just can offer you"; + mes "one single request a day."; + next; + mes "[Kalipo]"; + mes "For sure"; + mes "you will get more interesting"; + mes "request, after"; + mes "you raise your levels"; + mes "don't feel bad with"; + mes "the simple request at first"; + close; + } + mes "[Kalipo]"; + mes "I will check the list of"; + mes "requests that came in today."; + next; + mes "[Kalipo]"; + mes "Hmm.."; + mes "I actually have something"; + mes "just right for you."; + next; + set .@tut_lv, (BaseLevel); + set .@rand, rand(100,BaseLevel); + if (.@rand < 109) { + setquest 12106; + setquest 12160; + mes "[Kalipo]"; + mes "Our scout who went to Rapine is being attacked by cute child looking monsters."; + next; + mes "[Kalipo]"; + mes "So we need to hunt them inevitably, and you are the one for hunting them since you are not from Rapine."; + next; + mes "I got you a request named ^990099A child on the flower^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close; + } + else if (.@rand < 112) { + setquest 12107; + setquest 12160; + mes "[Kalipo]"; + mes "Are you aware of the child looking flower, Pinguicula? People say there has been a mutant of that flower."; + next; + mes "[Kalipo]"; + mes "They are very violent and aggressive so the troops from Rapine have been sent to slay them. Please go to check up and treat it before they are spread all over the area."; + next; + mes "I got you a request named ^990099Twisted Love^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close; + } + else if (.@rand < 116) { + setquest 12108; + setquest 12160; + mes "[Kalipo]"; + mes "Some mineral collectors are missing, and it seems to be done by nepenthes for sure."; + next; + mes "[Kalipo]"; + mes "Nepenthes is similar to Mandragora. We gotta do something in order to protect people from more damage."; + next; + mes "I got you a request named ^990099Dangerous Plant Removal^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close; + } + else if (.@rand < 119) { + setquest 12109; + setquest 12160; + mes "[Kalipo]"; + mes "They've discovered the centipede larva habitat. We can remove them now so there will be less mom centipedes."; + next; + mes "[Kalipo]"; + mes "Would you find them and kill them? You will have to be careful with the mom centipedes around them."; + next; + mes "I got you a request named ^990099Larva Extermination^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close; + } + else if (.@rand < 124) { + setquest 12110; + setquest 12160; + mes "[Kalipo]"; + mes "Miners heading to Nidhogg's nest, it's been reported that the miners were attacked by a strange thing."; + next; + mes "[Kalipo]"; + mes "It's said that it was human looking water, but it must be an evil thing which is not water spirit. Perhaps the Nidhogg Dungeon is the origin so please visit there to check up."; + next; + mes "I got you a request named ^990099Demon of Water^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close; + } + else { + setquest 12111; + setquest 12160; + mes "[Kalipo]"; + mes "Tatachos were originally beautiful birds, and they could fly. But since they settled here where there is no natural enemy, they started to be fat and lazy,"; + next; + mes "[Kalipo]"; + mes "And finally they became like now, so ugly birds. You will be a good natural enemy for them."; + next; + mes "I got you a request named ^990099Bird with ugly face^000000 You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close; + } +} + +dicastes01,187,230,5 script Laponte#pa0829 453,{ + if (checkweight(1201,1) == 0) { + mes "You have too many kinds of items. Let's try again after you reduce the number of items."; + close; + } + if ((MaxWeight - Weight) < 1000) { + mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight."; + close; + } + if (!isequipped(2782)) { + mes "¡õ¢£¡ô"; + mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + next; + mes "I don't feel confident in talking since you wouldn't understand anything."; + close; + } + if (ep13_3_invite < 6) { + mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go."; + close; + } + if (BaseLevel < 97) { + mes "[Laponte]"; + mes "Ha ha ha, many other adventurers are giving a helping hand. I'll see you next time."; + close; + } + if (checkquest(12159,PLAYTIME) > -1 && checkquest(12159,PLAYTIME) < 2) { + mes "[Laponte]"; + mes "I do not have any additional requests. Please report to the ^990099Hunting Dept. 1 Manager^000000 at Operations to report request completion."; + close; + } + else if (checkquest(12159,PLAYTIME) == 2) { + mes "[Laponte]"; + mes "Please come back after checking"; + mes "previous requests with the ^990099Hunting Dept. 1 Manager^000000."; + close; + } + mes "[Laponte]"; + mes "Welcome."; + mes "Are you here for a request?"; + next; + if (select("Please explain the request to me.:Please give me a request.") == 1) { + mes "[Laponte]"; + mes "I'm responsible of allocating"; + mes "requests from other departments"; + mes "related to hunting"; + mes "monsters to"; + mes "adventurers."; + next; + mes "[Laponte]"; + mes "Each adventurer is randomly assigned"; + mes "to one request each day"; + mes "and the range of the request"; + mes "assigned is limited to"; + mes "the adventurer's training level."; + next; + mes "[Laponte]"; + mes "Advanced jobs are assigned"; + mes "to adventurers who"; + mes "advance in their battle skills"; + mes "so no need to be upset if"; + mes "your first few requests are small."; + close; + } + mes "[Laponte]"; + mes "I will check the list of"; + mes "requests that came in today."; + next; + mes "[Laponte]"; + mes "Hmm.."; + mes "I actually have something"; + mes "just right for you."; + next; + set .@rand, rand(97,BaseLevel); + if (.@rand < 103) { + setquest 12099; + setquest 12159; + mes "[Laponte]"; + mes "This is a very small request. Baby dragons that hatch near Yggdrasilberry roots are reported to be hatching nearby."; + next; + mes "[Laponte]"; + mes "Eliminating the baby dragon is important but we mustn't ignore that removing the root cause will prevent this request from coming up again in the future."; + next; + mes "I got you a request named ^880088Remove Root Cause^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close; + } + else if (.@rand < 109) { + setquest 12100; + setquest 12159; + mes "[Laponte]"; + mes "Received reports of sightings of an unknown huge winged insect near the Rapine camp recently."; + next; + mes "[Laponte]"; + mes "We don't know how far the infestation of this insect may spread so please exterminate as many as you spot."; + next; + mes "I got you a request named ^880088Violent Winged Insect^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close; + } + else if (.@rand < 115) { + setquest 12101; + setquest 12159; + mes "[Laponte]"; + mes "This just came in from colleagues working in the mine."; + next; + mes "[Laponte]"; + mes "The baby dragons living near Yggdrasilberry roots are destroying the grounds near the mines. It will get dangerous if we don't take care of it."; + next; + mes "[Laponte]"; + mes "Please wipe out the baby dragons near Yggdrasilberry."; + next; + mes "I got you a request named ^880088Work Interference^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close; + } + else if (.@rand < 118) { + setquest 12102; + setquest 12159; + mes "[Laponte]"; + mes "A new race called Naga was found inhabiting the swamp near the Rapine camp."; + next; + mes "[Laponte]"; + mes "The problem is that they are primitive intellectuals and are violent."; + next; + mes "[Laponte]"; + mes "We will have many conflicts with them in the future if they expand their colony. Please go eliminate the adult Nagas."; + next; + mes "I got you a request named ^880088Intelligent Snakes^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close; + } + else if (.@rand < 121) { + setquest 12103; + setquest 12159; + mes "[Laponte]"; + mes "We get continuous reports of sightings of a legendary winged white horse near by the Rapine base."; + next; + mes "[Laponte]"; + mes "Can you go there in person and take a look? ... "; + next; + mes "[Laponte]"; + mes "It could be a hallucination so please make sure to touch it with your bare hand to make sure it is a living creature."; + next; + mes "I got you a request named ^880088Legendary Creature^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close; + } + else if (.@rand < 125) { + setquest 12104; + setquest 12159; + mes "[Laponte]"; + mes "Centipede's reproduction is another problem but also their appetite is threatening own survival."; + next; + mes "[Laponte]"; + mes "They absorb Bradium minerals and damage our mining grounds"; + next; + mes "[Laponte]"; + mes "Many of our Sapha colleagues have lost their lives to the Centipedes. Please exterminate them."; + next; + mes "I got you a request named ^880088Insects with an Appetite^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close; + } + else { + setquest 12105; + setquest 12159; + mes "[Laponte]"; + mes "Got a report that Bradium raw minerals in the mines are alive."; + next; + mes "[Laponte]"; + mes "Looks like Bradium raw minerals were turned into Golems by an ancient spell and now we may need to close down our mines because of them. Can you please go and eliminate them? "; + next; + mes "I got you a request named ^880088Moving Rocks^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close; + } +} + +dicastes01,208,230,3 script Pura#pa0829 453,{ + if (!checkweight(1201,1)) { + mes "You have too many kinds of items. Let's try again after you reduce the number of items."; + close; + } + if ((MaxWeight - Weight) < 1000) { + mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight."; + close; + } + if (!isequipped(2782)) { + mes "¡õ¢£¡ô"; + mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + next; + mes "I don't feel confident in talking since you wouldn't understand anything."; + close; + } + if (ep13_3_invite < 6) { + mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go."; + close; + } + if (BaseLevel < 80) { + mes "[Pura]"; + mes "That's okay."; + mes "We are not that unfortunate to receive help from you."; + close; + } + if (checkquest(12161,PLAYTIME) == 2) { + mes "[Pura]"; + mes "Have you already met the ^990099Supply Dept. 1 Manager^000000 at Operations? I will give you a new request after you clear your request history."; + close; + } + else if (checkquest(12161,PLAYTIME) > -1) { + mes "[Pura]"; + mes "I don't have any requests for you now. Report back to the ^990099Supply Dept. 1 Manager^000000 at Operations after you complete all requests."; + close; + } + mes "[Pura]"; + mes "Welcome."; + mes "What brings you here?"; + next; + if (select("Please explain the request to me.:Please give me a request.") == 1) { + mes "[Pura]"; + mes "Adventurers help me"; + mes "deliver various items"; + mes "produced here to"; + mes "other parts of the"; + mes "area."; + next; + mes "[Pura]"; + mes "There is no restrictions"; + mes "to the job but"; + mes "some jobs are difficult than others."; + next; + mes "[Pura]"; + mes "Please see me any time"; + mes "once you are ready."; + close; + } + mes "[Pura]"; + mes "I will check the list of"; + mes "requests that came in today."; + next; + mes "[Pura]"; + mes "Hmm.."; + mes "I actually have something"; + mes "just right for you."; + next; + set .@tut_13, rand(1,10); + if (.@tut_13 == 1) { + setquest 12117; + setquest 12161; + mes "[Pura]"; + mes "They say that this area was a wetland very long ago. But for some reason the environment has changed gradually over the years."; + next; + mes "[Pura]"; + mes "There is a patch of land nearby the Rapine camp that is still preserved. Can you bring back a Withered Flower sample? It will be a good sample to research on environmental changes."; + next; + mes "I got you a request named ^880088Withered Flower^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close; + } + else if (.@tut_13 == 2) { + setquest 12118; + setquest 12161; + mes "[Pura]"; + mes "The Bradium refine machinery is broken and now we are short supplying refined Bradium to our colleagues working at the mine."; + next; + mes "[Pura]"; + mes "So we are using all our adventurers to help collect refined Bradium. Please bring back 3 refined Bradiums from the Bradium Golem."; + next; + mes "I got you a request named ^880088Welcomed Mineral^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close; + } + else if (.@tut_13 == 3) { + setquest 12119; + setquest 12161; + mes "[Pura]"; + mes "I have a request to bring in 16 Dragon's Manes."; + next; + mes "[Pura]"; + mes "Dragon's Mane is only dropped in small volumes by the Dracos and is very valuable. It is used in our indigenous designs in our flags, clothes and field equipment."; + next; + mes "I got you a request named ^880088Valuable Textile^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close; + } + else if (.@tut_13 == 4) { + setquest 12120; + setquest 12161; + mes "[Pura]"; + mes "This is a request from the pub for the food of people from other worlds. They want Dragon Tails to use as a cooking ingredient for field food that can be stored extensively."; + next; + mes "[Pura]"; + mes "So humans like this. Please bring back 6 of them."; + next; + mes "I got you a request named ^880088Curious Meat^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close; + } + else if (.@tut_13 == 5) { + setquest 12121; + setquest 12161; + mes "[Pura]"; + mes "The path that goes out of the city is now a hazardous icy road because of the snow we've been getting."; + next; + mes "[Pura]"; + mes "Spreading Pieces of Egg Shells will help and we need a lot of them. Around 26 or so will do."; + next; + mes "I got you a request named ^880088Materials to Clear Snow^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close; + } + else if (.@tut_13 == 6) { + setquest 12122; + setquest 12161; + mes "[Pura]"; + mes "The Bradium Processing Machinery emits tremendous heat when used and cannot be stabilized with any kind of water."; + next; + mes "[Pura]"; + mes "So we mix Crystalized Teardrops obtained from Aqua Elementals from melted snow. This is a material we need daily so please bring back 6 of them."; + next; + mes "I got you a request named ^880088Best Cooler Material^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close; + } + else if (.@tut_13 == 7) { + setquest 12123; + setquest 12161; + mes "[Pura]"; + mes "The Supply Manager has urgently requested paint to use on building maintenance throughout the city."; + next; + mes "[Pura]"; + mes "He can make enough paint by using the Fluorescent Liquid obtained from Aqua Elementals. Please bring back 26 containers of it."; + next; + mes "I got you a request named ^880088Best Paint^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close; + } + else if (.@tut_13 == 8) { + setquest 12124; + setquest 12161; + mes "[Pura]"; + mes "The valuable interior water bottle in the minister's room is broken. They won't be able to find who did it because there are so many visitors every day."; + next; + mes "[Pura]"; + mes "Can you please bring me this valuable item from Aqua Elemental? I only need 1."; + next; + mes "I got you a request named ^880088Rare Valuable^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close; + } + else if (.@tut_13 == 9) { + setquest 12125; + setquest 12161; + mes "[Pura]"; + mes "Lining supplies for armor for the Guards are all out."; + next; + mes "[Pura]"; + mes "The scale shell from Naga are perfect lining material. Please bring back 18 of them."; + next; + mes "I got you a request named ^880088Armory Material^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close; + } + else { + setquest 12126; + setquest 12161; + mes "[Pura]"; + mes "I got you a request named lining material for armor supplied to the guard commanders. They are different from ordinary lining."; + next; + mes "[Pura]"; + mes "Please bring me 11 shining scales of Naga. I don't think it will be much trouble for you."; + next; + mes "I got you a request named ^880088Advanced Armory Material^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close; + } + close; +} + +dicastes01,225,211,3 script Tragis#pa0829 453,{ + if (!checkweight(1201,1)) { + mes "You have too many kinds of items. Let's try again after you reduce the number of items."; + close; + } + if ((MaxWeight - Weight) < 1000) { + mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight."; + close; + } + if (!isequipped(2782)) { + mes "¡õ¢£¡ô"; + mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + next; + mes "I don't feel confident in talking since you wouldn't understand anything."; + close; + } + if (ep13_3_invite < 6) { + mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go."; + close; + } + if (BaseLevel < 80) { + mes "[Tragis]"; + mes "It is pretty embarassing that you are looking for a request with your level, you know that?"; + close; + } + if (checkquest(12162,PLAYTIME) == 2) { + mes "[Tragis]"; + mes "Calculate your request activities with the ^990099Supply Dept. 2 Manager^000000 at Operations and then come back."; + close; + } + else if (checkquest(12162,PLAYTIME) > -1) { + mes "[Tragis]"; + mes "I don't have any requests for you now. Report back to the ^990099Supply Dept. 2 Manager^000000 at Operations after you complete all requests."; + close; + } + mes "[Tragis]"; + mes "Welcome."; + mes "What brings you here?"; + next; + if (select("Please explain the request to me.:Please give me a request.") == 1) { + mes "[Tragis]"; + mes "Pura will explain the detail about the supply job. I'm soooo busy as you can see."; + close; + } + mes "[Tragis]"; + mes "I just got a request. It's good that none of us wasted time."; + next; + set .@tut_13, rand(1,10); + if (.@tut_13 == 1) { + setquest 12127; + setquest 12162; + mes "[Tragis]"; + mes "It's time to repair the trumpets for Mine supervisors."; + next; + mes "[Tragis]"; + mes "Because those trumpets are necessary to control the miners. The mystic horn from Cornus is the perfect trumpet material, please get 5 pieces of them."; + next; + mes "I got you a request named ^880088Supervisor's Tool^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close; + } + else if (.@tut_13 == 2) { + setquest 12128; + setquest 12162; + mes "[Tragis]"; + mes "It seems that there isn't enough amount of fur which is for the adventurers."; + next; + mes "[Tragis]"; + mes "It will be necessary to get some fur from Tatacho. 21 lumps will be enough."; + next; + mes "I got you a request named ^880088Preparation for Heating^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close; + } + else if (.@tut_13 == 3) { + setquest 12129; + setquest 12162; + mes "[Tragis]"; + mes "There was a request from the pub to collect 27 bug legs."; + next; + mes "[Tragis]"; + mes "They don't wanna reveal the reason why they need them. Anyway, thank you."; + next; + mes "I got you a request named ^880088Suspicious Food^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close; + } + else if (.@tut_13 == 4) { + setquest 12130; + setquest 12162; + mes "[Tragis]"; + mes "Zargon is very popular among the residents here. It's a beautiful, round shaped ball and can be used as a adhesive when its powder is mixed with water."; + next; + mes "[Tragis]"; + mes "Heard that it's very common material from the adventurers' land. Would you get some? It will be enough with 26 Zargons."; + next; + mes "I got you a request named ^880088Useful Material^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close; + } + else if (.@tut_13 == 5) { + setquest 12131; + setquest 12162; + mes "[Tragis]"; + mes "There is a request which is to find a material to be used for every quarter's building repair work."; + next; + mes "[Tragis]"; + mes "Please get 13 Solid shells which can be obtained from Centipede and Centipede Larva. It will be very useful for the repair work."; + next; + mes "I got you a request named ^880088Essential Material for Construction^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close; + } + else if (.@tut_13 == 6) { + setquest 12132; + setquest 12162; + mes "[Tragis]"; + mes "There is a request which is to find a material to be used for every quarter's building repair work."; + next; + mes "[Tragis]"; + mes "You need to get 16 Strong vines which can be got from nepenthes. It's a vital material for building repair work."; + next; + mes "I got you a request named ^880088Essential Material for Construction 2^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close; + } + else if (.@tut_13 == 7) { + setquest 12133; + setquest 12162; + mes "[Tragis]"; + mes "The guard need many sharp leaves for a decoration reason. Some other adventurers started searching them."; + next; + mes "[Tragis]"; + mes "They need pretty many quantity of the leaves so they want 26 sharp leaves from you. I know it's hard. Wish you good luck!"; + next; + mes "I got you a request named ^880088Decoration arrangement^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close; + } + else if (.@tut_13 == 8) { + setquest 12134; + setquest 12162; + mes "[Tragis]"; + mes "The pub owner is in trouble due to many adventurers from outside."; + next; + mes "[Tragis]"; + mes "He wishes to have an utensil which can be used simply and instantly, something like a wide leaf."; + next; + mes "I got you a request named ^880088Instant Receptacle^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close; + } + else if (.@tut_13 == 9) { + setquest 12135; + setquest 12162; + mes "[Tragis]"; + mes "There have been couple of attacks in mine. It must be those Nepenthes that were trying to attack miners."; + next; + mes "[Tragis]"; + mes "In order to make the medicine, we need 16 brown roots. Find and bring them."; + next; + mes "I got you a request named ^880088Not enough medicine^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close; + } + else { + setquest 12136; + setquest 12162; + mes "[Tragis]"; + mes "The pub owner came by and blamed and blamed about the big appetite of you guys."; + next; + mes "[Tragis]"; + mes "He said he has no more stock of honey and fruits. 2 jugs of honey will be enough to soothe him."; + next; + mes "I got you a request named ^880088Honey robber^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000."; + close; + } +} + +// Doha's Secret Orders +//============================================================ + +mid_campin,168,170,3 script Inspector Doha#ep133 59,{ +// if ((GetInventoryRemainCount 1301 3 == 2) || (GetInventoryRemainCount 1301 3 == 3)) { + if ((MaxWeight - Weight) < 1000) { + mes "- You can too many items to proceed with the quest. -"; + close; + } + if (ep13_3_secret < 1) { + mes "[Doha]"; + mes "What is it?"; + mes "You don't look like you have any business with me."; + mes "If you don't, please leave now."; + close; + } + else if (ep13_3_secret == 1) { + mes "[Doha]"; + mes "Who is asking?"; + mes "If you are in the wrong room, please leave now."; + next; + if (select("Came to meet the inspector.:Sorry.") == 1) { + mes "[Doha]"; + mes "Me?"; + mes "Are you the person the captain was speaking of?"; + mes "What was the name..."; + mes strcharinfo(0) + "?"; + next; + mes "[Doha]"; + mes "Hmm.. I don't know why you were chosen but I guess they trusted you enough."; + mes "I heard you were chosen to visit El Dicastes, the capital city of Sapha."; + next; + mes "[Doha]"; + mes "I have a secret mission for you regarding this visit."; + mes "More like an order."; + next; + mes "[Doha]"; + mes "I'm the inspector dispatched from the home country because of the report case."; + mes "We are working on investigating the truth behind the reported case."; + next; + select("Report case?"); + mes "[Doha]"; + mes "You haven't heard of it?"; + mes "I thought you already knew.."; + mes "So you're not the one that collected the report back then?"; + next; + mes "[Doha]"; + mes "When the expedition was dispatched before"; + mes "there was a general report on our research results on various categories"; + mes "and the messenger that was carrying this report back to home country was attacked."; + next; + mes "[Doha]"; + mes "Luckily the report wasn't stolen completely"; + mes "and we did get the report after painstakingly restoring it."; + mes "The important thing is who did this."; + next; + mes "[Doha]"; + mes "As you already know the expedition here is an alliance of 3 countries."; + mes "And we aren't all in good terms."; + mes "That is why Hibba Agip was put in charge by the captain and upper management because he isn't attached to any of the countries."; + next; + mes "[Doha]"; + mes "But the important thing is which country was behind this"; + mes "and why would they do such a thing when we must promote peace and cooperation."; + next; + mes "[Doha]"; + mes "That is why I was dispatched here to investigate on."; + mes "I've come across an unexpected information during my investigation."; + next; + mes "[Doha]"; + mes "Do you know the Cat Merchant?"; + mes "They are also doing business nearby."; + mes "One of the Cat Merchants"; + mes "spilled this information to me."; + next; + mes "[Doha]"; + mes "I was investigating at the location assumed to be where the attack took place"; + mes "when I met a cat. Well.. I don't know what else I'm supposed to call them."; + next; + mes "[Doha]"; + mes "But it turns out, I was lucky to meet this cat."; + mes "Because he turned out to be a witness to the case."; + next; + select("Witness!:Who did it?"); + mes "[Doha]"; + mes "Sigh..."; + mes "He did witness the case but the description I got was..."; + mes "suspicious at first."; + next; + mes "[Doha]"; + mes "Well... the cat said in his own words."; + mes "he might be one of us because he was very agile and quick."; + next; + select("Same race? Cat?"); + mes "[Doha]"; + mes "Yes."; + mes "I heard the cat say that with my own ears."; + mes "He said he went back to the place to see if it was a lost friend of his."; + next; + mes "[Doha]"; + mes "Hmm... my throat is soar from talking too much."; + mes "Let's continue later after I get some rest."; + mes "I think I need a cup of water."; + set ep13_3_secret, 2; + close; + } + mes "[Doha]"; + mes "Thank you."; + mes "I'm a little tired now."; + mes "I hope to see you next time."; + close; + } + else if (ep13_3_secret == 2) { + mes "[Doha]"; + mes "Wow.... they say this is the water melted from the snow from the snowy fields."; + mes "Very refreshing, don't you agree?"; + mes "...."; + next; + mes "[Doha]"; + mes "Then back to the story."; + mes "So I asked why the cat thought it was his own kind."; + next; + mes "[Doha]"; + mes "He said the attacker had a wonderful tail and attractive ears."; + mes "Hard to believe."; + next; + select("It was a cat?"); + mes "[Doha]"; + mes "No. I asked the same question."; + mes "And he said the attacker looked more like me."; + mes "Meaning humanlike to be precise."; + next; + mes "[Doha]"; + mes "Yes. A human male."; + mes "He said ^4d4dff the attacker had attractive ears and a sleek and glossary tail^000000!"; + next; + select("Could it be a hobby?"); + mes "[Doha]"; + mes "Are you talking about the Kitty Band that was popular in Prontera?"; + mes "If a full grown male was wearing one of those... and also a tail?"; + next; + if (select("Was he in disguise?:Taste should be respected.") == 1) { + mes "[Doha]"; + mes "I agree."; + mes "I think one of the countries is behind this."; + mes "I honestly think both the Sapha and Rapine won't get anything out of this."; + next; + mes "[Doha]"; + mes "I guess it will only be a way of hiding you are from."; + mes "Disguised as a cat, that is!"; + next; + } + else { + mes "[Doha]"; + mes "...................."; + mes "............Of course"; + mes "different tastes should be respected."; + next; + mes "[Doha]"; + mes "....Ahem."; + mes "My conclusion is"; + mes "Someone disguised themselves ridiculously in order to hide where they came from!"; + next; + } + mes "[Doha]"; + mes "So what we need to do now is"; + mes "Finding a guy with cat ears."; + mes "But I'm not so sure he will have them on him now."; + next; + mes "[Doha]"; + mes "But as the Cat Merchant mentioned, we shouldn't rule out the possibility that he might be from a third party."; + mes "Then what could his motives be."; + next; + mes "[Doha]"; + mes "Let's start simple before it gets too complicated."; + mes "I heard you are visiting El Dicastes, the capital city of Sapha."; + next; + mes "[Doha]"; + mes "Whether it is a cat or dog"; + mes "Please try to collect information on a guy with animal ears."; + next; + mes "[Doha]"; + mes "I will continue on searching and investigating Manuk and Splendide from here."; + mes "I need you to investigate during your journey and also at El Dicastes."; + next; + mes "[Doha]"; + mes "This is a very important mission."; + mes "There is a delicate conflict between the three countries"; + mes "and there might be a possibility of an unknown third party."; + next; + mes "[Doha]"; + mes "And why did the attacker only interfered instead of stealing the whole report."; + mes "we need to the purpose."; + next; + mes "[Doha]"; + mes "Please bring back some clues. Anything you come by during your journey"; + mes "Please report back to me if you have anything leads."; + set ep13_3_secret, 3; + changequest 7185,7186; + close; + } + else if (ep13_3_secret == 3) { + mes "[Doha]"; + mes "I will investigate Manuk and Splendide."; + mes "So you will have to look for clues in El Dicastes."; + next; + mes "[Doha]"; + mes "About the guy with animal ears."; + mes "It will be a tough mission but I know you will do well."; + close; + } + else if (ep13_3_secret > 3 && ep13_3_secret < 22) { + mes "[Doha]"; + mes "How is the investigation going?"; + mes "Please try your best."; + mes "not to break the parallel relationship between countries."; + close; + } + else if (ep13_3_secret == 22) { + if (countitem(6306) && countitem(6305) && countitem(6307)) { + mes "[Doha]"; + mes "How is the investigation going?"; + mes "Do you have any significant status?"; + next; + mes "You share the details regarding Diel, Cheshire, Ahat and the crack of dimension."; + mes "You give him a clot of blood, shells and a magical stone as evidence."; + next; + mes "[Doha]"; + mes "Hmm.."; + mes "I actually gave the same mission to all other people heading for El Dicastes."; + next; + mes "[Doha]"; + mes "They have all brought information based on assumptions."; + mes "Meaning your evidences are not much different from the others."; + next; + mes "[Doha]"; + mes "At least we found out one thing."; + mes "At least we now know that the attacker is not from the three countries of Midgard."; + mes "But this is only an assumption."; + next; + mes "[Doha]"; + mes "Details of the report will be verified by a superior authority and a schedule for the next step will be given."; + mes "Thank you."; + next; + mes "[Doha]"; + mes "Please have this."; + mes "This is a reward for your services up to now."; + mes "You deserve this for the hardship you are going through in another world."; + delitem 6306,1; //Solid_Bloodstain + delitem 6305,1; //Frozen_Skin_Piece + delitem 6307,1; //Suspicious_Magic_Stone + set ep13_3_secret, 23; + getitem 2553,1; //Dragon_Manteau + erasequest 7202; + completequest 7203; + next; + mes "[Doha]"; + mes "...."; + mes "Sapha and Rapine, which ever."; + mes "I have something more urgent."; + next; + select("Can you repeat that?"); + mes "[Doha]"; + mes "..? "; + mes "I didn't say a thing."; + mes "I guess you heard wrong."; + mes "Will you leave now? Because I have to organize a report."; + close; + } + mes "You are missing evidence to submit with your report:"; + mes "Clotted Bloodstain, Piece of Frozen Skin, Strange Magic Stone."; + mes "You will have to collect the items again."; + close; + } + mes "[Doha]"; + mes "There won't be any changes to the current policy."; + mes "Home land will continue to review the contents of your reports."; + mes "[Doha]"; + mes "All we can do for now is"; + mes "do our best, right?"; + mes "He says its kindly but his eyes have a get out and do your work kind of look."; + close; +} + +dic_in01,245,119,4 script Shay#ep133_13 884,{ + // if ((GetInventoryRemainCount 1301 3 == 2) || (GetInventoryRemainCount 1301 3 == 3)) { + if ((MaxWeight - Weight) < 1000) { + mes "- You can too many items to proceed with the quest. -"; + close; + } + cutin "ep13_shy",2; + mes "[Shay]"; + switch (rand(1,5)) { + Case 1: mes ".. Burman Flone."; break; + Case 2: mes "What?"; break; + Case 3: mes "Boring. What is it?"; break; + Case 4: mes "Sigh... Ready to order?"; break; + Case 5: + mes "Another failure?."; + mes "I'm talking to myself. Don't bother."; + mes "What do you want?"; + break; + } + next; + switch (select("Order.:Talk.:Never mind.")) { + case 1: + mes "[Shay]"; + mes "What will it be?"; + mes "I have Tropical Sograt and Vermilion on the Beach flown in from Morroc."; + mes "A bit on the expensive side though."; + next; + if (select("Tropical Sorgrat - 2000z:Vermilion on the Beach - 2000z:Anything else?") == 3) { + mes "[Shay]"; + mes "Here.. "; + mes "......Hmmm..."; + mes "Nah."; + break; + } + setarray .@str$[1], "Tropical Sorgrat","Vermillion on the Beach."; + setarray .@item[1], 12112,12113; + if (Zeny > 1999) { + mes "[Shay]"; + mes "Here is your "+.@str$[@menu]+"."; + set Zeny, Zeny - 2000; + getitem .@item[@menu],1; //Tropical_Sograt + break; + } + mes "[Shay]"; + mes .@str$[@menu]+" is 2000 Zeny."; + mes "What is it so expensive?"; + mes "Then you try to bring it all the way here."; + break; + case 2: + if (ep13_3_invite < 6) { + mes "[Shay]"; + mes "If you haven't registered at Diel yet, you better do it soon."; + mes "That is the only way to start receiving requests and guarantee your safety here."; + next; + mes "[Shay]"; + mes "To avoid conflicts apart from diplomatic trouble"; + mes "it is always better to respect each sides agreement."; + mes "Don't you agree?"; + break; + } + else { + if (ep13_3_secret < 3) { + mes "[Shay]"; + mes "Not that busy but I don't want to do it."; + break; + } + else if (ep13_3_secret == 3) { + mes "[Shay]"; + mes "I don't want to talk about personal stuff."; + mes "But do you have any questions?"; + next; + switch (select("Tell me about yourself:About Sapha:About other races:....Hmm..")) { + case 1: + mes "[Shay]"; + mes "Me?"; + mes ".If you are asking about my name, it is written on my badge here."; + mes "It's Shay."; + next; + select("Not that"); + mes "[Shay]"; + mes "Hmm. Then should I tell you the story on how I settled here?"; + mes "The first to apply to expedite here"; + mes "where the Assassins."; + next; + mes "[Shay]"; + mes "I was one of them."; + mes "That is how I got to reach this place before anyone else did"; + mes "And that is how the base of the expedition camp was built."; + next; + mes "[Shay]"; + mes "But you know."; + mes "I thought I'd return to my hometown and retire."; + mes "But El Dicastes contacted me."; + next; + mes "[Shay]"; + mes "They requested if I could open a place for us outsides to feel comfortable with."; + mes "They also were considerate enough to build it in Midgard style."; + next; + mes "[Shay]"; + mes "So the framework and style,"; + mes "architect was brought in.."; + mes "and then I found myself managing the whole project?"; + next; + mes "[Shay]"; + mes "And..."; + mes "that is how I got here."; + mes "I've been here ever since!"; + next; + mes "[Shay]"; + mes "I don't remember what my original job was."; + mes "Little rusty on the Katar, I guess..."; + next; + mes "Shay suddenly has a lonely expression and sighs deeply about his situation."; + mes "Looks very tired."; + break; + case 2: + mes "[Shay]"; + mes "Sapha?"; + mes "You are surrounded by Saphas."; + mes "......"; + next; + mes "[Shay]"; + mes "What are you asking me?"; + mes "Just ask any Sapha passing by."; + mes "Ask 'what are you'."; + break; + case 3: + mes "[Shay]"; + mes "Other races?"; + mes "Talking about Sapha?"; + next; + if (select("With cat ears.:With butterfly wings.") == 1) { + mes "[Shay]"; + mes "Cat?"; + mes "Are you talking about the Cat Merchant?"; + mes "They are camped outside of the capital gate."; + next; + mes "[Shay]"; + mes "They even mined and fished near the expedition camp."; + mes "They are currently trying to expand their business"; + next; + mes "[Shay]"; + mes "Well.. bigger then them?"; + mes "Not sure. Haven't heard of it."; + mes "Why don't you ^4d4dffask Sapha's around here?^000000"; + set ep13_3_secret, 4; + erasequest 7186; + setquest 7187; + break; + } + mes "[Shay]"; + mes "Butterfly wings? Are you talking about Rapine?"; + mes "Don't know them?"; + mes "You really no nothing."; + next; + mes "[Shay]"; + mes "If you want to know about Rapine, go to Splendide."; + mes "They are rough and tough."; + break; + case 4: + mes "[Shay]"; + mes "What..."; + mes "I'm not that busy but don't bother me too much."; + break; + } + break; + } + else if (ep13_3_secret == 4) { + mes "[Shay]"; + mes "What is it now?"; + mes "Any luck?"; + next; + setarray .@ward$, + "7188","The Knits at the square are interested in Ahat.", + "7189","I heard from Pioms that most of the Saphas are interested in the minister.", + "7190","Galtens are interested in the Cat Merchant for their cat ears."; + mes "[" + strcharinfo(0) + "]"; + mes "I'm trying to organize the information I've collected."; + for (set .@size, getarraysize(.@ward$); .@i < .@size; set .@i, .@i + 2) + if (checkquest(atoi(.@ward$[.@i])) >= 0) { + set .@sealall, .@sealall + 1; + mes .@ward$[.@i+1]; + } + if (!.@sealall) mes "But what should I do with the collected information?"; + next; + if (.@sealall < 3) { + mes "[" + strcharinfo(0) + "]"; + mes "Moan..."; + mes "[Shay]"; + mes "You look lost like as if nothing makes sense anymore."; + mes "They solution is simply to ask around."; + next; + mes "[Shay]"; + mes "There are many Saphas working at the factory, drill hall, square and anywhere else."; + mes "There are the Cat Merchants outside of the castle, too."; + break; + } + mes "[" + strcharinfo(0) + "]"; + mes "Everybody"; + mes "is talking about the minister these days!"; + mes "What is with this Ahat anyway."; + next; + mes "[Shay]"; + mes "I haven't even seen the minister."; + mes "I heard many say that he is beautiful."; + next; + mes "[Shay]"; + mes "Anyway........"; + mes "Try this."; + mes "I've been working on this for some time and hope that this can go on the menu."; + next; + mes "- Shay places a baked pie with the base made out of carrots."; + mes "Topped with something that looks like apples or bananas."; + mes "You immediate think it is too risky to try. ?"; + next; + select("The minced ingredient is..."); + mes "[Shay]"; + mes "An apple pie."; + mes "I garnished it with bananas."; + mes "Doesn't look like it but this is an apple pie."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "But why is there a carrot in a pie."; + mes "And there is no hint of apples."; + next; + mes "[Shay]"; + mes "Stop!!!!!!!!!!!!!"; + specialeffect2 EF_HIT1; + specialeffect2 EF_HIT2; + percentheal -30,0; + next; + mes "-Shay got all upset and threw something sticky and smelly."; + mes "The pie left Shay's palm and landed square in your face. -"; + next; + mes "[Shay]"; + mes "Oops.. umph.. hmph..."; + mes "Phew... sigh..."; + mes "..........."; + next; + mes "[Shay]"; + mes "S..Sorry. Aello told me to help you but.."; + mes "......."; + mes "I couldn't help myself."; + next; + mes "[Shay]"; + mes "Ha.. there is a cat named BK among the Cat Merchants."; + mes "He might have the information you want."; + mes "... Go.. meet BK."; + next; + mes "[Shay]"; + mes "And if he ignores you, tell him that ^4d4dffShay's special drink will be delivered^000000."; + set ep13_3_secret, 5; + erasequest 7188; + erasequest 7189; + erasequest 7190; + changequest 7187,7191; + break; + } + else if (ep13_3_secret > 4 && ep13_3_secret < 9) { + mes "[Shay]"; + mes "You can find the Cat Merchants outside of the gate."; + mes "They seem like a small group of wanders."; + mes "You'll see their tent southeast from the gate."; + next; + mes "[Shay]"; + mes "BK is the one that holds information around there."; + mes "He will be able to help you."; + break; + } + else if (ep13_3_secret == 9) { + mes "[Shay]"; + mes "You say BK said that?"; + mes "So it is..."; + mes "I did think Ahat was beautiful than normal."; + next; + mes "[Shay]"; + mes "But according to the Saphas' stories I hear in this pub"; + mes "they all have a different version of Ahat."; + next; + mes "[Shay]"; + mes "But BK said Ahat isn't a Sapha?"; + mes "That only means that its not the looks that is different but may be completely a different race."; + next; + mes "[Shay]"; + mes "We can only investigate."; + mes "They say he came from the crack so let's investigate the crack."; + next; + mes "[Shay]"; + mes "But there is a crack here too?"; + mes "..Too many ill-fates."; + mes "Bit sorrowful."; + set ep13_3_secret, 10; + changequest 7192,7193; + break; + } + else if (ep13_3_secret == 10) { + mes "[Shay]"; + mes "It is always better to go to the site."; + mes "Because it is difficult to meet the minister."; + next; + mes "[Shay]"; + mes "The crack here must have been created when the crack in Morroc appeared."; + mes "If he did it."; + next; + mes "[Shay]"; + mes "You'll find a crack northeast from El Dicastes."; + mes "Try investigating there."; + break; + } + else if (ep13_3_secret == 11) { + mes "[Shay]"; + mes "Any luck?"; + next; + setarray .@quest, 7194,7195,7196; + setarray .@item, 6306,6305,6307; + setarray .@str$, "bloodstain","frozen piece of skin","strange magical stone fragment"; + + for (set .@size, getarraysize(.@item); .@i < .@size; set .@i, .@i + 1) { + if (countitem(.@item[.@i])) { + mes "- You show the " + .@str$[.@i] + " you collected from near the crack.-"; + set .@crack, 1; + next; + break; + } + } + if (!.@crack) { + mes "- You do not have the item needed for the quest. Case3"; + mes "If your quest item was destroyed, request help from GM.-"; + break; + } + mes "[Shay]"; + mes ".. I didn't expect this."; + mes "Then who is Ahat..?"; + mes "...I smell something fishy."; + next; + mes "[Shay]"; + mes "I don't know since I haven't seen Ahat in person but"; + mes "we must find out what all this means."; + next; + select("Do you trust BK?"); + mes "[Shay]"; + mes "At least BK doesn't lie."; + mes "The BK I know never lies."; + mes "Why are these found near the crack?"; + mes "Why was Ahat near the crack.."; + next; + select("Do you want to meet in person?"); + mes "[Shay]"; + mes "You can't just waltz in him."; + mes "It's even harder for outsiders like us to meet him."; + mes "Hm..."; + next; + mes "[Shay]"; + mes "We can try collected exploit certifications."; + mes "Those who did great deeds get the opportunity to meet the minister."; + next; + mes "[Shay]"; + mes "The Cat Merchants are also collected exploit certifications. They want to meet the minister in person so they can negotiate business."; + next; + mes "[Shay]"; + mes "You can receive exploit certifications from handling requests throughout the city."; + mes "If you want to meet the minister Ahat..."; + next; + mes "[Shay]"; + mes "You'll need at least ^4d4dff3 exploit certifications^000000."; + mes "Go ^4d4dffask around in Diel^000000 for more information."; + next; + mes "[Shay]"; + mes "Sapha that registers adventurers in Diel."; + mes "Was his name ^4d4dffRhawyne^000000. Ask him."; + next; + select("Don't you have any exploit certification of Sapha?"); + mes "[Shay]"; + mes "................"; + mes "Do you think I'm that free?"; + mes "I'm not the one receiving request, I'm the one that makes the requests!!"; + next; + mes "[Shay]"; + mes "Tsk."; + mes "First, think of what you have to do."; + mes "Meet Ahat by collecting exploit certifications."; + mes "And then find doubt what is the relationship between him and the crack."; + set ep13_3_secret, 12; + for (set .@i, 0; .@i < getarraysize(.@quest); set .@i, .@i + 1) + if (checkquest(.@quest[.@i]) >= 0) erasequest .@quest[.@i]; + setquest 7197; + break; + } + else if (ep13_3_secret == 12) { + mes "[Shay]"; + mes "Start with collecting exploit certifications."; + mes "You'll need at least 3 certifications to meet the minister."; + next; + mes "[Shay]"; + mes "Once you have your certifications, go make a request to meet the minister at the Adventurer's reception desk in Diel."; + mes "Rhawyne will help you."; + break; + } + else if (ep13_3_secret == 13) { + mes "[Shay]"; + mes "So.. you got permitted?"; + mes "I'm also curious who this Ahat character is."; + next; + mes "[Shay]"; + mes "Good. I'll prepare some food until you come back."; + mes "I just found this amazing chocolate recipe a few days ago."; + next; + select("Oh..no.."); + mes "[Shay]"; + mes "When I was in Morroc."; + mes "A colleague from the guild used to make chocolate stuff you see?"; + mes "I thought it would be simple since he was making it."; + next; + select("So....."); + mes "[Shay]"; + mes "Wait till you taste it."; + mes "Now, get going."; + break; + } + else if ((ep13_3_secret > 13) && (ep13_3_secret < 17)) { + mes "[Shay]"; + mes "How was the minister?"; + next; + if (select("Strange.:..Beautiful...") == 1) { + mes "[Shay]"; + mes "So.. how strange."; + mes "..was it bad or good?"; + mes "No, that isn't important. Try to remember what you were there for."; + break; + } + mes "[Shay]"; + mes "Huh? Really?"; + mes "You can tell the beauty even if the race is different."; + mes "Do you job instead of dreaming about his appearance."; + break; + } + else if ((ep13_3_secret > 16) && (ep13_3_secret < 19)) { + mes "[Shay]"; + mes "Hmm..."; + mes "Clearing the crack area?"; + mes "Sounds weird."; + mes "Something smells fishy."; + next; + mes "[Shay]"; + mes "Don't forget to bring back evidence."; + mes "And to pretend you are hypnotized."; + mes "Good. This is our secret."; + next; + mes "[Shay]"; + mes "Funny how things come about."; + mes "But you really are talkative."; + mes "You are telling me everything. Tsk."; + break; + } + else if (ep13_3_secret > 18 && ep13_3_secret < 22) { + mes "[Shay]"; + mes "Did you know?"; + mes "There is another skillful Jarute."; + mes "Name is HesLanta."; + next; + mes "[Shay]"; + mes "He sometimes come back and shares his stories."; + mes "But I think he also has a story to tell."; + next; + mes "[Shay]"; + mes "It's only a thought but"; + mes "It might be good to talk to those near Ahat too."; + next; + mes "[Shay]"; + mes "How about talking to the Jarute named HesLanta?"; + mes "You don't have nothing to lose, anyway."; + break; + } + else if (ep13_3_secret == 22) { + mes "[Shay]"; + mes "Why are you here again?"; + mes "Are you working?"; + next; + if (select("Mission completed!:Came to thank you.") == 1) { + mes "[Shay]"; + mes "Really?"; + mes "Good for you."; + mes "....."; + mes "Mission. Haven't heard that word for ages."; + next; + mes "[Shay]"; + mes "Now go."; + mes "I'm busy."; + mes "New ingredients are coming in today."; + mes "Go now."; + break; + } + mes "[Shay]"; + mes "If you are that grateful, each all my new cuisines till the last bite."; + next; + select("Ah, that is um..."); + mes "[Shay]"; + mes "Huh? Get lost."; + mes "Ungrateful...."; + break; + } + set .@shysay, rand(1,3); + if (.@shysay == 1) { + mes "[Shay]"; + mes "What do you want?"; + next; + switch (select("Tell me about yourself:About Sapha:....Hmm..")) { + case 1: + mes "[Shay]"; + mes "Me?"; + mes "Didn't I tell you before?"; + next; + select("Nope.."); + mes "[Shay]"; + mes "No, I told you my story before."; + mes "But since you have bad memory, I'll tell you again."; + next; + mes "[Shay]"; + mes "Hmm. Then should I tell you the story on how I settled here?"; + mes "The first to apply to expedite here"; + mes "where the Assassins."; + next; + mes "[Shay]"; + mes "I was one of them."; + mes "That is how I got to reach this place before anyone else did"; + mes "And that is how the base of the expedition camp was built."; + next; + mes "[Shay]"; + mes "But you know."; + mes "I thought I'd return to my hometown and retire."; + mes "But El Dicastes contacted me."; + next; + mes "[Shay]"; + mes "They requested if I could open a place for us outsides to feel comfortable with."; + mes "They also were considerate enough to build it in Midgard style."; + next; + mes "[Shay]"; + mes "So the framework and style,"; + mes "architect was brought in.."; + mes "and then I found myself managing the whole project?"; + next; + mes "[Shay]"; + mes "And..."; + mes "that is how I got here."; + mes "I've been here ever since!"; + next; + mes "[Shay]"; + mes "I don't remember what my original job was."; + mes "Little rusty on the Katar, I guess..."; + next; + mes "Shay suddenly has a lonely expression and sighs deeply about his situation."; + mes "Looks very tired."; + break; + case 2: + mes "[Shay]"; + mes "Sapha?"; + mes "You are surrounded by Saphas."; + mes "......"; + next; + mes "[Shay]"; + mes "What are you asking me?"; + mes "Just ask any Sapha passing by."; + mes "Ask 'what are you'."; + break; + case 3: + mes "[Shay]"; + mes "What..."; + mes "I'm not that busy but don't bother me too much."; + break; + } + break; + } + else if (.@shysay == 2) { + mes "[Shay]"; + mes "What did you bring here now?"; + mes "........."; + mes "What? No?"; + next; + mes "[Shay]"; + mes "Tsk.... boring."; + break; + } + else { + mes "[Shay]"; + mes "Why is strawberry chocolate so difficult to make?"; + mes "Why is my chocolate falling apart?"; + next; + mes "[Shay]"; + mes "Also this chocolate pie."; + mes "How do I bake it just the right golden color?"; + mes "Why can't it be white or black?"; + mes "It isn't the pie that is important. It's the chocolate that is."; + next; + mes "[Shay]"; + mes "How did my colleague make this?!"; + mes "............"; + mes "...Do girls like this?"; + next; + if (select("They normally do like homemade chocolate.:No. only aliens.") == 1) { + mes "[Shay]"; + mes "I see."; + mes "So..."; + mes "Are you married?"; + break; + } + mes "[Shay]"; + mes "You're alone, right?"; + mes "...."; + mes "Sorry."; + mes "We're in the same boat."; + break; + } + } + case 3: + mes "[Shay]"; + mes "Suit yourself."; + break; + } + close2; + cutin "",255; + end; +} + +dicastes01,207,210,5 script Walking Knit#ep133_15 449,{ + if (!isequipped(2782)) { + mes "[Knit]"; + mes "¡õ¢£¡ô"; + mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + next; + mes "Cannot communicate with him."; + close; + } + if (ep13_3_secret == 4) { + mes "[Knit]"; + mes "Welcome, human."; + mes "I'm finally used to meeting other races like you."; + next; + if (select("Are there races other than humans?:What are you doing?") == 1) { + mes "[Knit]"; + mes "There were Rapine before you came."; + mes "And of course there are still."; + mes "But they are over the Kamidal mountains."; + next; + mes "[Knit]"; + mes "And then the cats.."; + mes "Ah, did you see the group of cats in front of the castle?"; + mes "They are really soft and cuddly unlike us."; + next; + if (checkquest(7188) >= -1) { + mes "[Knit]"; + mes "And especially their ear and tail!!"; + next; + select("Have you seen this man?"); + mes "[Knit]"; + mes "Eh? Huh?"; + mes "Man? Human male?"; + mes "A human male with cat ears?"; + mes "Never heard such thing.."; + next; + mes "[Knit]"; + mes "Humans are amazing!"; + mes "Didn't even think of that...!"; + mes "....."; + next; + mes "[Knit]"; + mes "But they are really lovely."; + mes "Those cute cats.."; + next; + mes "[Knit]"; + mes "But Ahat is also loveable even for a Sapha."; + mes "....if my hair is like a dry winter tree.."; + mes "Ahat's hair is like new sprouts in early spring....."; + next; + mes "[Knit]"; + mes "I can't believe how he does his work for Dicastes"; + mes "and still maintain such great hair."; + mes "I can almost see a glow."; + next; + mes "[Knit]"; + mes "Ah.....his skin is divine."; + mes "But he never comes out from his office high up in Dicastes Diel."; + next; + mes "[Knit]"; + mes "But I guess it would be better for Ahat's complexion..."; + mes "to stay warm and safe like a crystal bird in Diel instead of being out in the winter weather!"; + next; + mes "- Continues to talk about Ahat."; + mes "Don't think I'll get any more information. -"; + setquest 7188; + close; + } + mes "[Knit]"; + mes "They are really lovely."; + mes "Those cute cats.."; + next; + mes "[Knit]"; + mes "But Ahat is also loveable even for a Sapha."; + mes "....if my hair is like a dry winter tree.."; + mes "Ahat's hair is like new sprouts in early spring....."; + next; + mes "[Knit]"; + mes "Ah.. I'm so jealous, envious.."; + close; + } + mes "[Knit]"; + mes "As you can see, I'm taking a walk."; + mes "I should walk from time to time to prevent myself from getting stiff."; + mes "I really don't like to get stiff."; + close; + } + mes "[Knit]"; + mes "Don't you think cats are amazing."; + mes "I heard from where you came from, you have pets.."; + next; + mes "[Knit]"; + mes "Is it okay to raise other creatures?"; + mes "Do they want that?"; + mes "It's a difficult issue.."; + close2; +} + +dicastes01,112,248,5 script Resting Piom#ep133_16 491,{ + mes "[Piom]"; + if (!isequipped(2782)) { + mes "¡ñ¡÷¢¤ ¡ö ¢±¡ñ¡ú?"; + mes "¡ò¢³~!"; + mes "¡Ð¢²¢¤ ¢± ¡ü¡ñ¡õ ¢³ ¡ð !!!"; + next; + mes "Cannot communicate with him."; + close; + } + if (ep13_3_secret == 4) { + mes "[Piom]"; + mes "Phew.. I need to rest."; + mes "Huh? You're... human!"; + mes "Why are you here?"; + next; + if (checkquest(7189) >= -1) { + select("About a human with cat ears.."); + mes "[Piom]"; + mes "HAHAHAHA!!!"; + mes "HAHAHAHA!!!"; + mes "There are so many asking about that recently."; + mes "Is there any conflict with the Cat Merchants?"; + next; + mes "[Piom]"; + mes "Haha.. ... funny."; + mes "Human with cat ears. Never heard of such thing."; + mes "But you seem to be new around here."; + next; + mes "[Piom]"; + mes "Don't waste your time on something ridiculous as that"; + mes "That's it! I think you are the right person."; + next; + mes "[Piom]"; + mes "The minister stays at the top of Diel"; + mes "Try meeting the minister."; + mes "He is a wonderful person."; + mes "A role model to all Saphas!"; + next; + mes "[Piom]"; + mes "You need to know about Saphas if you are staying in El Dicastes, right?"; + mes "Don't spend time with a dusty Piom like me, and go meet Ahat."; + mes "You will love him."; + next; + mes "- Continues to talk about Ahat."; + mes "Don't think I'll get any more information. -"; + setquest 7189; + close; + } + mes "[Piom]"; + mes "Don't follow cats around"; + mes "Go and meet Ahat."; + mes "He is really beautiful."; + close; + } + mes "[Piom]"; + mes "As you can see, I'm taking a rest."; + mes "I like my job but it is so tiresome."; + mes "But I'm happier than when I was a Knit."; + next; + mes "[Piom]"; + mes "I can't think straight."; + mes "I didn't like working through documents the Knits do."; + mes "But then Galtens have to carry heavy weapons."; + next; + mes "[Piom]"; + mes "The last thing I did was mine and refine Bradium"; + mes "and I loved it!"; + mes "And to think that my work keeps everyone healthy"; + mes "is rewarding."; + close; +} + +dicastes01,249,140,3 script Training Galten#ep133_17 450,{ + if (!isequipped(2782)) { + mes "[Galten]"; + mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü"; + mes "¡ø¡ô¡ü"; + next; + mes "Cannot communicate with him."; + close; + } + if (ep13_3_secret == 4) { + mes "[Galten]"; + mes "Hmm...another peaceful day."; + mes "Hmm? Aren't you the outsider that came here awhile ago?"; + mes "Have you come to see the training grounds?"; + next; + if (checkquest(7190) >= -1) { + select("About a human with cat ears.."); + mes "[Galten]"; + mes "Cat ears?"; + mes "Is there someone like that?"; + mes "Humans are like that?"; + next; + mes "[Galten]"; + mes "What? No?"; + mes "Then why are you looking him.."; + mes "Why don't you go meet Ahat instead of wasting your time."; + next; + mes "[Galten]"; + mes "Anyone that wants to be strong"; + mes "should meet Ahat."; + mes "He is a very strong Sapha."; + next; + mes "[Galten]"; + mes "He may be a Jarute working through piles of documents"; + mes "but he must be hiding his power!"; + next; + mes "[Galten]"; + mes "Everyone says Ahat is like a delicate spring sprout"; + mes "but I don't agree!"; + mes "I've never seen a stronger Sapha before."; + mes "But I don't quite understand why he didn't become a Galten..."; + next; + mes "- Continues to talk about Ahat."; + mes "Don't think I'll get any more information. -"; + setquest 7190; + close; + } + mes "[Galten]"; + mes "Ahat..."; + mes "He is a strong Sapha."; + mes "He may be a minister working through piles of documents"; + mes "but he must be hiding his power!"; + next; + mes "[Galten]"; + mes "Everyone says Ahat is like a delicate spring sprout"; + mes "but I don't agree!"; + mes "I've never seen a stronger Sapha before."; + mes "But I don't quite understand why he didn't become a Galten..."; + next; + mes "[Galten]"; + mes "Maybe he is physically strong but has a warm heart.."; + mes "but you never know..."; + close; + } + mes "[Galten]"; + mes "You seem to be an experienced adventurer."; + mes "I would like to try you out"; + mes ".. Hahahah"; + mes "Just joking. I cannot fight a guest to our land."; + close; +} + +dic_fild01,231,174,5 script BK#ep133_18 496,{ + if (ep13_3_secret < 3) { + mes "[BK]"; + mes "Ha. I'm the information collector of the Cat Merchants."; + mes "Ask me anything...but.."; + mes "Meow.. I'm not an easy cat you see."; + next; + mes "[BK]"; + mes "Go away, Ha"; + close; + } + else if ((ep13_3_secret == 3) || (ep13_3_secret == 4)) { + mes "[BK]"; + mes "Hmph..."; + mes "What is it?"; + mes "... Oh, a human in the capital city of Sapha."; + mes "Meow..."; + next; + if (select("About a man with cat ears:What are you?") == 1) { + mes "[BK]"; + mes "Ha, I'm BK. The Cat Merchants' infamous information collector."; + mes "But I have no information to share with you."; + next; + mes "[BK]"; + mes "I'm not an easy cat you see."; + mes "Meow... meow"; + mes "Meow.. cat ears. Hahaha.. I heard of some.. meow.."; + next; + mes "[BK]"; + mes "I'm not telling you~!"; + close; + } + mes "[BK]"; + mes "Ha. I'm the information collector of the Cat Merchants."; + mes "Ask me anything...but.."; + mes "Meow.. I'm not an easy cat you see."; + close; + } + else if (ep13_3_secret == 5) { + mes "[BK]"; + mes "Ha. I'm the information collector of the Cat Merchants."; + mes ".............."; + mes "I don't give out information just to anyone."; + mes "Meow..."; + next; + mes "- BK of the Cat Merchant group is being difficult."; + mes "What did Shay tell you to do?-"; + next; + input .@inputstr$; + if (.@inputstr$ == "Shay's special drink will be delivered" || .@inputstr$ == "Shay's special drink will be delivered.") { + mes "[" + strcharinfo(0) + "]"; + mes "Hmm. If you don't cooperate,"; + mes "Shay's special drink will be delivered."; + mes "By Shay himself!"; + next; + mes "[BK]"; + mes "What?!"; + mes "What do you want."; + mes "Why are you harassing me."; + mes "Bully... sob"; + emotion e_sob; + next; + mes "[BK]"; + mes "Okay. I will cooperate."; + mes "But with some conditions."; + mes "First, you must tell Shay that I cooperated with you."; + next; + mes "[BK]"; + mes "Second, we must meet the minister to expand our business."; + mes "But need exploit certifications to meet him."; + next; + mes "[BK]"; + mes "So I'll sell my information for exploit certifications."; + mes "Tell me when you are ready."; + set ep13_3_secret, 6; + close; + } + mes "[" + strcharinfo(0) + "]"; + mes "" + .@inputstr$ + ".....?"; + mes "Hmm.. I think you are wrong?"; + mes "What was it.."; + next; + mes "[BK]"; + mes "What. Are you threatening me with that?"; + mes "Meow.. You don't know my well enough~!!"; + close; + } + else if (ep13_3_secret == 6) { + mes "[BK]"; + mes "... So what do you want to know?"; + next; + switch (select("About other feline races")) { + } + mes "[BK]"; + mes "Feline? Are you asking about us cats?"; + mes "Well~"; + mes "Don't know about races..but.. hahah.."; + next; + mes "- BK asks for an exploit certification. -"; + next; + if (select("No way.:Give.") == 1) { + mes "[BK]"; + mes "Humph"; + mes "We made a deal."; + mes "Give an Exploit certification of Sapha to BK."; + close; + } + if (countitem(6304)) { + mes "[BK]"; + mes "Haha.. good, good."; + mes "I don't know anything outside of our race"; + mes "but I did see ^4d4dffsomeone with cute ears that has been visiting the Dicastes Diel^000000."; + next; + mes "[BK]"; + mes "I even saw him meet the ^4d4dffnew minister^000000 alone."; + mes "Hu hu..."; + mes "Satisfied?"; + delitem 6304,1; //Sapa_Feat_Cert + set ep13_3_secret, 7; + next; + mes "- BK says this and takes the exploit certification out of your hand."; + mes "Information on the person with animal ears Doha mentioned!-"; + close; + } + mes "[BK]"; + mes "I will give you information"; + mes "and you give me an exploit certification"; + mes "great teamwork, don't you agree?"; + next; + mes "[BK]"; + mes "If you want to know my information, you have to give me an exploit certification."; + close; + } + else if (ep13_3_secret == 7 || ep13_3_secret == 8) { + if (ep13_3_secret == 7) { + mes "[BK]"; + mes "...Didn't I just tell you about the man with cat ears?"; + mes "I've seen him with the minister in Diel."; + next; + if (select("About Ravail?:Who is the minister?") == 1) { + mes "[BK]"; + mes "Ravail is the high minister."; + mes "Something like a Chief."; + mes "They also call him elder."; + mes "We would call him leader?"; + next; + mes "[BK]"; + mes ".......ah........."; + mes "I should have gotten an exploit certification before answering."; + close; + } + mes "[BK]"; + mes "The infamous"; + mes "^4d4dffAhat^000000."; + mes "The new minister..."; + mes "(BK rubs his front paws together)"; + next; + if (select("Give a certification.:No way.") == 2) { + mes "[BK]"; + mes "No, no, contract violation."; + mes "I have nothing to say if you don't give me a certification."; + close; + } + if (!countitem(6304)) { + mes "[BK]"; + mes "I have nothing to say if you don't give me a certification."; + close; + } + mes "[BK]"; + mes "The new minister is not from around here."; + mes "There is a huge crack down there."; + next; + mes "[BK]"; + mes "The new minister was picked up ^4d4dffnear the crack^000000."; + mes "He must be an alien!"; + delitem 6304,1; //Sapa_Feat_Cert + set ep13_3_secret, 8; + next; + select("What do you think so?"); + } + else if (ep13_3_secret == 8) { + mes "[BK]"; + mes "What is it now?"; + mes "Another minister story?"; + next; + if (select("That the minister is an alien?:Nothing...") == 2) { + mes "[BK]"; + mes "MEOW~"; + mes "I thought you brought Shay's food here as a reward."; + mes "(BK shivers at the thought)"; + next; + mes "[BK]"; + mes "Eeeew..."; + mes "I can't even imagine it."; + mes "...........Ha! Don't tell Shay this!"; + close; + } + } + if (countitem(6304)) { + mes "[BK]"; + mes "Because he isn't Sapha!"; + next; + select("He isn't a Sapha?"); + mes "[BK]"; + mes "Yes."; + mes "But isn't it strange."; + mes "All the Saphas here think he is a beautiful Sapha..."; + mes "But I've seen him from a distance and he wasn't."; + next; + mes "[BK]"; + mes "To me, he is a feline."; + mes "He might even be a lost friend of mine."; + next; + mes "[BK]"; + mes "Well, I don't understand why because all Saphas"; + mes "are beautiful."; + delitem 6304,1; //Sapa_Feat_Cert + set ep13_3_secret, 9; + changequest 7191,7192; + next; + mes "- BK says this and takes the exploit certification out of your hand."; + mes "Shocking information that the Sapha minister Ahat is not a Sapha!-"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "...I must find out."; + mes ".. Near the crack he said..."; + mes "Should I talk to Shay?"; + close; + } + mes "- BK holds up a front paw at my question."; + mes "The pink jelly like paws are asking for an exploit certification.-"; + close; + } + else if (ep13_3_secret == 9) { + mes "[BK]"; + mes "Why are you always coming back?"; + mes "Why don't you go to the crack yourself if you are curious about the new minister?"; + mes "You'll find something there since he was from there. Meow"; + close; + } + mes "[BK]"; + mes "MEOW~"; + mes "I thought you brought Shay's food here as a reward."; + mes "(BK shivers at the thought)"; + next; + mes "[BK]"; + mes "Eeeew..."; + mes "I can't even imagine it."; + mes "...........Ha! Don't tell Shay this!"; + close; +} + +- script ep133_crack#main -1,{ + // if ((GetInventoryRemainCount 1301 3 == 2) || (GetInventoryRemainCount 1301 3 == 3)) { + if ((MaxWeight - Weight) < 1000) { + mes "- You can too many items to proceed with the quest. -"; + close; + } + set .@n$, strnpcinfo(1); + setarray .@npc$, "Rock Pile", "Dirt Pile", "Split Earth"; + setarray .@item, 6307, 6306, 6305; + for (set .@size, getarraysize(.@npc$); .@i < .@size; set .@i, .@i + 1) + if (.@n$ == .@npc$[.@i]) set .@type, .@i; + + if (ep13_3_secret == 10) { + if (.@npc$[.@type] == "Rock Pile") { + mes "There are many piles of rock around because of the unstable crustal movements."; + mes "This rock pile is also one of them."; + + } + else if (.@npc$[.@type] == "Dirt Pile") { + mes "There a several dirt piles nearby the crack."; + mes "This is one of them."; + } + else if (.@npc$[.@type] == "Split Earth") { + mes "Surface of the earth is split by the shock from the dimensional crack."; + mes "The split earth is solid and icy making it look like sharp blades."; + } + mes "Don't see anything suspicious."; + next; + set .@menu$, (.@npc$[.@type] == "Rock Pile")? "Try to knock down the rock pile.:Study the pile closely." : "Stomp on it with your feet.:Poke around in the dirt pile."; + if (select(.@menu$) == 1) { + if (.@npc$[.@type] == "Rock Pile") mes "Knock down the pebbles that make up the pile of rocks and spread them out."; + else if (.@npc$[.@type] == "Dirt Pile") mes "You step on the dug up dirt pile and make the ground flat."; + else if (.@npc$[.@type] == "Split Earth") mes "You step on the dry, split surface and make the ground flat."; + donpcevent strnpcinfo(0)+"::OnDisable"; + close; + } + if (.@npc$[.@type] == "Rock Pile") { + mes "You feel an evil energy from the small stone fragments."; + mes "Doesn't look natural but more like remnants from a powerful magic spell nearby."; + mes "You feel evil energy. Does this have anything to do with Ahat?"; + mes "You collected a stone that emits strange energy."; + } + else if (.@npc$[.@type] == "Dirt Pile") { + mes "You poke around the dirt pile to find blood clotted in the dirt."; + mes "You feel evil energy. Does this have anything to do with Ahat?"; + mes "You collect the clotted bloodstains."; + } + else if (.@npc$[.@type] == "Split Earth") { + mes "There is something stuck by the frost on the sharp, crack surface."; + mes "You take a closer look and see it looks like the skin of a creature that crawls on the ground."; + mes "You feel evil energy. Does this have anything to do with Ahat?"; + mes "You collect the clotted bloodstains."; + } + set ep13_3_secret, 11; + getitem .@item[.@type], 1; + erasequest 7193; + setquest 7194; + donpcevent strnpcinfo(0)+"::OnDisable"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Hmm.. I may need to discuss these with Shay."; + close; + } + else if (ep13_3_secret == 11) { + mes "[" + strcharinfo(0) + "]"; + if (.@npc$[.@type] == "Rock Pile") mes "This is where you picked up the strange magical stone."; + else if (.@npc$[.@type] == "Dirt Pile") mes "Collected Clotted Bloodstains from the dirt pile here."; + else if (.@npc$[.@type] == "Split Earth") mes "It is the place where the frozen skin was found."; + mes "Also feel a strange energy around."; + mes "Let's go back to the pub and talk with Shay."; + close; + } + else if (ep13_3_secret == 17) { + if (countitem(.@item[.@type]) < 10) { + if (.@npc$[.@type] == "Rock Pile") { + mes "There are many piles of rock around because of the unstable crustal movements."; + mes "This is one of them."; + mes "You feel an evil energy from the small stone fragments."; + } + else if (.@npc$[.@type] == "Dirt Pile") { + mes "There a several dirt piles nearby the crack."; + mes "This is one of them."; + mes "You find a clotted bloodstain beneath the dirt pile."; + } + else if (.@npc$[.@type] == "Split Earth") { + mes "Surface of the earth nearby the dimensional crack is split by some kind of impact."; + mes "This is one of them."; + mes "There is something stuck by the frost on the sharp, crack surface."; + } + getitem .@item[.@type], 1; + donpcevent strnpcinfo(0)+"::OnDisable"; + next; + if (.@npc$[.@type] == "Rock Pile") mes "You collect stone fragments."; + else if (.@npc$[.@type] == "Dirt Pile") mes "Collect bloodstains."; + else if (.@npc$[.@type] == "Split Earth") mes "Collect a piece of skin."; + if (countitem(.@item[.@type]) == 10) { + mes "Collected enough for Cheshire but"; + mes "you may need some more to report separately."; + if (checkquest(7202) == -1) setquest 7202; + close; + } + mes "Not enough was collected to fill Cheshire's request."; + close; + } + else if (countitem(.@item[.@type]) == 10) { + if (checkquest(7202) >= 0) { + setarray .@str$, "stone fragments","bloodstains","pieces of skin"; + mes "Need more " + .@str$[.@type] + " to report back to Doha at the expedition camp."; + } + else { + if (.@npc$[.@type] == "Rock Pile") mes "Need more stone fragments to report back to Doha at the expedition camp."; + else if (.@npc$[.@type] == "Dirt Pile") mes "You've collected enough for Cheshire but need more to report back to Doha."; + else if (.@npc$[.@type] == "Split Earth") mes "You've collected enough pieces of skin for Cheshire but need more to report back to Doha."; + setquest 7202; + } + if (.@npc$[.@type] == "Rock Pile") mes "You collect another stone fragment that emits a strange magical force."; + else if (.@npc$[.@type] == "Dirt Pile") mes "You collect another clotted bloodstain from a dirt pile."; + else if (.@npc$[.@type] == "Split Earth") mes "You collect another piece of skin frozen in the frost in the crack of the split earth."; + getitem .@item[.@type], 1; + donpcevent strnpcinfo(0)+"::OnDisable"; + close; + } + mes "No need to collect more."; + } + if (ep13_3_ahtdayq == 1) { + if (countitem(.@item[.@type]) < 10) { + if (.@npc$[.@type] == "Rock Pile") { + mes "You feel an evil energy from the small stone fragments."; + mes "Collect the stone fragment and knock down and spread out the stone pile to make it look natural."; + } + else if (.@npc$[.@type] == "Dirt Pile") { + mes "You find a clotted bloodstain beneath the dirt pile."; + mes "You collect the clotted bloodstains and then step on the dirt pile to leave no trace."; + } + else if (.@npc$[.@type] == "Split Earth") { + mes "There is some kind of skin stuck by the frost on the sharp, crack surface."; + mes "You collect the frozen piece of skin and then step on the ground to leave no trace."; + } + getitem .@item[.@type], 1; + donpcevent strnpcinfo(0)+"::OnDisable"; + close; + } + setarray .@str$, "stone fragments","bloodstains","pieces of skin"; + mes "No need to collect more " + .@str$[.@type] + "."; + close; + } + mes "Found traces of something."; + mes "Was arranged neatly."; + close; +OnEnable: + hideoffnpc strnpcinfo(0); + end; +OnDisable: + hideonnpc strnpcinfo(0); + initnpctimer; + end; +OnReset: + hideoffnpc strnpcinfo(0); + stopnpctimer; + end; +OnTimer60000: +OnTimer120000: +OnTimer180000: +OnTimer240000: + if (!rand(2)) { + hideoffnpc strnpcinfo(0); + stopnpctimer; + } + end; + +OnTimer300000: + hideoffnpc strnpcinfo(0); + stopnpctimer; + end; +} +dic_fild02,269,55,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef1 844 +dic_fild02,236,29,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef2 844 +dic_fild02,220,34,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef3 844 +dic_fild02,228,55,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef4 844 +dic_fild02,228,63,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef5 844 +dic_fild02,210,75,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef6 844 +dic_fild02,213,35,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef7 844 +dic_fild02,171,49,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef8 844 +dic_fild02,266,44,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef9 844 +dic_fild02,174,79,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef10 844 +dic_fild02,215,85,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef1 844 +dic_fild02,207,41,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef2 844 +dic_fild02,232,41,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef3 844 +dic_fild02,245,68,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef4 844 +dic_fild02,184,63,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef5 844 +dic_fild02,207,94,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef6 844 +dic_fild02,230,71,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef7 844 +dic_fild02,188,50,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef8 844 +dic_fild02,248,36,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef9 844 +dic_fild02,206,115,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef10 844 +dic_fild02,194,86,0 duplicate(ep133_crack#main) Split Earth#ep133_ef1 844 +dic_fild02,240,51,0 duplicate(ep133_crack#main) Split Earth#ep133_ef2 844 +dic_fild02,176,65,0 duplicate(ep133_crack#main) Split Earth#ep133_ef3 844 +dic_fild02,254,45,0 duplicate(ep133_crack#main) Split Earth#ep133_ef4 844 +dic_fild02,178,119,0 duplicate(ep133_crack#main) Split Earth#ep133_ef5 844 +dic_fild02,200,81,0 duplicate(ep133_crack#main) Split Earth#ep133_ef6 844 +dic_fild02,205,54,0 duplicate(ep133_crack#main) Split Earth#ep133_ef7 844 +dic_fild02,224,74,0 duplicate(ep133_crack#main) Split Earth#ep133_ef8 844 +dic_fild02,244,59,0 duplicate(ep133_crack#main) Split Earth#ep133_ef9 844 +dic_fild02,249,43,0 duplicate(ep133_crack#main) Split Earth#ep133_ef10 844 + +// Frede's Request +//============================================================ +dicastes01,117,262,0 script Frede#13_3 491,2,2,{ + if (isequipped(2782)) { + if (ep13_3_invite <= 5) { + mes "[Frede]"; + mes "Moan... moan..."; + close; + } + if (ep13_3_bra < 1) { + mes "[Frede]"; + mes "Moan... moan..."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Are you alright?"; + mes "You don't look well. Do you need help?"; + next; + mes "[Frede]"; + mes "Ah... thank you."; + mes "It's because of my injured leg."; + next; + mes "[Frede]"; + mes "Do you mind helping me get to the building over there?"; + mes "I will feel better if I rest a little."; + set ep13_3_bra, 1; + close2; + warp "dic_in01",165,101; + end; + } + else if (ep13_3_bra < 4) { + mes "[Frede]"; + mes "I'm getting tired. Can we continue talking inside."; + close2; + warp "dic_in01",165,101; + end; + } + else if (ep13_3_bra < 9) { + mes "[Frede]"; + mes "How is my little favor going?"; + mes "We can have a chat after you are done with it."; + close; + } + mes "[Frede]"; + mes "" + strcharinfo(0) + ", the guys said they wanted to meet up together sometime."; + mes "Make sure you ckear your schedule."; + close; + } + mes "[Frede]"; + mes "¢£¡ô¡ñ ¡û"; + mes "¡ú¡ö¡ø ¢£ ¡ô"; + close; +OnTouch: + if (isequipped(2782) && ep13_3_invite > 5 && ep13_3_bra < 1) { + mes "[Frede]"; + mes "Moan... moan..."; + close; + } + end; +} + +dic_in01,165,104,0 script Frede#13_3_in 454,{ + if (isequipped(2782)) { + if (ep13_3_bra < 1) { + mes "[Frede]"; + mes "Zzz...Zzz..."; + close; + } + else if (ep13_3_bra == 1) { + mes "[Frede]"; + mes "Phew..."; + mes "Thank you so much."; + mes "I'm glad I got a shot of the ^f57d7dBradium^000000 before it was too late."; + percentheal -90,0; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Huff...Huff..."; + mes "I'm glad that you feel better."; + next; + mes "[Frede]"; + mes "Oh my!! Why are you sweating so much!"; + mes "You look a little pale too......"; + emotion e_omg; + next; + mes "[" + strcharinfo(0) + "]"; + mes "No, it's nothing."; + mes "I'm only a little tired, that's all."; + next; + mes "[Frede]"; + mes "Here, sit and eat this."; + mes "The cats outside gave it to me. It doesn't do much good for Saphas but I heard it's suppose to help you humans."; + set ep13_3_bra, 2; + setquest 11171; + getitem 513,1; //Banana + close; + } + else if (ep13_3_bra == 2) { + mes "[" + strcharinfo(0) + "]"; + mes "But the injury on your leg doesn't look new. Why did you come out with a wounded leg?"; + next; + mes "[Frede]"; + mes "I can still move around with this leg and I wanted to help the village."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "But you should stay home and recover."; + next; + mes "[Frede]"; + mes "The fact is, my leg will never recover."; + mes "I can only keep my injury from getting worse."; + next; + mes "[Frede]"; + mes "But I'm grateful that I can still move around."; + mes "Ha......"; + mes "When did we start to be afraid of 'death'."; + next; + mes "[Frede]"; + mes "Saphas have never had any 'sicknesses' and we don't die unless there is a terrible accident."; + next; + mes "[Frede]"; + mes "This is also the reason why we Saphas can maintain a perfect community."; + mes "We didn't have to be greedy."; + next; + mes "[Frede]"; + mes "But suddenly we are hit with this epidemic and many Saphas have lost their loved ones ever since."; + next; + mes "[Frede]"; + mes "We weren't prepared for such a disaster."; + mes "It was chaos. Nobody knew what to do but watch them die."; + next; + mes "[Frede]"; + mes "It was worse for us because we never experienced death from getting old."; + mes "I also thought my ^f57d7dStill Friends^000000 would wake up one day."; + next; + mes "[Frede]"; + mes "But after a while, we realized it was a sickness that led to death and started to search for a cure but the situation was out of control."; + next; + mes "[Frede]"; + mes "We are very advanced in science technology but we lack knowledge in the medical field."; + next; + mes "[Frede]"; + mes "A medicine was completed only after we lost many lives but it isn't enough to completely cure the sickness."; + next; + mes "[Frede]"; + mes "As long as I don't forget to take my Bradium, I can keep from getting any worse."; + next; + mes "[Frede]"; + mes "I recently did some ^f57d7drepair work in the cave next to the village^000000, but I forgot to take Bradium while I was working."; + next; + mes "[Frede]"; + mes "I usually carry extra Bradium with me when I go outside of town for work but you can easily lose sense of time in a cave."; + next; + mes "[Frede]"; + mes "......umm......"; + mes ".............."; + next; + mes "[Frede]"; + mes "Oh no!!!!!!!!!!!!!!!!"; + mes "Come... to think of it...."; + mes "My friends!!!!!!!!!!"; + next; + mes "[Frede]"; + mes "I haven't seen my friends who I worked with in the cave."; + next; + mes "[Frede]"; + mes "They have to return to the village once every few days to replenish their Bradium."; + mes "Maybe......they forgot?"; + next; + mes "[Frede]"; + mes "Oh.. what should I do......"; + mes "I would run there myself if only my legs would move normally."; + next; + mes "[Frede]"; + mes "Would you mind visiting the cave to see if my friends are alright?"; + next; + if (select("Will do.:No can't do.") == 1) { + mes "[Frede]"; + mes "Thank you so much."; + mes "My memory is a bit fuzzy since its been a while since I came back to the village,"; + next; + mes "[Frede]"; + mes "but you will find a ^f57d7dcave nearby the village with repairmen work going on^000000."; + next; + mes "[Frede]"; + mes "I saw friends leaving the village after returning for more Bradium a few days ago."; + next; + mes "[Frede]"; + mes "I only hope they are all healthy and well."; + set ep13_3_bra, 4; + changequest 11171,11172; + close; + } + mes "[Frede]"; + mes "I guess I can't do anything about it."; + mes "But drag myself there."; + set ep13_3_bra, 3; + close; + } + else if (ep13_3_bra == 3) { + mes "[Frede]"; + mes "Oh.. what should I do......"; + mes "I would run there myself if only my legs would move normally."; + next; + mes "[Frede]"; + mes "Would you mind visiting the cave to see if my friends are alright?"; + next; + if (select("Will do..:No can't do.")) { + mes "[Frede]"; + mes "Thank you so much."; + mes "My memory is a bit fuzzy since its been a while since I came back to the village,"; + next; + mes "[Frede]"; + mes "but you will find a ^f57d7dcave nearby the village with repairmen work going on^000000."; + next; + mes "[Frede]"; + mes "I saw friends leaving the village after returning for more Bradium a few days ago."; + next; + mes "[Frede]"; + mes "I only hope they are all healthy and well."; + set ep13_3_bra, 4; + changequest 11171,11172; + close; + } + mes "[Frede]"; + mes "I guess I can't do anything about it."; + mes "But drag myself there."; + close; + } + else if (ep13_3_bra == 4) { + setarray .@quest_id, 11159,11160,11161,11162,11163,11164; + for (set .@size, getarraysize(.@quest_id); .@i < .@size; set .@i, .@i + 1) + if (checkquest(.@quest_id[.@i]) == -1) { + set .@fail, 1; + break; + } + if (!.@fail) { + mes "[Frede]"; + mes "I knew they were working all along and forgot to return back to the village."; + mes "They must have been short on Bradium."; + next; + mes "[Frede]"; + mes "Hmmm.."; + next; + mes "[Frede]"; + mes "I'm sorry to ask again but can you take some Bradium to my friends?"; + next; + mes "[Frede]"; + mes "They may be safe now, but they might forget and fall ill suddenly."; + next; + mes "[Frede]"; + mes "Ask ^f57d7dBouy at the building located northwest of the village^000000 and he will give you some refined Bradium."; + mes "I can't thank you enough."; + set ep13_3_bra, 5; + changequest 11172,11173; + for (set .@i, 0; .@i < .@size; set .@i, .@i + 1) + erasequest .@quest_id[.@i]; + close; + } + mes "[Frede]"; + mes "Thank you so much."; + mes "My memory is a bit fuzzy since its been a while since I came back to the village,"; + next; + mes "[Frede]"; + mes "You can find them in the cave nearby the village with repair work going on."; + next; + mes "[Frede]"; + mes "I saw friends leaving the village after returning for more Bradium a few days ago."; + next; + mes "[Frede]"; + mes "I hope they are all doing well."; + mes "Please get back to me once you meet my friends."; + close; + } + else if (ep13_3_bra == 5) { + mes "[Frede]"; + mes "I knew they were working all along and forgot to return back to the village."; + mes "They must have been short on Bradium."; + next; + mes "[Frede]"; + mes "Hmmm.."; + next; + mes "[Frede]"; + mes "I'm sorry to ask again but can you take some Bradium to my friends?"; + next; + mes "[Frede]"; + mes "They may be safe now, but they might forget and fall ill suddenly."; + next; + mes "[Frede]"; + mes "Ask the ^f57d7dBouy at the building located northwest of the village^000000 and he will give you some refined Bradium."; + mes "I can't thank you enough."; + close; + } + else if (ep13_3_bra == 6) { + mes "[Frede]"; + mes "So they are out of Braidum."; + mes "Will they need to wait till other Piom or Galtens return?"; + close; + } + else if (ep13_3_bra == 7) { + mes "[Frede]"; + mes "So they are out of Braidum."; + mes "Will they need to wait till other Piom or Galtens return?."; + close; + } + else if (ep13_3_bra == 8) { + if (checkweight(1201,1) == 0) { + mes "[Frede]"; + mes "You have too many kinds of items."; + mes "Please return after reducing the number of items."; + close; + } + if ((MaxWeight - Weight) < 1000) { + mes "[Frede]"; + mes "You have too many items."; + mes "Please return after reducing the weight of your items."; + close; + } + setarray .@quest_id, 11165,11166,11167,11168,11169,11170; + for (set .@size, getarraysize(.@quest_id); .@i < .@size; set .@i, .@i + 1) + if (checkquest(.@quest_id[.@i]) == -1) { + set .@fail, 1; + break; + } + if (!.@fail) { + mes "[Frede]"; + mes "" + strcharinfo(0) + " I'm forever in your debt!"; + mes "I just came back after meeting my friends!"; + mes "Tyler needs some medical treatment but everyone else is safe."; + next; + mes "[Frede]"; + mes "I don't even want to imagine what could have happened if you, " + strcharinfo(0) + ", weren't here to help."; + mes "I don't want to lose any more friends."; + next; + mes "[Frede]"; + mes "Please take this as a token of my gratitude and friendship."; + mes "It's nothing much but I want you to have it."; + mes "We may be from different races but we can be great friends."; + completequest 11176; + set ep13_3_bra, 9; + getitem 2788,1; //Bradium_Earing + for (set .@i, 0; .@i < .@size; set .@i, .@i + 1) + erasequest .@quest_id[.@i]; + close; + } + mes "[Frede]"; + mes "Please give this Bradium to my friends."; + mes "They must take this or else they may get sick."; + close; + } + mes "[Frede]"; + mes "" + strcharinfo(0) + ", the guys said they wanted to meet up together sometime."; + mes "Make sure you clear your schedule."; + close; + } + mes "[Frede]"; + mes "¢£¡ô¡ñ ¡û "; + mes "¡ú¡ö¡ø ¢£ ¡ô"; + close; +} + +dic_dun01,205,43,5 script Brian#ep13_3_ 490,{ + if (isequipped(2782)) { + if (ep13_3_bra < 4) { + mes "[Brian]"; + mes "You never know what kind of accident might happen if we don't do a thorough job."; + next; + mes "[Brian]"; + mes "Not only is creating things important, but regular maintenance is also very important."; + close; + } + else if (ep13_3_bra < 8) { + if (checkquest(11159) >= 0 || ep13_3_bra != 4) { + mes "[Brian]"; + mes "Oh... that reminds me, how many days passed since I came here..."; + mes "Do you happen to know what day it is today?"; + close; + } + mes "[Brian]"; + mes "You never know what kind of accident might happen if we don't do a thorough job."; + next; + mes "[Brian]"; + mes "Not only is creating things important, but regular maintenance is also very important."; + next; + mes "[Brian]"; + mes "Hmm. But what brings an outsider here?"; + next; + mes "[Brian]"; + mes "Oh, you are here for Frede?"; + mes "How is he doing?"; + next; + mes "[Brian]"; + mes "I saw him a few days ago but I'm always worried about my old friend."; + next; + mes "[Brian]"; + mes "I hope he is getting used to his new work."; + mes "I shouldn't be worried because he is very hardworking but..."; + next; + mes "[Brian]"; + mes "He got sick by overworking himself already. But you don't have to tell him I said this."; + next; + mes "[Brian]"; + mes "I just hope his condition doesn't get worse."; + next; + mes "[Brian]"; + mes "Oh... that reminds me, how many days passed since I came here..."; + mes "Do you happen to know what day it is today?"; + setquest 11159; + close; + } + else if (ep13_3_bra == 8) { + if (checkquest(11165) >= 0) { + mes "[Brian]"; + mes "I'm out of Bradium already."; + mes "Frede has been nagging me about this all the time but now I see why."; + mes "haha."; + next; + mes "[Brian]"; + mes "Please tell Frede that I will return to the village after I recover."; + close; + } + mes "[Brian]"; + mes "I remember you."; + mes "What brings you here this time?"; + next; + select("You give Bradium to Brian."); + mes "[" + strcharinfo(0) + "]"; + mes "Frede asked me to give you this."; + next; + mes "[Brian]"; + mes "Come to think of it, I do feel a bit heavy."; + mes "I've been standing here all day and I could have stiffened up without knowing it."; + next; + mes "[Brian]"; + mes "I'm out of Bradium already."; + mes "Frede has been nagging me about this all the time but now I see why."; + mes "Ha ha.."; + next; + mes "[Brian]"; + mes "Please tell Frede that I will return to the village after I recover."; + next; + setquest 11165; + close; + } + mes "[Brian]"; + mes "You saved me from the inevitable."; + mes "If I didn't take Bradium then, I would have been frozen and gradually died."; + next; + mes "[Brian]"; + mes "I am able to work now after I recovered while I was in the village."; + mes "Thank you so much."; + close; + } + mes "[Brian]"; + mes "¡ô¡õ¡ó ¡ø ¡ð¢±¡û ¡ö ¡ð"; + mes "¡ð¡þ¡þ ¡ù ¡Ð¡ñ¡ï ¢¤"; + mes "¡ô¡ò¢² ¡ø"; + close; +} + +dic_dun01,153,107,4 script Tyler#13_3 489,{ + if (isequipped(2782)) { + if (ep13_3_bra < 4) { + mes "[Tyler]"; + mes "I still see things to fix after fixing all day!"; + mes "It's logical to fix things that needs to be fixed!!"; + next; + mes "[Tyler]"; + mes "Labor is rewarding at the end!"; + mes "Hahahahaha!!!!!"; + close; + } + else if (ep13_3_bra == 4) { + if (checkquest(11161) >= 0) { + mes "[Tyler]"; + mes "If you happen to bump into him in the village, please tell him I'm fine and not to worry."; + close; + } + mes "[Tyler]"; + mes "I still see things to fix after fixing all day!"; + mes "It's logical to fix things that needs to be fixed!!"; + next; + mes "[Tyler]"; + mes "Labor is rewarding at the end!"; + mes "Ha ha ha ha ha!!!!!"; + next; + mes "[Tyler]"; + mes "Huh?! Who are you?"; + mes "Why is an outsider here?"; + next; + mes "[Tyler]"; + mes "You came because of Frede?"; + next; + mes "[Tyler]"; + mes "I can't believe him."; + mes "He should take care of himself."; + next; + mes "[Tyler]"; + mes "We two go way back."; + mes "He has always been the diligent one."; + next; + mes "[Tyler]"; + mes "We used to work together in a snack bar before."; + mes "He always said he wanted to do something related to ^f57d7dstone^000000 or ^f57d7dheavy metal^000000."; + next; + mes "[Tyler]"; + mes "But Pioms are not really good at brainwork so he was looking someplace else."; + next; + mes "[Tyler]"; + mes "All of our friends applied for this job because we could do something related with stones and metal by working in a tunnel."; + next; + mes "[Tyler]"; + mes "He may be categorizing stones in the village now, but I'm sure he is happy with his work."; + next; + mes "[Tyler]"; + mes "If you happen to bump into him in the village, please tell him I'm fine and not to worry."; + next; + mes "[Tyler]"; + mes "Do you mind scratching my back?"; + mes "I have an itch probably from a bug bite."; + mes "But I doubt there is a bug big enough to bite me on the back."; + setquest 11161; + close; + } + else if (ep13_3_bra < 8) { + mes "[Tyler]"; + mes "If you happen to bump into him in the village, please tell him I'm fine and not to worry."; + next; + mes "[Tyler]"; + mes "Do you mind scratching my back?"; + mes "I have an itch probably from a bug bite."; + mes "But I doubt there is a bug big enough to bite me on the back."; + close; + } + else if (ep13_3_bra == 8) { + if (checkquest(11167) >= 0) { + mes "[Tyler]"; + mes "Oh!! I was out of Bradium. How did you know!"; + mes "Thanks!"; + next; + mes "[Tyler]"; + mes "I always end up short even if I bring extra."; + mes "I will have to go back to the village after I'm done with this to bring back more."; + close; + } + mes "[Tyler]"; + mes "We meet again!"; + next; + mes "[Tyler]"; + mes "I've been waiting for you!"; + mes "Scratch my back please~"; + mes "It felt so good the last time you scratched it for me."; + next; + switch (select("You give Bradium to Tyler.")) { + case 1: + break; + } + mes "[" + strcharinfo(0) + "]"; + mes "Frede asked me to give you this."; + next; + mes "[Tyler]"; + mes "Oh!! I was out of Bradium. How did you know!"; + mes "Thanks!"; + next; + mes "[Tyler]"; + mes "I always end up short even if I bring extra."; + mes "I will have to go back to the village after I'm done with this to bring back more."; + setquest 11167; + close; + } + mes "[Tyler]"; + mes "I visited the village afterwards."; + mes "But the itch on my back wasn't a bug bite."; + next; + mes "[Tyler]"; + mes "Something terrible might have happened if it was too late."; + mes "I must visit the village often just so that my friends don't worry."; + close; + } + mes "[Tyler]"; + mes "¡ï¡þ¡÷"; + mes "¡þ¡ó¡Ð ¡þ ¡Ð¡ø¢± ¡ü "; + mes "¡ó¡ø¢¤ ¡ó "; + close; +} + +dic_dun01,235,243,0 script John#13_3 454,{ + if (isequipped(2782)) { + if (ep13_3_bra < 4) { + mes "[John]"; + mes "-muffling-"; + mes "-tap tap-"; + next; + mes "[John]"; + mes "-crunch-"; + mes "-blob-"; + next; + mes "[John]"; + mes "-slide-"; + mes "-thud-"; + close; + } + else if (ep13_3_bra == 4) { + if (checkquest(11160) >= 0) { + mes "[John]"; + mes "Oh well..."; + mes "There... is nothing to worry about."; + next; + mes "[John]"; + mes "Don't worry."; + close; + } + mes "[John]"; + mes "-muffling-"; + mes "-tap tap-"; + next; + mes "[John]"; + mes "-crunch-"; + mes "-blob-"; + next; + mes "[John]"; + mes "-slide-"; + mes "-thud-"; + next; + mes "[John]"; + mes "Wh..Who is it?"; + next; + mes "[John]"; + mes "Oh, are you a friend of Frede's?"; + next; + mes "[John]"; + mes "Oh well..."; + mes "There... is nothing to worry about."; + next; + mes "[John]"; + mes "Don't worry."; + next; + mes "[John]"; + mes "-whiz-"; + mes "-clink-"; + setquest 11160; + close; + } + else if (ep13_3_bra < 8) { + mes "[John]"; + mes "Oh well..."; + mes "There... is nothing to worry about."; + next; + mes "[John]"; + mes "Don't worry."; + next; + mes "[John]"; + mes "-whiz-"; + mes "-clink-"; + close; + } + else if (ep13_3_bra == 8) { + if (checkquest(11166) >= 0) { + mes "[John]"; + mes "......"; + mes "Thanks...."; + close; + } + mes "[John]"; + mes "......"; + next; + select("You give Bradium to John."); + mes "[" + strcharinfo(0) + "]"; + mes "Frede asked me to give you this."; + next; + mes "[John]"; + mes "......"; + mes "Thanks...."; + setquest 11166; + close; + } + mes "[John]"; + mes "..."; + mes "I'm... okay now..."; + mes "Thanks..."; + close; + } + mes "[John]"; + mes "¡ù¡õ¡Ð ¢³ ¡ó"; + mes "¡ï¡ï¡ò ¡÷ ¡þ¡ð¡ö ¢£ ¡ñ¡ü¡ú ¡ó ¢¤¡ü ¡ó "; + close; +} + +dic_dun02,110,127,5 script Rose#13_3 489,{ + if (isequipped(2782)) { + if (ep13_3_bra < 4) { + mes "[Rose]"; + mes "Lalala~"; + mes "Yeah~!"; + next; + mes "[Rose]"; + mes "He he he!"; + mes "I'm so awesome!"; + mes "This is a perfect fix!"; + mes "I see no errors in my work!"; + close; + } + else if (ep13_3_bra == 4) { + if (checkquest(11162) >= 0) { + mes "[Rose]"; + mes "Tell him there is no problem at all except that I am too good at my job."; + mes "Because I'm perfect."; + close; + } + mes "[Rose]"; + mes "Lalala~"; + mes "Yeah~!"; + next; + mes "[Rose]"; + mes "He he he!"; + mes "I'm so awesome!"; + mes "This is a perfect fix!"; + mes "I see no errors in my work!"; + next; + mes "[Rose]"; + mes "Who are you!"; + mes "You can never hide beauty. Please try not to stare intensely at me. I know I'm beautiful."; + next; + mes "[Rose]"; + mes "What? You came on behalf of Frede?"; + mes "You mean you're not my admirer?"; + mes "Tsk...."; + next; + mes "[Rose]"; + mes "Tell him there is no problem at all except that I am too good at my job."; + mes "Because I'm perfect."; + setquest 11162; + close; + } + else if ((ep13_3_bra > 4) && (ep13_3_bra < 8)) { + mes "[Rose]"; + mes "Tell him there is no problem at all except that I am too good at my job."; + mes "Because I'm perfect."; + close; + } + else if (ep13_3_bra == 8) { + if (checkquest(11168) >= 0) { + mes "[Rose]"; + mes "I'll return to the village soon."; + mes "We can meet up then~"; + close; + } + mes "[Rose]"; + mes "Ah~"; + mes "So you came back because you missed me?"; + next; + mes "[Rose]"; + mes "Don't have to be shy."; + mes "If you really have feelings, race differences shouldn't be a problem."; + next; + select("You give Bradium to Rose."); + mes "[" + strcharinfo(0) + "]"; + mes "You give Bradium to Rose."; + next; + mes "[Rose]"; + mes "Aww... you shouldn't have."; + mes "My ^f57d7dheartbeat^000000 skipped."; + mes "You are already taking care of me."; + mes "He he he"; + next; + mes "[Rose]"; + mes "I'll return to the village soon."; + mes "We can meet up then~"; + setquest 11168; + close; + } + mes "[Rose]"; + mes "You're here?"; + mes "Just in time when I was about to return to the village because I missed you."; + next; + mes "[Rose]"; + mes "We must be connected?"; + mes "^f57d7dHahaha¢½^000000"; + close; + } + mes "[Rose]"; + mes "¡ù¡ó¡ð ¢² ¡ð"; + mes "¡û¡ö¡÷ ¡ù ¢³"; + mes "¢£¡ó¢²"; + close; +} + +dic_dun01,64,107,7 script Bain#13_3 490,{ + if (isequipped(2782)) { + if (ep13_3_bra < 4) { + mes "[Bain]"; + mes "You take sturdy lumber and erect it to make a pillar."; + mes "Simple, isn't it?"; + next; + mes "[Bain]"; + mes "To fix the erected lumber, you need to use wedges to keep it in place."; + mes "Simple, isn't it?"; + close; + } + else if (ep13_3_bra == 4) { + if (checkquest(11163) >= 0) { + mes "[Bain]"; + mes "Just tell him I'm doing well."; + mes "Simple, isn't it?"; + close; + } + mes "[Bain]"; + mes "You take sturdy lumber and erect it to make a pillar."; + mes "Simple, isn't it?"; + next; + mes "[Bain]"; + mes "To fix the erected lumber, you need to use wedges to keep it in place."; + mes "Simple, isn't it?"; + next; + mes "[Bain]"; + mes "What is it? Do you have any questions?"; + next; + mes "[Bain]"; + mes "Frede asked you to come?"; + mes "Just tell him I'm doing well."; + mes "Simple, isn't it?"; + setquest 11163; + close; + } + else if (ep13_3_bra < 8) { + mes "[Bain]"; + mes "Just tell him I'm doing well."; + mes "Simple, isn't it?"; + close; + } + else if (ep13_3_bra == 8) { + if (checkquest(11169) >= 0) { + mes "[Bain]"; + mes "But I will be in trouble if I don't go back to the village for Bradium."; + next; + mes "[Bain]"; + mes "Thank you."; + mes "Hope to see you again."; + close; + } + mes "[Bain]"; + mes "I found a dark brown stain on my shoulder."; + mes "It doesn't come off. I'll have to go back to the village to get treatment."; + next; + select("Give Bradium."); + mes "[" + strcharinfo(0) + "]"; + mes "Frede asked me to give you this."; + next; + mes "[Bain]"; + mes "I found a dark brown stain on my shoulder."; + mes "It doesn't come off. I'll have to go back to the village to get treatment."; + next; + mes "[Bain]"; + mes "But I will be in trouble if I don't go back to the village for Bradium."; + next; + mes "[Bain]"; + mes "Thank you."; + mes "Hope to see you again."; + setquest 11169; + close; + } + mes "[Bain]"; + mes "We meet again."; + mes "I wouldn't have had the chance to return to the village if you didn't give me the Bradium before."; + next; + mes "[Bain]"; + mes "I am forever grateful."; + mes "I'm willing to teach you how to erect a pillar anytime you want."; + next; + mes "[Bain]"; + mes "I don't teach these things to just anyone!!"; + mes "Ha ha ha!!"; + mes "Aren't you excited about it?"; + close; + } + mes "[Bain]"; + mes "¡ó¡ø¢± ¡÷ "; + mes "¡ö¡ñ¡Ð ¡ò ¡õ"; + close; +} + +dic_dun01,58,225,4 script Lash#13_3 491,{ + if (isequipped(2782)) { + if (ep13_3_bra < 4) { + mes "[Lash]"; + mes "Sigh......"; + mes "I'm so tired..."; + mes "But fatigue helps me to move forward."; + next; + mes "[Lash]"; + mes "The sweat, heavy breathing, and continuous tiredness proves that I'm a true Sapha."; + mes "And I actually enjoy it. Ha ha ha ha."; + close; + } + else if (ep13_3_bra == 4) { + if (checkquest(11164) >= 0) { + mes "[Lash]"; + mes "If you'd like to tell him how I'm doing, look at my forearm. Doesn't it spell out 'Strong' on it?"; + next; + mes "[Lash]"; + mes "Just tell him what you see!"; + mes "Ha ha ha ha ha!"; + close; + } + mes "[Lash]"; + mes "Sigh......"; + mes "I'm so tired..."; + mes "But fatigue helps me to move forward."; + next; + mes "[Lash]"; + mes "The sweat, heavy breathing, and continuous tiredness proves that I'm a true Sapha."; + mes "And I actually enjoy it. Ha ha ha ha."; + next; + mes "[Lash]"; + mes "But what is your business here?"; + mes "You want to share the labor and sweat?"; + next; + mes "[Lash]"; + mes "Hm?"; + mes "Oh, you are Frede's messenger?"; + mes "To bad."; + mes "I thought you were like me judging from your forearm."; + next; + mes "[Lash]"; + mes "If you'd like to tell him how I'm doing, look at my forearm. Doesn't it spell out 'Strong' on it?"; + next; + mes "[Lash]"; + mes "Just tell him what you see!"; + mes "Ha ha ha ha ha!"; + setquest 11164; + close; + } + else if (ep13_3_bra < 8) { + mes "[Lash]"; + mes "If you'd like to tell him how I'm doing, look at my forearm. Doesn't it spell out 'Strong' on it?"; + mes "[Lash]"; + mes "Just tell him what you see!"; + mes "Ha ha ha ha ha!"; + close; + } + else if (ep13_3_bra == 8) { + if (checkquest(11170) >= 0) { + mes "[Lash]"; + mes "Wow!!!!"; + mes "You've saved me!"; + mes "[Lash]"; + mes "I would have perished into ashes here if it weren't for you!"; + close; + } + mes "[Lash]"; + mes "Moan..."; + mes "Is... this what they call fatigue!"; + mes "Never knew I would feel this. Sob."; + next; + select("You give Bradium to Lash."); + mes "[" + strcharinfo(0) + "]"; + mes "Frede asked me to give you this."; + next; + mes "[Lash]"; + mes "Wow!!!!"; + mes "You've saved me!"; + next; + mes "[Lash]"; + mes "I would have perished into ashes here if it weren't for you!"; + setquest 11170; + close; + } + mes "[Lash]"; + mes "Ha ha ha!!"; + mes "You are my savior!"; + mes "Our friendship will last forever regardless of race!"; + close; + } + mes "[Lash]"; + mes "¡ô¡õ¡ó ¡ø ¡ð¢±¡û ¡ö ¡ð"; + mes "¡ð¡þ¡þ ¡ù ¡Ð¡ñ¡ï ¢¤ "; + mes "¡ô¡ò¢² ¡ø "; + mes "¡÷"; + mes "¡õ¢³¡ñ ¡õ ¡ñ"; + close; +} + +dic_in01,349,129,5 script Bouy#13_3 449,{ + if (isequipped(2782)) { + if (ep13_3_bra < 5) { + mes "[Bouy]"; + mes "Outsiders are prohibited here."; + mes "If you have come here by mistake, please find your way out now."; + close; + } + else if (ep13_3_bra == 5) { + mes "[Bouy]"; + mes "Outsiders are prohibited here."; + mes "If you have come here by mistake, please find your way out now."; + next; + select("I came on behalf of Frede."); + mes "[Bouy]"; + mes "I didn't know. Excuse me."; + mes "What did he ask you to do?"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "He asked me to deliver Bradium to his friends working in the cave outside the village."; + next; + mes "[Bouy]"; + mes "Oh no. I don't have any portable Bradium because of insufficient supplies."; + next; + mes "[Bouy]"; + mes "I will only be able to get the Bradium that is being refined now in a few days. We let Pioms returning from outside work stay and rest in the village."; + next; + mes "[Bouy]"; + mes "But I see they haven't returned yet."; + mes "They must be out of Bradium by now."; + mes "This isn't good."; + next; + mes "[Bouy]"; + mes "Worst case, they wouldn't come back to the village at all."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "Is there another way?"; + next; + mes "[Bouy]"; + mes "It takes a lot of time to refine a large Bradium mineral but small pieces of Bradium will be quick."; + next; + mes "[Bouy]"; + mes "Bradium mineral can be collected anywhere in this area but the effectiveness of refined pieces is low."; + next; + mes "[Bouy]"; + mes "You can easily collect ^f57d7dpieces of Bradium from monsters nearby^000000."; + next; + mes "[Bouy]"; + mes "About ^f57d7d30 pieces of Bradium^000000 will be enough to share with 6 people."; + set ep13_3_bra, 6; + changequest 11173,11174; + close; + } + else if (ep13_3_bra == 6) { + if (countitem(6319) > 29) { + mes "[Bouy]"; + mes "You've brought back the Bradium."; + mes "I've been waiting for the Galtens to return because I'm not accustomed to battle since I'm Venknick. Thank you very much."; + next; + mes "[Bouy]"; + mes "Handwork is much faster to refine pieces of Bradium instead of using a machine. I will only need an hour to finish."; + next; + mes "[Bouy]"; + mes "Please go rest while I get to work."; + delitem 6319,30; //Small_Bradium + changequest 11174,11175; + set ep13_3_bra, 7; + close; + } + mes "[Bouy]"; + mes "Bradium mineral can be collected anywhere in this area but the effectiveness of refined pieces is low."; + next; + mes "[Bouy]"; + mes "You can easily collect ^f57d7dpieces of Bradium from monsters nearby^000000."; + next; + mes "[Bouy]"; + mes "About ^f57d7d30 pieces of Bradium^000000 will be enough to share with 6 people."; + close; + } + else if (ep13_3_bra == 7) { + if (checkquest(11175,PLAYTIME) > 1) { + mes "[Bouy]"; + mes "I did it!"; + mes "I was a bit nervous because it has been a long time since I did manual work but I think I did a good job."; + mes "Please take these to them."; + set ep13_3_bra, 8; + changequest 11175,11176; + close; + } + mes "[Bouy]"; + mes "I'm still working on it so please rest a little more."; + close; + } + mes "[Bouy]"; + mes "Saphas cannot live unless we consume Bradium continuously."; + mes "That is why we needed spaces for us to inject Bradium all over the village."; + next; + mes "[Bouy]"; + mes "But those working outside of the village cannot return often to refill their Bradium so we provide Bradium that is portable."; + next; + mes "[Bouy]"; + mes "But there was a problem with the Bradium mining in the Manuk area recently and we have a shortage of supplies. We don't have enough to give out."; + next; + mes "[Bouy]"; + mes "That is why many Pioms working in the outskirts of the village return for more supplies,"; + next; + mes "[Bouy]"; + mes "and the time spent on transportation is what is slowing down work."; + next; + mes "[Bouy]"; + mes "To tell you the truth, transportation time doesn't make much difference but it adds up in the end."; + next; + mes "[Bouy]"; + mes "We call this the ^f57d7dCreamy Effect^000000."; + close; + } + mes "[Bouy]"; + mes "¡ø¡ö¡þ ¡ù ¡ú¡ð¡ï ¡ø"; + mes "¡ï¡ú¡ö ¡ù"; + mes "¡õ¡ï¡õ ¡ò"; + close; +} + +// Sapha's Visit +//============================================================ +- script Expedition#ep133_is -1,{ + if (ep13_3_invite) { + if (compare(strnpcinfo(1),"Maha")) { + mes "[Maha]"; + mes "But I do think the Sapha race is overly kind, almost unnaturally."; + mes "Guess it'll be fine."; + close; + } + mes "[Ben]"; + mes "There is nothing strange!"; + mes "I'd love to be like you and respected by many people."; + next; + mes "[Ben]"; + mes "I can also visit the Sapha if I work well here, can't I?"; + close; + } + mes "[Ben]"; + mes "Hmm. Hey, Maha,"; + mes "what do you think?"; + mes "Why do you think he is here?"; + next; + mes "[Maha]"; + mes "Don't know. Not interested."; + next; + mes "[Ben]"; + mes "Don't you find that guy strange?"; + mes "I've never seen his race before I joined the expedition."; + next; + mes "[Maha]"; + mes "Ah. Really?"; + mes "Then it's only you."; + mes "There must be a reason why he is here."; + next; + mes "[Ben]"; + mes "................"; + mes "Oh no you don't..."; + next; + mes "[Maha]"; + mes "They may make an announcement soon."; + mes "All we need to do is wait for the announcement."; + mes "It will give us the answers."; + next; + if(select("What is it?:Stay silent and listen.") == 2) { + mes "[Ben]"; + mes "Hmm..."; + mes "That can be true but aren't you thinking too much?"; + next; + mes "[Maha]"; + mes "I don't like to get into trouble."; + mes "I only follow orders."; + mes "Besides, there is nothing out of the ordinary."; + next; + mes "[Maha]"; + mes "From what I can tell"; + mes "That tree-like giant race called Sapha are kind."; + mes "There won't be any trouble. Relax."; + close; + } + mes "[Ben]"; + mes "Huh? Did you hear us?"; + mes "Nothing really or maybe something..."; + mes "So..."; + next; + mes "[Ben]"; + mes "Research members dispatched to Manuk just came back."; + mes "But..."; + next; + select("But?"); + mes "[Ben]"; + mes "Well... they came back with a Manuk messenger!"; + mes "...Sapha of Manuk."; + next; + if (select("Where is he?!:Is this top secret information?!") == 1) { + mes "[Ben]"; + mes "He's in the command center right now."; + mes "We should go there."; + close; + } + mes "[Ben]"; + mes "Excuse me."; + mes "There was no order to restrict or keep it a secret."; + mes "And it looks like they are making an official visit."; + next; + mes "[Ben]"; + mes "We might be able to know something if we go to the command center now"; + mes "Try seeing ^4d4dffAello^000000."; + close; +} +mid_camp,220,246,5 duplicate(Expedition#ep133_is) Expedition Guard Ben 930 +mid_camp,223,246,4 duplicate(Expedition#ep133_is) Expedition Guard Maha 868 + +mid_campin,93,114,3 script Guard Aello#ep133_is03 967,{ + if (ep13_ryu > 99 || ep13_start > 99) { + if (ep13_3_invite == 0) { + mes "[Aello]"; + mes "Ah, you. Good timing."; + mes "I have something urgent to tell you."; + next; + mes "[Aello]"; + mes "Do you happen to know that a messenger from Manuk is here?"; + mes "Not a big secret but.."; + next; + mes "[Aello]"; + mes "The Sapha from Manuk wants to talk to you."; + mes "Agiff says anyone of from the expedition can meet him but.."; + mes "I think someone with more experience should go."; + next; + mes "[Aello]"; + mes "I know your abilities"; + mes "and trust you."; + mes "The delegation is in the room at the right on the second floor."; + next; + mes "[Aello]"; + mes "There will be a guard standing in front"; + mes "just tell him you got authorization."; + mes "He is interested in humans, so try to be courteous while talking to him."; + set ep13_3_invite, 1; + setquest 7182; + close; + } + else if (ep13_3_invite == 1) { + mes "[Aello]"; + mes "It's the room at the right on the second floor."; + mes "There is a guard in front of the room."; + mes "He'll let you pass if you tell him you have authorization."; + next; + mes "[Aello]"; + mes "Try not to give unnecessary information"; + mes "and only do small talk."; + close; + } + mes "[Aello]"; + mes "I knew I could count on you."; + mes "You're activities will help us tremendously in expanding our territory."; + close; + } + mes "[Aello]"; + mes "I am only interested in the most skillful"; + mes "and trustworthy person among the Ash-Vacuum expedition."; + next; + mes "[Aello]"; + mes "But.. you are a new face around here."; + mes "Hmm... sorry but you won't do."; + mes "You'll have to get yourself familiar with this camp first."; + close; +} + +mid_campin,111,120,3 script Soldier#ep133_is04 852,{ + if (ep13_3_invite == 1) { + mes "[Soldier]"; + mes "Sorry, but this room is currently restricted from visitors."; + next; + if (select("I have authorization.:Is that so.") == 1) { + mes "[Soldier]"; + mes "You do?"; + mes "What is your name."; + mes "Thank you."; + mes "So you are " + strcharinfo(0) + "."; + next; + mes "[Soldier]"; + mes "You may go in now."; + close2; + warp "mid_campin",165,126; + end; + } + mes "[Soldier]"; + mes "You mustn't enter without Aello's permission."; + mes "No exceptions."; + close; + } + else if (ep13_3_invite > 1) { + mes "[Soldier]"; + mes "You're back."; + mes "Are you acquainted with the Sapha messenger now?"; + mes "We have high expectations from you."; + close2; + warp "mid_campin",165,126; + end; + } + mes "[Soldier]"; + mes "Sorry."; + mes "This room is restricted from visitors."; + close; +} + +function script eldicastes_c { + switch(getarg(0)) { + case 1: + mes "[Hound]"; + mes "Let's continue.."; + mes "Although the details are already settled."; + next; + mes "[Vyhannus]"; + mes "Ah, yes."; + mes "Where was I?"; + mes "Ah, yes."; + mes "El Dicastes!"; + mes "El Dicastes is the capital city of Sapha."; + next; + mes "[Vyhannus]"; + mes "A city like a sparkling jewel in white snow."; + mes "Manuk was originally a village created to mine Bradium."; + mes "El Dicastes has now grown to be the Sapha home ground."; + next; + mes "[Vyhannus]"; + mes "Ravail holds all authority in El Dicastes"; + mes "and makes decisions on reports from Manuk."; + next; + mes "[Vyhannus]"; + mes "Kind race born from a world other than ours"; + mes "we are grateful for your kindness"; + mes "in helping and cooperating with us."; + next; + mes "[Vyhannus]"; + mes "Ravail, representative of Sapha"; + mes "would like to invite humans to El Dicastes,"; + mes "Sapha's capital city."; + next; + select("Invite? Visit? City?!:What is that suppose to mean, Hound?"); + mes "[Hound]"; + mes "Just as he said."; + mes "Our expedition team has helped the Saphas for some time."; + mes "Collect Bradium for their survival or"; + next; + mes "[Hound]"; + mes "Eliminate vicious beasts that threaten them."; + mes ".. ......"; + next; + mes "[Hound]"; + mes "So they have given us an official invitation to visit their capital city in return."; + mes "That is why I've been selecting expedition members to send to El Dicastes, the capital city of Sapha."; + next; + select("..You mean.."); + mes "[Vyhannus]"; + mes "Yes."; + mes "That is what he meant."; + mes "Agiff also approved before he left."; + mes "" + strcharinfo(0) + ", you are invited."; + next; + mes "[Vyhannus]"; + mes "You are kind and respect others"; + mes "polite and trustworthy and most of all, fun in character."; + next; + mes "[Vyhannus]"; + mes "You are perfect. Ravail will approve too."; + mes "That is why I'm here."; + next; + mes "[Vyhannus]"; + mes "I invite you to El Dicastes, our capital city."; + mes "" + strcharinfo(0) + ""; + next; + select("Never would have imagined."); + mes "[Hound]"; + mes "Shouldn't you already be used to the unexpected by now?"; + mes "Come on... you're not a rookie.. haha."; + next; + mes "[Hound]"; + mes "If you are going to leave, better be now."; + mes "Come back to me once you are ready to leave."; + mes "I will let you know your mission."; + set ep13_3_invite, 3; + close; + case 2: + mes "[Vyhannus]"; + mes "First go to Manuk and meet General Guard Avalanche."; + mes "Avalanche will be heavily armed because he is Galten."; + mes "You can't miss him."; + next; + mes "[Vyhannus]"; + mes "Once you tell Avalanche that you are a guest of the city, he will let you pass the path to El Dicastes."; + next; + mes "[Vyhannus]"; + mes "You cannot go pass without his approval so make sure you get his permission."; + mes "He will let you pass with my recommendations."; + next; + mes "[Vyhannus]"; + mes "I'm a little excited."; + mes "on what our meeting will bring in the future."; + mes "Only hope it won't be like a blizzard in the middle of the night."; + set ep13_3_invite, 4; + changequest 7182,7183; + close; + case 3: + mes "[Hound]"; + mes "My name is Hound."; + mes "Are you here by Aello's request?"; + next; + select("Yes. He told me to meet the Sapha."); + mes "[Hound]"; + mes "Okay. You should be able to talk to him, right?"; + mes "Shall we start with introducing ourselves?"; + mes "This is..."; + mes ""+strcharinfo(0)+"..."; + next; + mes "[Vyhannus]"; + mes "My name is Vyhannus."; + mes strcharinfo(0)+"..?"; + mes "Glad to meet you."; + next; + if(select("Same here.:A tree monster!")==1) { + mes "[Vyhannus]"; + mes "Amazing."; + mes "Like with Hound, that ring you humans made..."; + mes "is like a ring of wisdom."; + } + else { + mes "[Hound]"; + mes "What are you saying?"; + mes "That was rude!"; + next; + mes "[Vyhannus]"; + mes "Oh. Monster?"; + mes "That is something new."; + mes "Hound. I'm fine. You humans are amusing."; + next; + } + mes "[Vyhannus]"; + mes "Shall we skip to the point?"; + mes "The reason why I am here..."; + next; + mes "[Someone's voice]"; + mes "Excuse me, hold on a second."; + enablenpc "Hibba Agip#ep133_is07"; + next; + mes "[Hound]"; + mes "Commander!"; + mes "You've come at such short notice."; + mes "Is there a situation?"; + emotion e_omg,0,"Hound#ep133_is06"; + next; + mes "[Hibba Agip]"; + mes "Huh? Nothing."; + mes "Was there anything."; + mes "You said you wanted to send a trustworthy person, right?"; + mes "I wanted to see the person Aello chosen to send."; + next; + mes "[Hibba Agip]"; + mes "Hm... Ah."; + mes "Is it you?"; + mes "I see, just as Aello explained."; + mes "Well, I think we are in good hands if it is you."; + next; + select("What are you implying?"); + mes "[Vyhannus]"; + mes "So... It's like this."; + mes "Both Saphas and humans had many differences in the past."; + next; + mes "[Vyhannus]"; + mes "We've worried about becoming enemies with your race after you've suddenly appeared"; + mes "and were afraid of your abilities."; + next; + mes "[Vyhannus]"; + mes "But you have respected us Saphas"; + mes "and helped Manuk with many deeds."; + mes "We've come to recognize humans as good people."; + next; + mes "[Hibba Agip]"; + mes "Yes, we made efforts."; + mes "We also tried to keep a neutral attitude."; + mes "Because it is always better to strengthen amnity as a third party then taking sides in a conflict."; + next; + mes "[Hound]"; + mes "Well.."; + mes "Not totally wrong, I guess..."; + next; + mes "[Vyhannus]"; + mes "(Vyhannus smiles)"; + mes "We have told Ravail about you humans."; + mes "Ravail is the highest elder of glorious ^4d4dffEl Dicastes^000000."; + next; + select("El Dicastes?:Ravail?"); + mes "[Hibba Agip]"; + mes "Ah, sorry for interrupting."; + mes "I have to go now."; + mes "Hound, I approve."; + mes "I think he will do just fine."; + next; + mes "[Hibba Agip]"; + mes "Then it's settled with him."; + mes "And... ah yes, you."; + mes "Please go meet the inspector in the next room after this."; + mes "Got it?"; + next; + mes "[Hibba Agip]"; + mes "I'm leaving now."; + mes "Vyhannus? I'll come by to see you again."; + mes "And you should ^4d4dffmeet Inspector Doha after talking with Vyhannus^000000."; + mes "Then bye everyone."; + set ep13_3_invite, 2; + set ep13_3_secret, 1; + setquest 7185; + next; + disablenpc "Hibba Agip#ep133_is07"; + emotion e_swt2,0,"Hound#ep133_is06"; + emotion e_swt2,0,"Sapha from Manuk"; + mes "Commander Hibba Agip quickly left the room after saying what he wanted to say."; + mes "First, let's listen to Vyhannus's story."; + close; + } +} + +mid_campin,168,128,3 script Sapha from Manuk 451,{ + if (isequipped(2782)) { + if (!ep13_3_invite) { + mes "-Looks like the Sapha messenger from Manuk.-"; + next; + mes "[Hound]"; + mes "Sorry but will you leave now?"; + mes "You don't seem to have authorization from the captain or Aello?"; + close; + } + if (ep13_3_invite == 1) { + mes "[Sapha]"; + mes "- This person look like the Sapha messenger from Manuk. -"; + mes "You just stand there without"; + mes "knowing what he says, so the"; + mes "expedition guard next to you starts to talk. -"; + next; + callfunc "eldicastes_c",3; + } + else if (ep13_3_invite == 2) { + mes "[Vyhannus]"; + mes "Your commander is like the wind."; + mes "We have someone like that in Manuk, too."; + mes "He's name is Galten. He is so quick, you won't notice the weight of his armor."; + next; + callfunc "eldicastes_c",1; + } + else if (ep13_3_invite == 3) { + callfunc "eldicastes_c",2; + } + else if (ep13_3_invite == 4) { + mes "[Vyhannus]"; + mes "Avalanche will be at the Manuk Operations building."; + mes "Once he approves, you can use the tunnel that leads to the capital city."; + mes "The tunnel might be a little scary."; + mes "But I'm sure you will reach the end of it since you are strong."; + close; + } + else if (ep13_3_invite == 5) { + mes "[Vyhannus]"; + mes "Oh, the tunnel?"; + mes "It was originally a mineral mine."; + mes "But we found ourselves on the opposite side while mining away."; + next; + mes "[Vyhannus]"; + mes "We found better mines afterwards and that is how Manuk came about."; + mes "The tunnel is reorganized with paths between the capital city and Manuk."; + next; + mes "[Vyhannus]"; + mes "That is it."; + close; + } + else if (ep13_3_invite == 6) { + mes "[Vyhannus]"; + mes "You received the Light of El Dicastes."; + mes "With this, you can return to Diel from anywhere, anytime."; + mes "Looks like an item made for your convenience."; + next; + mes "[Vyhannus]"; + mes "Ravail seems to like you very much."; + mes "The Light of El Dicastes is convenient to use instead of moving through long tunnels."; + next; + mes "[Vyhannus]"; + mes "Oh, the tunnel?"; + mes "It was originally a mineral mine."; + mes "But we found ourselves on the opposite side while mining away."; + next; + mes "[Vyhannus]"; + mes "We found better mines afterwards and that is how Manuk came about."; + mes "The tunnel is reorganized with paths between the capital city and Manuk."; + next; + mes "[Vyhannus]"; + mes "That is it."; + close; + } + mes "[Vyhannus]"; + mes "The tunnel that connects Manuk and the capital city."; + mes "It was originally a mineral mine."; + mes "But we found ourselves on the opposite side while mining away."; + next; + mes "[Vyhannus]"; + mes "We found better mines afterwards and that is how Manuk came about."; + mes "The tunnel is reorganized with paths between the capital city and Manuk."; + next; + mes "[Vyhannus]"; + mes "That is it."; + } + mes "[Sapha]"; + mes "¢¤¡ð¡ú? ¢£ ¡ù¡ð..."; + mes "¡ï¡ò¡Ð ¢¤ ?"; + mes "¡ñ¡ï..?"; + next; + mes "[Hound]"; + mes "Where is your interpreter ring?"; + mes "I'm not going to be your personal translator."; + close; +} + +mid_campin,168,125,3 script Hound#ep133_is06 997,{ + if (!isequipped(2782)) { + mes "[Hound]"; + mes "Where is the interpreter ring?"; + mes "We should create it if we don't have one."; + mes "I would like to speak in person."; + close; + } + if (!ep13_3_invite) { + mes "[Hound]"; + mes "Sorry but will you leave now?"; + mes "You don't seem to have authorization from the captain or Aello?"; + close2; + } + else if (ep13_3_invite == 1) { + callfunc "eldicastes_c",3; + } + else if (ep13_3_invite == 2) { + callfunc "eldicastes_c",1; + } + else if (ep13_3_invite == 3) { + callfunc "eldicastes_c",2; + } + else if (ep13_3_invite == 4) { + mes "[Hound]"; + mes "First thing you need to do when you reach Manuk is to meet General Guard Avalanche."; + mes "Tell Avalanche that you are the one invited by Vyhannus."; + next; + mes "[Hound]"; + mes "Then you'll go through a simply process of confirmation and will be permitted to go through the tunnel to the capital city."; + mes "Passing through the tunnel is easy as long as you are polite."; + next; + mes "[Hound]"; + mes "And don't forget what the captain said."; + mes "Inspector Doha is in the next room."; + close; + } + else if (ep13_3_invite > 4) { + mes "[Hound]"; + mes "I've just returned from Manuk from a long term dispatch"; + mes "and haven't gotten any rest yet."; + mes "El Dicastes.. I will find the time to visit once your advance party settles in."; + next; + mes "[Hound]"; + mes "I have to take care of Vyhannus here."; + mes "We might see the day when Saphas like Vyhannus will be living with us on our continent."; + close; + } + mes "[Hound]"; + mes "I've just returned from Manuk from a long term dispatch"; + mes "and haven't gotten any rest yet."; + mes "El Dicastes.. I will find the time to visit once your advance party settles in."; + next; + mes "[Hound]"; + mes "I have to take care of Vyhannus here."; + mes "We might see the day when Saphas like Vyhannus will be living with us on our continent."; + close; +} + +mid_campin,165,127,5 script Hibba Agip#ep133_is07 459,{ + mes "[Hibba Agip]"; + mes "Hmm..?"; + mes "I should go now."; + close2; +OnInit: + disablenpc strnpcinfo(0); + end; +} + +man_in01,315,52,3 script Guard Captain Avalanche 450,{ + mes "[Guard Captain Avalanche]"; + if (!isequipped(2782)) { + mes "¢¤¡ð¡ú? ¢£ ¡ù¡ð..."; + mes "¡ï¡ò¡Ð ¢¤ ?"; + mes "¡ñ¡ï..?"; + close; + } + if (ep13_3_invite == 4) { + mes "[Avalanche]"; + mes "You are human."; + mes "What do you want here?"; + next; + select("I've come with Vyhannus's invitation."); + mes "[Avalanche]"; + mes "Ah. Jarute Vyhannus."; + mes "I thought it would be better for him to take a guard with him but."; + next; + mes "[Avalanche]"; + mes "I guess Vyhannus had trust in you humans."; + mes "I'm fine as long as Vyhannus approved you."; + next; + mes "[Avalanche]"; + mes "I authorize you to pass through to El Dicastes, the capital city."; + mes "There is a tunnel that leads to the capital city right outside this building which goes down by the east mountain range of this village."; + next; + mes "[Avalanche]"; + mes "It is a tunnel that reaches the capital city. There is no other detour because Kamidal mountain is so huge."; + next; + mes "[Avalanche]"; + mes "The tunnel is well maintained but there was a time when part of the tunnel which connects"; + mes "with the lowest cave of the mountain collapsed and reports of wild monsters was received."; + next; + mes "[Avalanche]"; + mes "So I recommend that you move in a group."; + mes "It is dangerous and can be a long journey."; + mes "That is all I have to say for now."; + next; + mes "[Avalanche]"; + mes "Please let me know any news about the capital city when you come back."; + mes "Hahaha.."; + set ep13_3_invite, 5; + changequest 7183,7184; + close2; + } + else if (ep13_3_invite == 5) { + mes "[Avalanche]"; + mes "Go out of this building and straight below the mountain east from the village."; + mes "You will know where it is if you see soldiers guarding the tunnel."; + next; + mes "[Avalanche]"; + mes "I hope that the Light of El Dicastes will show you the way."; + close; + } + else if (ep13_3_invite == 6) { + mes "[Avalanche]"; + mes "Oh.. You have the Light of El Dicastes."; + mes "it would be helpful for your travel."; + next; + mes "[Avalanche]"; + mes "The path to the capital city was previously a mine."; + mes "so we have reports of wild monsters appearing although the tunnel is well maintained."; + next; + mes "[Avalanche]"; + mes "Always take care of yourself at all times."; + mes "Haha.. but then you humans are very strong."; + close; + } + mes "[Avalanche]"; + mes "The path to the capital city was previously a mine."; + mes "so we have reports of wild monsters appearing although the tunnel is well maintained."; + next; + mes "[Avalanche]"; + mes "Always take care of yourself at all times."; + mes "Haha.. but then you humans are very strong."; +} + +dic_in01,42,264,3 script Adventurer Clerk#ep133 453,{ + if (!isequipped(2782)) { + mes "[Clerk Knit]"; + mes "¡ð¡ñ¡ô ¡õ ¡ü¢±¢³ ¡ö ¡ò...?"; + mes "¢¤¡ö¡ø ... ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."; + next; + mes "- Cannot communicate with him. -"; + close; + } + mes "[Clerk Rhawyne]"; + mes "How can I help you?"; + next; + switch (select("Register as an adventurer.:Talk.:Cancel.")) { + case 1: + if (ep13_3_invite < 5) { + mes "[Clerk Rhawyne]"; + mes "Do you want to register as an adventurer?"; + mes "Strange."; + mes "You are not on our list of visitors."; + mes "Did you enter without permission?"; + next; + mes "[Clerk Rhawyne]"; + mes "All other races without official permission are restricted."; + mes "I will send for a Galten right away."; + next; + mes "The Sapha clerk is ready to call on a Guard Galten any time."; + mes "It's best to avoid this situation."; + close; + } + else if (ep13_3_invite == 5) { + mes "[Clerk Rhawyne]"; + mes "Do you want to register as an adventurer?"; + mes "I will compare with the invitation list from Manuk."; + mes "What is your name?"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "It is " + strcharinfo(0) + "."; + next; + mes "[Clerk Rhawyne]"; + mes "Yes.. " + strcharinfo(0) + "..."; + mes "I found it."; + mes "Welcome to El Dicastes, capital city of Sapha."; + next; + mes "[Clerk Rhawyne]"; + mes "You will be treated the same as other Saphas here"; + mes "and is allowed to do as you wish"; + mes "and can have contracts with official requests from Dicastes."; + next; + mes "[Clerk Rhawyne]"; + mes "This is a little souvenir for visiting El Dicastes."; + mes "You can use it to return to El Dicastes whenever you wish."; + next; + set ep13_3_invite, 6; + getitem 2844,1; //El_Dicastes_Light + completequest 7184; + mes "[Clerk Rhawyne]"; + mes "There is a special place for humans located beneath the residential area of Pioms."; + mes "It is called in your language..."; + mes "Pub. Hope you get to visit there."; + close; + } + mes "[Clerk Rhawyne]"; + mes "Strange."; + mes "Aren't you already registered?"; + mes "I see your name in the records."; + close; + case 2: + if (ep13_3_secret == 12) { + mes "[Clerk Rhawyne]"; + mes "I recognize you."; + mes "How can I help you?"; + next; + if (select("I want to meet the minister.:Nothing particular.") == 1) { + mes "[Clerk Rhawyne]"; + mes "You want to meet the minister?"; + mes "Which minister?"; + mes "Ravail cannot be met in person even with exploit certifications."; + next; + if (select("Ahat:Another minister") == 1) { + if (countitem(6304) > 2) { + mes "[Clerk Rhawyne]"; + mes "You've really collected 3 exploit certification of Sapha already."; + mes "Alright. I will send a request."; + next; + mes "[Clerk Rhawyne]"; + mes "Please take the elevator up to the Administrative Office."; + mes "There is another elevator in the corridor next to the Administrative Office."; + next; + mes "[Clerk Rhawyne]"; + mes "It is a separate elevator that leads to the high minister's office"; + mes "You will be guided in front of the office."; + delitem 6304,3; //Sapa_Feat_Cert + set ep13_3_secret, 13; + changequest 7197,7198; + close; + } + mes "[Clerk Rhawyne]"; + mes "You need 3 exploit certification of Sapha to meet Ahat."; + mes "You know what exploit certification of Sapha is, right?"; + mes "Well, please try to help around El Dicastes to collect them."; + close; + } + mes "[Clerk Rhawyne]"; + mes "Another minister? Who?"; + next; + select("Sorry, but I know no one else."); + mes "[Clerk Rhawyne]"; + mes "You are difficult."; + mes "Unlike other Saphas, ministers are very busy."; + close; + } + mes "[Clerk Rhawyne]"; + mes "What are you curious about today?"; + close; + } + else if (ep13_3_secret == 13) { + mes "[Clerk Rhawyne]"; + mes "Ahat is on the same floor as high minister Ravail."; + mes "Take the elevator up to the Administrative Office and then you will be guided in front of the separate elevator."; + close; + } + mes "[Clerk Rhawyne]"; + mes "What are you curious about today?"; + next; + switch (select("About official requests:About the adventurer's pub:Ahat?:Exploit certification of Sapha?:End conversation.")) { + case 1: + mes "[Clerk Rhawyne]"; + mes "If Diel or ministers need help on operations in the capital"; + mes "they post a notice on the public board."; + next; + mes "[Clerk Rhawyne]"; + mes "Anyone who can take the job can take up the request."; + mes "Adventurers who are officially registered can also take jobs."; + next; + mes "[Clerk Rhawyne]"; + mes "After you handle a request"; + mes "you are given an exploit certification for helping El Dicastes."; + next; + mes "[Clerk Rhawyne]"; + mes "It is better spend spare time on these official requests."; + mes "Because you are contributing to the community."; + next; + mes "[Clerk Rhawyne]"; + mes "Due to the increase of visitors from other worlds,"; + mes "some requests are targeted for you."; + mes "You can take your pick."; + close; + case 2: + mes "[Clerk Rhawyne]"; + mes "The adventurer's pub is open for the convenience of visitors like you."; + mes "It is located in the Piom residential area below the mine and factory zone."; + next; + mes "[Clerk Rhawyne]"; + mes "We thought the living environment here would be unfamiliar and inconvenient for you."; + mes "So we tried to make a place that is similar to what you have back home with a little help from adventurers."; + mes "I hope you like it."; + close; + case 3: + mes "[Clerk Rhawyne]"; + mes "Ahat is the next minister in line after Ravail."; + mes "Why?"; + mes "Because we respect her."; + next; + mes "[Clerk Rhawyne]"; + mes "What should I say, we would like to protect her."; + mes "But I'm not sure how respect is used in your language."; + next; + mes "[Clerk Rhawyne]"; + mes "Ahat is popular."; + mes "Not many have seen him and he works in her room all the time."; + next; + mes "[Clerk Rhawyne]"; + mes "If you want to meet Ahat..well."; + mes "He is really good at his work but is very shy of strangers.."; + next; + mes "[Clerk Rhawyne]"; + mes "He doesn't like to be in places where a lot of people are gathered."; + mes "That is why we barely see her."; + close; + case 4: + mes "[Clerk Rhawyne]"; + mes "Exploit certification?"; + mes "Exploit certifications are made for outsiders like you."; + mes "They are given out as rewards when adventurers help with requests from Saphas throughout the city."; + next; + mes "[Clerk Rhawyne]"; + mes "The exploit certification is used to meet ministers."; + mes "I guess in order to meet busy ministers, you must at least contribute to our society."; + close; + case 5: + mes "[Clerk Rhawyne]"; + mes "Please feel free to ask questions when you need help."; + close; + } + case 3: + mes "[Clerk Rhawyne]"; + mes "Please feel free to ask questions when you need help."; + close; + } +} +// Enchantment NPCs +//============================================================ + +- script dic_enc#main -1,{ + set .@re$, strnpcinfo(1); + set .@n$, "["+.@re$+"]"; + if (!checkweight (1201,1)) { + mes "You have too many kinds of items. Let's try again after you reduce the number of items."; + close; + } + if ((MaxWeight - Weight) < 1000) { + mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight."; + close; + } + if (.@re$ == "Kareka") { + if (ep13_3_ring2 > 99) { + mes "[Kareka]"; + mes "Do you want to upgrade the ^990099Light of El Dicastes^000000 again?"; + next; + mes "[Kareka]"; + mes "Ha ha ha, that is out of the question. This item is very rare and valuable so I cannot give you a new one."; + close; + } + if (countitem(6304) < 1) { + mes "[Kareka]"; + mes "The Exploit Certifications of Sapha that you collect by helping throughout the city has other uses besides meeting the minister."; + next; + mes "[Kareka]"; + mes "If you come across an exploit certification, please come back to me."; + next; + mes "[Kareka]"; + mes "I can cast an additional spell to your ^990099Light of El Dicastes^000000 accessory."; + close; + } + mes "[Kareka]"; + mes "You've come to awaken the ^990099Light of El Dicastes^000000 infinite strength. "; + next; + if (select("Please explain.:I want to upgrade.") == 1) { + mes "[Kareka]"; + mes "I heard some craftsmen outside of the city can also cast spells on equipment."; + next; + mes "[Kareka]"; + mes "I'm the same but at least I don't destroy equipment."; + next; + mes "[Kareka]"; + mes "If you bring exploit certifications of Sapha, I will cast spells from 1 to 3 steps to your ^990099Light of El Dicastes^000000."; + next; + mes "[Kareka]"; + mes "But of course, since this is adding spells on top of its original magic, I cannot guarantee that you will get what you want on one try."; + close; + } + if (countitem(2844) < 1) //Luz de El Dicastes + { + mes "[Kareka]"; + mes "Either you are not wearing or don't have the equipment to upgrade on you."; + close; + } + set .@v$, "ring2"; + set .@Items_, 2844; + } + else { + mes .@n$; + set .@cat_hi, rand(1,30); + if (.@cat_hi == 1) mes "It is difficult to find fish here. Can't find any so Jahbong would forget that he's busy or angry at the sight of a Fish Tail."; + if (.@cat_hi == 2) mes "Grrr... I was punished with a ladle for peeing on my blanket yesterday."; + if (.@cat_hi == 3) mes "I dream sometimes of a giant patting me on the head. But I feel more annoyed than afraid."; + if (.@cat_hi == 4) mes "Newbie Jarute, Ahat doesn't seem to look like a Sapha."; + if (.@cat_hi == 5) mes "Our people say Ahat looks like a beautiful cat."; + if (.@cat_hi == 6) mes "I heard there was a superior equipment upgrade craftsman in the capital city of Manuk."; + if (.@cat_hi == 7) mes "Grrr... I don't think my voice sounds normal these days. I think it's the weather."; + if (.@cat_hi == 8) mes "There are times when I shout out loud but it is only because I am in a good mood. No need to be startled."; + if (.@cat_hi == 9) mes "I feel an urge to jump on a pile with my four paws when I see one."; + if (.@cat_hi == 10) mes "I must have been a cat in my previous life."; + if (.@cat_hi == 11) mes "I dreamt about the giant again. I waved my paws annoyed and he kept on patting me."; + if (.@cat_hi == 12) mes "Yup!! Was the rumor true that Ahat looks like a human?! "; + if (.@cat_hi == 13) mes "I heard on my way that this Pinqucula Dark has a Withered Flower."; + if (.@cat_hi == 14) mes "There is a guy named Pinguicula nearby who has the Sharp Leaf nearby."; + if (.@cat_hi == 15) mes "There is a guy named Pinguicula nearby who has the Great Leaf nearby."; + if (.@cat_hi == 16) mes "I recommend getting it from the Dracos nearby. But then, they only drop it randomly so you may come back empty handed..."; + else mes "Hmm... This may not be important to you but."; + next; + mes .@n$; + if (countitem(6304) < 1) { + if (.@re$ == "Brare") { + mes "Oh... no luck on Sapha Certifications?"; + next; + mes .@n$; + mes "So you haven't got any..."; + next; + mes .@n$; + mes "That's sad. They're very are useful, you know..."; + close; + } else if (.@re$ == "Mancho") { + mes "If you work hard in this city, you will get an Exploit Certification of Sapha."; + next; + mes .@n$; + mes "If you do come across one of the certifications, can you bring it to me?"; + next; + mes .@n$; + mes "We can make an exchange and you won't regret it."; + close; + } else if (.@re$ == "Jalapeno") { + mes "I've been gathering exploit certifications of Sapha for a year now to meet Ahat."; + next; + mes .@n$; + mes "But I'm far from it because it takes a high position and some bribery for a low creature like me to meet him."; + next; + mes .@n$; + mes "If you have any exploit certifications of Sapha to spare, please share them with me. I promise to pay you back in services. You'll never get anywhere else."; + close; + } + } + if (.@re$ == "Brare") { + mes "Do you want to look luxurious with Golden Bells?"; + set .@Items_,2843; + set .@v$, "ring1"; + } + else if (.@re$ == "Mancho") { + mes "You must be interested in the ^800080Feral Tail^000000?"; + set .@Items_,2564; + set .@v$, "robe"; + } + else if (.@re$ == "Jalapeno") { + mes "You've come for Feral Boots. I have just the item for you."; + set .@Items_,2463; + set .@v$, "shoe"; + } + next; + switch(select("Please explain.:I want to reset.:I want to upgrade.")) { + case 1: + if (.@re$ == "Brare") { + mes .@n$; + mes "Hmm. The ^990099Golden Bell^000000 is an accessory awarded to only the best and bravest warriors among our people."; + next; + mes .@n$; + mes "A random skill is casted up to the first and second steps but"; + next; + mes .@n$; + mes "There is a risk of the item breaking during the third upgrade."; + } else if (.@re$ == "Mancho") { + mes .@n$; + mes "You say you want me to explain about upgrade?"; + next; + mes .@n$; + mes "Hmm. The ^990099Feral Tail^000000 is an unique item. It looks just like our tails."; + next; + mes .@n$; + mes "It is not only strong and warm but is also powerful enough to be enchanted with magical spells."; + next; + mes "[Mancho]"; + mes "Well... it comes with the same risks as the ^990099Feral Boots^000000 of breaking at the third step of upgrade."; + } else if (.@re$ == "Jalapeno") { + mes .@n$; + mes "You say you want me to explain about upgrade?"; + next; + mes .@n$; + mes "Hmm. The ^990099Feral Boots^000000 are very unique. A shoemaker took the design of our feet and designed this item long ago."; + next; + mes .@n$; + mes "I do not know the actual materials used but they are strong enough to enchant up to 3 kinds of upgrade magic spells."; + next; + mes .@n$; + mes "Well... some do get broken at the third upgrade and I do have some customers complaining when that happens.......meow"; + next; + mes .@n$; + mes "... I almost died in one occasion. (murmuring)"; + } + close; + case 2: + mes .@n$; + if (.@re$ == "Mancho") { + mes "Do you want to reset?"; + mes "This involves ^990000destroying the Feral Tail^000000 you are upgrading and cancelling all records of it. Are you sure?"; + } + else if (.@re$ == "Jalepeno") { + mes "Reset? Are you sure?"; + mes "This involves ^990000destroying the Feral Boots^000000 you are upgrading and cancelling all records of it. Are you sure?"; + } + else if (.@re$ == "Brare") { + mes "Reset!!"; + mes "This involves ^990000destroying the Golden Bell^000000 you are upgrading and cancelling all records of it. Are you sure?"; + } + next; + if(select("Maybe next time.:Please reset it.") == 1) { + mes .@n$; + mes "When you are ready,"; + mes "Please come back again"; + close; + } + if (countitem(.@Items_) < 1) { + mes .@n$; + mes "Then, take the equipment off first."; + close; + } + specialeffect2 EF_OVERTHRUST; + mes .@n$; + if (.@re$ == "Brare") mes "I've collected all equipment and erased all records as you requested. Now all your equipment and records are clean."; + else mes "I only do what I'm asked to do. I've retrieved all equipment and cancelled all records."; + delitem .@Items_,1; + setd "ep13_3_"+.@v$, 0; + close; + case 3: break; + } + if (countitem(.@Items_) < 1) { + mes .@n$; + mes "But..."; + mes "you don't seem to be wearing or even carrying equipment to upgrade on you."; + close; + } + } + if (getd("ep13_3_"+.@v$) == 0) { + mes .@n$; + mes "I'm preparing for the"; + mes "first step of upgrade."; + mes "Once equipment is upgraded"; + mes "you cannot change the upgrade"; + mes "before you destroy it."; + next; + mes .@n$; + mes "First upgrade step requires ^8000801 Sapha Certification^000000. Do you want to proceed?"; + set .@req, 1; + } + else if (getd("ep13_3_"+.@v$) < 9) { + mes .@n$; + mes "I'm preparing for the"; + mes "second step of upgrade."; + mes "Once equipment is upgraded"; + mes "you cannot change the upgrade"; + mes "before you destroy it."; + next; + mes .@n$; + mes "Second upgrade step requires ^9900992 Exploit Certifications of Sapha^000000. Do you want to proceed?"; + set .@req, 2; + } + else if (getd("ep13_3_"+.@v$) < 69) { + mes .@n$; + mes "I'm preparing for the"; + mes "third step of upgrade."; + mes "Once equipment is upgraded"; + mes "you cannot change the upgrade"; + mes "before you destroy it."; + next; + mes .@n$; + mes "And this is the most important,"; + mes "the risk of equipment to break"; + mes "during the third upgrade step is high!"; + mes "And you need ^9900993 Exploit Certifications of Sapha^000000 for the procedure."; + next; + mes .@n$; + mes "Please keep in mind that"; + mes "this is a delicate process of"; + mes "casting immense power to the equipment."; + mes "Are you ready?"; + set .@req, 3; + } + else if (getd("ep13_3_"+.@v$) > 68 && countitem(.@Items_)) { + mes .@n$; + mes "You are done with the"; + mes "third step of upgrade."; + next; + mes .@n$; + mes "If you do not like"; + mes "your equipment upgrade"; + mes "I can withdraw your equipment"; + mes "and destroy all records"; + mes "of it"; + next; + if (select("I'll just use it.:Please take it.") == 1) { + mes .@n$; + mes "Whenever you change your mind."; + mes "Please come back again"; + close; + } + specialeffect2 EF_OVERTHRUST; + mes .@n$; + mes "I have erased all previous records"; + mes "of upgrades to start all over with"; + mes "any new equipment without upgrades"; + mes "you bring."; + delitem .@Items_,1; + setd "ep13_3_"+.@v$, 0; + close; + } + else { + mes .@n$; + mes "Hm?"; + mes "Do you want anything from me?"; + setd "ep13_3_"+.@v$, 0; + close; + } + next; + if(select("Maybe next time.:I want to upgrade.") == 1) { + mes .@n$; + mes "When you are ready,"; + mes "Please come back again."; + close; + } + if (countitem(6304) < .@req) { + mes .@n$; + mes "But you don't have enough exploit certifications. You need "+.@req+" exploit certification of Sapha for the "+((.@req == 3)?"third":((.@req == 2)?"second":"first"))+" step of upgrade."; + close; + } + mes .@n$; + mes "Then let's start."; + next; + specialeffect2 EF_REPAIRWEAPON; + progressbar "ffff00",3; + delitem 6304,.@req; + if (getd("ep13_3_"+.@v$) == 0) { + if (.@re$ == "Kareka") { + set .@enc_en, rand(1,45); + setarray .@rates, 45,32,30,22,20,12,10,2; + } + else { + set .@enc_en, rand(1,40); + setarray .@rates, 40,34,30,24,20,14,10,4; + } + setarray .@var, 1,2,3,4,5,6,7,8; + } + else if (getd("ep13_3_"+.@v$) <= 8) { + if (.@re$ == "Kareka") { + set .@enc_en, rand(1,45); + setarray .@rates, 45,32,30,17,15,2; + } + else { + set .@enc_en, rand(1,30); + setarray .@rates, 30,24,20,14,10,4; + } + setarray .@var, 10,20,30,40,50,60; + } + else if (getd("ep13_3_"+.@v$) <= 68) { + if (compare(.@v$,"ring")) { + set .@enc_en, rand(1,90); + setarray .@rates, 90,62,60,32,30,2; + setarray .@var, 100,200,400,500,700,800; + } + else { + set .@crs_yong, 140 - (ep13_yong1 / 100); + if (.@crs_yong < 95) set .@crs_yong, 95; + set .@enc_en, rand(1,.@crs_yong); + if (.@enc_en > 90) { + delitem .@Items_,1; + setd "ep13_3_"+.@v$, 0; + mes .@n$; + if (.@re$ == "Jalepano") mes "Ha ha ha. See, I told you. Oops, sorry. Forget that I just said that!!"; + else if (.@re$ == "Mancho") mes "Greed is the reason for failing investments. Tsk, tsk."; + else if (.@re$ == "Brare") mes "Oh no....!!!! What happened to the Golden Bell!"; + close; + } + setarray .@rates, 90,75,65,60,45,35,30,15,5; + setarray .@var, 100,200,300,400,500,600,700,800,900; + } + } + else { + mes .@n$; + mes "I'm done. Hehe"; + close; + } + + // Enchant Constants + // Ex: .@dex[1]: DEX + 1 | .@cri[5]: CRI + 5 | .@eva[12]: FLEE + 12 + set .@matk[1], 4760; set .@matk[2], 4761; + set .@eva[6], 4762; set .@eva[12], 4763; + set .@cri[5], 4764; set .@cri[7], 4765; + set .@atk[2], 4766; set .@atk[3], 4767; + set .@dex[1], 4720; set .@dex[2], 4721; set .@dex[3], 4722; + set .@int[1], 4710; set .@int[2], 4711; set .@int[3], 4712; + set .@agi[1], 4730; set .@agi[2], 4731; set .@agi[3], 4732; + + // Enchant attribute is determined by the digit position of variable value (ep13_3_<type>). + // For example, assume the variable value is 516: + // .@f_<slot>[<index>] + // slot: 2 3 4 + // index: 5 1 6 + + // Enchant Format + if (compare(.@v$,"ring")) setarray .@f_2[1],.@agi[1],.@agi[2],.@int[1],.@int[2],.@dex[1],.@dex[2]; + else setarray .@f_2[1],.@agi[1],.@agi[2],.@agi[3],.@int[1],.@int[2],.@int[3],.@dex[1],.@dex[2],.@dex[3]; + setarray .@f_3[1],.@agi[1],.@agi[2],.@int[1],.@int[2],.@dex[1],.@dex[2]; + setarray .@f_4[1],.@atk[2],.@atk[3],.@cri[5],.@cri[7],.@eva[6],.@eva[12],.@matk[1],.@matk[2]; + set .@str$, getd("ep13_3_"+.@v$) + ""; + set .@len, getstrlen(.@str$); + set .@j, 4; + set .@c, 1; + while ((.@len - .@c) > -1 && getd("ep13_3_"+.@v$)) { + setd ".@e_"+.@j, getd(".@f_"+.@j+"["+atoi(charat(.@str$,.@len-.@c))+"]"); + set .@c, .@c + 1; + set .@j, .@j - 1; + } + for (set .@size, getarraysize(.@rates); .@r <= .@size; set .@r, .@r + 1) { + if (.@enc_en > .@rates[.@r]) { + setd ".@e_"+.@j, getd(".@f_"+.@j+"["+.@r+"]"); + break; + } + } + delitem .@Items_,1; + getitem2 .@Items_,1,1,0,0,.@e_1,.@e_2,.@e_3,.@e_4; + setd "ep13_3_"+.@v$, .@var[.@r-1] + getd("ep13_3_"+.@v$); + close; +} +dic_fild01,240,198,2 duplicate(dic_enc#main) Jalapeno#pa0829 495 +dic_fild01,251,183,3 duplicate(dic_enc#main) Brare#pa0829 495 +dic_fild01,259,172,3 duplicate(dic_enc#main) Mancho#pa0829 495 +dic_in01,353,37,5 duplicate(dic_enc#main) Kareka#pa0829 454 + +dic_fild01,228,159,4 script Jahbong#pa0829 496,{ + mes "[Jahbong]"; + if (countitem(6304) < 1) { + mes "You haven't received a Sapha Certification yet?"; + next; + mes "[Jahbong]"; + mes "Come back to me once you have one. I'll give you something good in exchange."; + close; + } + set .@cattalkj,rand(1,9); + if (.@cattalkj == 1) mes "Don't touch my back! I might bite you unconsciously."; + else if (.@cattalkj == 2) mes "Pub owner Shay carried something away to make something strange! Be careful!"; + else if (.@cattalkj == 3) mes "We cats can jump 5 times our size. Isn't it cool? But then, don't ask me to jump from here now."; + else if (.@cattalkj == 4) mes "I have to be diligent with my grooming to maintain beautiful fur."; + else if (.@cattalkj == 5) mes "I have to groom myself everyday to maintain shiny fluffy fur. But I don't have very nice fur in the first place. Very sad."; + else if (.@cattalkj == 6) mes "You should receive a Sapha Certification with both paws as a sign of respect. No cat deserves a certification if they don't!"; + else if (.@cattalkj == 7) mes "I don't really talk that much! Ahat looks like... meow meow meooow... sorry."; + else if (.@cattalkj == 8) mes "Meow~~~~~~~~~~"; + else mes "Yarn is a great way to calm a cat."; + next; + mes "[Jahbong]"; + mes "Why are you here?"; + mes "Jahbong will exchange ^8000801 Sapha Certification^000000 for ^8000801 item^000000!"; + next; + switch(select("Just came to see what you have.:I want the Feral Boots!:Give me the Feral Tail!:Give me the Golden Bell!:How much to buy you?")) { + case 1: + mes "[Jahbong]"; + mes "Meow!"; + next; + mes "[Jahbong]"; + mes "^8000801Feral Boots^000000 are shoes for your feet! Buy one and Jalapeno over there will refine it for you!"; + next; + mes "[Jahbong]"; + mes "^8000801Feral Tail^000000 is pretty rough! Mancho over there can help you fix it!!"; + next; + mes "[Jahbong]"; + mes "^8000801Golden Bell^000000 is an accessory. Brare spent 40 years making this! Or maybe 4 years! Oh well, come back when you need anything!"; + next; + mes "[Jahbong]"; + mes "There are some crazy adventurers asking if they can purchase me! Jahbong is not for sale! I'll just bite you if you ask!!"; + close; + case 2: + mes "[Jahbong]"; + mes "Are you really buying something?!"; + next; + if(select("Nope:Give me!!!")==1) { + mes "[Jahbong]"; + mes "Okay!"; + close; } + mes "[Jahbong]"; + mes "Here you go!"; + delitem 6304,1; + getitem 2463,1; + close; + case 3: + mes "[Jahbong]"; + mes "Are you really buying something?!"; + next; + if(select("Nope:Give me!!!")==1) { + mes "[Jahbong]"; + mes "Okay!"; + close; } + mes "[Jahbong]"; + mes "Here you go!"; + delitem 6304,1; + getitem 2564,1; + close; + case 4: + mes "[Jahbong]"; + mes "Are you really buying something?!"; + next; + if(select("Nope:Give me!!!")==1) { + mes "[Jahbong]"; + mes "Okay!"; + close; } + mes "[Jahbong]"; + mes "Here you go!"; + delitem 6304,1; + getitem 2843,1; + close; + case 5: + mes "[Jahbong]"; + mes "Meooooooooooow!!!!!!!!~~ Meooooooooow!!!!!"; + next; + mes "- ^800080Jahbong goes wild^000000. -"; + next; + mes "[Jahbong]"; + mes "I'm not an item!! I will not be merciful if you treat me like one!!"; + next; + mes "- He may react extremely, but Jahbong doesn't seem to be really angry. -"; + close; + } +} + +// Cat Hand Agent +//============================================================ +moc_para01,44,19,3 script Cat Hand Agent#gekk 496,{ + if (BaseLevel < 70) { + mes "[Cat Hand Agent]"; + mes "Hey, human! Did you come to make a request, too? When will it be my turn?"; + mes "[Cat Hand Agent]"; + mes "Our Cat Hand Merchant group really needs any help it can get. But by the looks of all those requests that Ebenor is holding in his hand, Cat Hand Merchant will be closed by the time my request is put up on the board!"; + mes "[Cat Hand Agent]"; + mes "It breaks my heart to think my colleagues will be shivering in the blizzard. I hope I don't get into trouble since I can't do anything about it, right?"; + close; + } + if (ep13_start != 100) { + mes "[Cat Hand Agent]"; + mes "Hey, human! Did you come to make a request, too? When will it be my turn?"; + next; + mes "[Cat Hand Agent]"; + mes "Our Cat Hand Merchant group really needs any help it can get. But by the looks of all those requests that Ebenor is holding in his hand, Cat Hand Merchant will be closed by the time my request is put up on the board!"; + next; + mes "[Cat Hand Agent]"; + mes "It breaks my heart to think my colleagues will be shivering in the blizzard. I hope I don't get into trouble since I can't do anything about it, right?"; + next; + if (select ("Why don't you collect it yourself?:I'm sorry to hear that.") == 1) { + emotion ET_HUK; + mes "[Cat Hand Agent]"; + mes "Human!! You're a genius!!"; + mes "How did you come up with that?"; + next; + mes "[Agent Geck]"; + mes "I'm Agent Geck from the Cat Hand Merchant."; + mes "Car Paw Merchant has been wandering for a long time in this Midgard world ever since we lost our homeland."; + next; + mes "[Agent Geck]"; + mes "But now we realize there is no place for our group here in Midgard."; + mes "Geck, Gyareuk and Gorureung did a lot of thinking about it."; + next; + mes "[Agent Geck]"; + mes "But we finally found a place to settle!"; + mes "It may be a bit cold but there are no Kafra or Jonda there!"; + mes "We will gain ground in our new land!"; + next; + mes "[Agent Geck]"; + mes "But of course, we don't have any influence over there to start with."; + mes "However, we plan to spare no efforts on it."; + next; + mes "[Agent Geck]"; + mes "Human!! Did you know there is a huge hole near the Morroc village and nearby area?"; + mes "They say you can travel to a new area through the hole!"; + next; + mes "[Agent Geck]"; + mes "But you will have to go through tests and research to get to a place before trying it out."; + mes "To me, I think its all nonsense to go through the trouble!"; + next; + mes "[Agent Geck]"; + mes "We must send someone as soon as possible to start exploring the area."; + mes "While the humans are frittering away, our Cat Hand Merchant should settle first and continue with our research."; + next; + if (select ("I also want to go and help the merchants.:I'm not interested.") == 1) { + mes "[Agent Geck]"; + mes "You are better than other humans!"; + mes "If you really mean it, then sign here."; + mes "I'm collecting signs to get on Gyareuk's good side... never mind. I will let them know you are my sponsor!"; + next; + input .@inputstr$; + mes "[Agent Geck]"; + mes "" + name + "? Human names are strange to me."; + next; + mes "[Agent Geck]"; + mes "Now you are Geck's personal slav... sponsor."; + mes "Don't ask why you aren't Merchant sponsor."; + mes "A good human does not poke around where they are not supposed to."; + next; + mes "[Agent Geck]"; + mes "Now since you've signed, all we need to do is leave for the other world."; + mes "I heard humans call it Ash-Vacuum."; + mes "Nobody explained to Geck why it was called that."; + next; + mes "[Agent Geck]"; + mes "But human."; + mes "You will need to pay to get to the Ash-Vacuum."; + mes "There wouldn't be any expense for Geck to send you there myself but we must ask for help from other agents."; + next; + mes "[Agent Geck]"; + mes "So you will need some money to buy fish for agents who help you."; + mes "I will introduce you to an agent who will send you to the other world with no questions asked for only 50,000 zeny."; + next; + if (select ("Pay 50,000 zeny.:No way!") == 1) { + if (Zeny < 50000) { + mes "[Agent Geck]"; + mes "Geck learned not to deal with people who can't pay."; + close; + } + mes "[Agent Geck]"; + mes "With this, our contract is now complete."; + mes "Geck will help you to get to Ash-Vacuum in one piece."; + set Zeny, Zeny - 50000; + set ep13_start, 100; + next; + mes "[Agent Geck]"; + mes "Don't forget, human. The reason why Geck is helping you is to help the Cat Hand Merchant working hard in the other world."; + next; + mes "[Agent Geck]"; + mes "Now, I will transport you. Go meet our agent in the right corner."; + close2; + warp "moc_fild20", 342, 198; + end; + } + mes "[Agent Geck]"; + mes "Geck doesn't force humans."; + mes "But I think you will change your mind."; + close; + } + mes "[Agent Geck]"; + mes "Did you meet the Cat Hand Merchant in Ash-Vacuum, human?"; + close; + } + mes "[Cat Hand Agent]"; + mes "But our Cat Hand Merchant will overcome any obstacle!"; + close; + } + mes "[Agent Geck]"; + mes "Did you meet the Cat Hand Merchant in Ash-Vacuum, human?"; + next; + if (select ("Send me back:I'm busy") == 1) { + mes "[Agent Geck]"; + mes "There is no time to waste, human!"; + mes "I'll send you back right away!"; + warp "moc_fild20", 342, 198; + close; + } + mes "[Agent Geck]"; + mes "Hey, human! Didn't you say you will help the Cat Hand Merchant!"; + close; +} + +moc_fild20,368,197,3 script Cat#to22 876,{ + if (ep13_start != 100) { + mes "[Cat]"; + mes "Meow~"; + close; + } + mes "A small Cat Hand Agent looks at you and nods its head towards the back."; + mes "Looks like it wants you to step up on its back to climb over the wall."; + next; + if (select ("But you are so cute...:Let's do this!") == 1) { + mes "The small Cat Hand Agent has small black patterns as if it were stamped on it's white fur."; + next; + mes "The small body isn't as tall as your ankle and its small but thick paws look like little cushions. The ears that bent backwards when it looked at how big you were stirred up your protective instinct."; + next; + mes "You don't seem to have the nerve to step on the Cat Hand Agent."; + emotion ET_CRY; + close; + } + mes "You look at the Cat Hand Agent's small back and climb over the wall as quick as possible so that it wouldn't notice your weight."; + close2; + warp "moc_fild22b", 175, 159; + end; +} + +moc_fild22b,182,179,3 script Cat Hand Agent#Tat 495,{ + if (ep13_start != 100) { + mes "[Cat Hand Agent]"; + mes "This place as no meaning for us."; + close; + } + mes "[Cat Hand Agent]"; + mes "Heard from Geck."; + mes "I'm the Cat Hand Merchant's rising star, Tat."; + next; + mes "[Tat]"; + mes "I heard you are offering high-quality fish to pay for our passage."; + mes "I also heard the fish is very fresh and has shiny golden scales."; + next; + mes "[Tat]"; + mes "I usually only allow our Cat Hand Merchant agents to go through but since you are here on Geck's behalf and seeing you are reliable, I'll let you through."; + next; + mes "[Tat]"; + mes "Are you ready?"; + next; + if (select ("To the other world!:I need some time.") == 1) { + mes "[Tat]"; + mes "Don't forget you are in debt to the Cat Hand Merchant, human!"; + close2; + warp "mid_camp", 210, 291; + end; + } + mes "[Tat]"; + mes "Aren't you suppose to be done getting ready before you come here?"; + close; +} diff --git a/npc/re/quests/quests_izlude.txt b/npc/re/quests/quests_izlude.txt new file mode 100644 index 000000000..8855ef2d1 --- /dev/null +++ b/npc/re/quests/quests_izlude.txt @@ -0,0 +1,15 @@ +//===== rAthena Script ======================================= +//= Quest NPCs related to Izlude +//===== By: ================================================== +//= Daegaladh, Masao +//===== Current Version: ===================================== +//= 1.0 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= Edgar's Offer +//===== Additional Comments: ================================= +//= 1.0 Updated to match the new Izlude Map. [Masao] +//============================================================ + +izlude,179,219,4 duplicate(Edgar_izlude) Edgar#izlude 49 diff --git a/npc/re/quests/quests_lighthalzen.txt b/npc/re/quests/quests_lighthalzen.txt new file mode 100644 index 000000000..a68fcb632 --- /dev/null +++ b/npc/re/quests/quests_lighthalzen.txt @@ -0,0 +1,591 @@ +//===== rAthena Script ======================================= +//= Quest NPCs located in Lighthalzen +//===== By: ================================================== +//= Ziu, Heris (translation) +//===== Current Version: ===================================== +//= 1.1 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= Quests related to Lighthalzen City. +//===== Additional Comments: ================================= +//= 1.0 Updated to match the new Izlude Map. [Masao] +//= 1.1 Added Somatology Laboratory F4 quest. [Euphy] +//============================================================ + +// Renewal split [Daegaladh] +//============================================================ +izlude,171,73,6 duplicate(Scamp) Scamp#2 853 + +// Somatology Laboratory F4 +//============================================================ +lighthalzen,303,304,5 script Jerome Jameson#start 904,{ + if (lhz_dun04 == 0) { + mes "[Jerome Jameson]"; + mes "Wow, what a "+((Sex)?"strong man!":"beautiful dame!"); + next; + mes "[Jerome Jameson]"; + mes ((Sex)?"Sir":"Ma'am")+", please take heed -- as soon"; + mes "as a dangerous rumor aroused about"; + mes "the endangerment of everyone in"; + mes "town, the best thing to do is lock"; + mes "your doors."; + + // To do: check BaseLevel requirement. + if (BaseLevel < 90 || hg_tre < 54) close; + + next; + select("Dangerous rumor?"); + mes "[Jerome Jameson]"; + mes "Strong rumors have been heard from"; + mes "Rekenber Investigation Institute"; + mes "about terrible, secret experiments"; + mes "with human beings!"; + next; + select("What? Experiments?"); + mes "[Jerome Jameson]"; + mes "Yes. Biological experiments!!"; + mes "Experiments with human beings"; + mes "conducted in the undergrounds of"; + mes "these very slums. Apparently, they"; + mes "have spread the rumors upon being"; + mes "denied of social benefits."; + next; + mes "[Jerome Jameson]"; + mes "This rumor cannot go about"; + mes "unhandled. The biological"; + mes "experiments that have been carried"; + mes "out in this place can be real."; + mes "This really needs to be"; + mes "investigated, and soon!"; + setquest 5109; + set lhz_dun04,1; + close; + } + mes "[Jerome Jameson]"; + mes "Please investigate the deeper"; + mes "parts of the laboratory. I hope"; + mes "to hear from you soon."; + close; +} + +// Is this the correct behavior? (limited and conflicting sources) +// -- iRO: lhz_dun03 warps directly to que_lhz. +// -- Ziu: NPC in lhz_dun04 warps into que_lhz. +function script lhz4enter { + if (getmapusers("que_lhz") == 0 && mobcount("que_lhz","#controllhz4::OnMyMobDead") < 1) { + if (getarg(0) == 0) { + mes "- Having Jerome Jameson's orders"; + mes "in mind, you hold your breath and"; + mes "descend the flooded flight of"; + mes "stairs. -"; + } else { + mes "[Researcher]"; + mes "Who are you?"; + mes "................"; + emotion e_omg; + next; + mes "The man runs away and you go after him."; + } + if (lhz_dun04 > 1) { + changequest 5110,5109; + set lhz_dun04,1; + } + close2; + // Check twice because of 'next'. + if (getmapusers("que_lhz") == 0 && mobcount("que_lhz","#controllhz4::OnMyMobDead") < 1) { + donpcevent "#lhz4mes1::OnEnable"; + warp "que_lhz",244,52; + } + end; + } + mes "Right now there are other people inside. Wait for your turn."; + close; +} + +lhz_dun03,239,77,0 script #warplhz3lhz4 45,1,1,{ +OnTouch: + if (lhz_dun04 == 0) { + mes "It doesn't make sense to go down these flooded stairs."; + close; + } else if (lhz_dun04 < 6) { + callfunc "lhz4enter",0; + end; + } + warp "lhz_dun04",244,52; + end; +} +lhz_dun04,245,61,0 warp #warplhz4lhz3 1,1,lhz_dun03,240,74 + +// Does this portal exist? +que_lhz,245,61,0 warp #warplhzqlhz3 1,1,lhz_dun03,240,74 + +que_lhz,244,52,0 script #lhz4mes1 -1,2,2,{ +OnTouch: + mes "- You find another flight of"; + mes "stairs that is raised and deviates"; + mes "from the flooded path. -"; + // Missing dialogue. + close2; + donpcevent "#lhz4mes1::OnDisable"; + end; +OnInit: +OnDisable: + disablenpc "#lhz4mes1"; + end; +OnEnable: + enablenpc "#lhz4mes1"; + end; +} + +lhz_dun04,151,276,3 script Researcher#lhz4 865,{ + if (lhz_dun04 == 0) { + mes "[Researcher]"; + mes "................"; + close; + } else if (lhz_dun04 < 6) { + callfunc "lhz4enter",1; + end; + } else if (lhz_dun04 == 6) { + mes "Think twice before saying that these samples are a reason to shut this place down."; + next; + mes "["+strcharinfo(0)+"]"; + mes "You're stopping me for doing nothing good? What about the last four men I've created?"; + next; + mes "[Wolfchev]"; + mes "Hmm. This place will be completely flooded..."; + next; + mes "[Wolfchev]"; + mes "What is the problem?"; + next; + mes "[Wolfchev]"; + mes "Hmm... All this burocracy is ruining my laboratory. For God's sake!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hey! Wolfchev!!"; + next; + mes "[Wolfchev]"; + mes "Oh yes? To please them all! ^FF0080The different specimen^000000 are organically connected to each other."; + next; + mes "[Wolfchev]"; + mes "Perhaps the boss of these ^00FF00things^000000..."; + mes "My inability to control my own experiment... Here, are all the ^808000slaves used as decoys^000000 and the laboratory will be shut down."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hey, Wolfchev!! This ^00FF00boss^000000 you're talking about. Where is it?"; + next; + mes "[Wolfchev]"; + mes "...in my laboratory. I awakened it. I tried to use it to destroy them all, but it didn't work... you'll have to do it..."; + next; + mes "["+strcharinfo(0)+"]"; + mes "How can I get access to your laboratory?"; + next; + mes "[Wolfchev]"; + mes "Now... One moment!"; + mes "I will help you."; + next; + mes "[Wolfchev]"; + mes "Luckily, the boss hasn't awaken sober, though he's still strong and destructive."; + next; + mes "[Wolfchev]"; + mes "But it's still dangerous. He wil release his colleagues and this means we don't have much time here."; + set lhz_dun04,7; + completequest 5111; + setquest 5113; + setquest 5114; + setquest 5115; + setquest 5116; + setquest 5117; + setquest 5118; + setquest 5119; + setquest 5120; + setquest 5121; + setquest 5122; + setquest 5123; + setquest 5124; + setquest 5125; + close; + } else if (lhz_dun04 == 7) { + mes "[Wolfchev]"; + mes "Are you going alone?"; + mes "You will need a really good group to bypass the system and defeat the boss."; + close; + } + end; +} + +que_lhz,207,75,3 script Researcher#ins 865,3,3,{ +OnTouch: + if (lhz_dun04 == 1) { + mes "[Researcher]"; + mes ".........."; + next; + mes "["+strcharinfo(0)+"]"; + mes "You! Are you professor Wolfchev?"; + emotion e_omg,1; + next; + mes "[Wolfchev]"; + mes "Many people come here looking for me. But most of them are reluctant to."; + mes "What do you want?"; + emotion e_gg; + next; + mes "["+strcharinfo(0)+"]"; + mes "I've heard rumors about biological experiments."; + mes "Wolfchev!!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "These experiments..."; + next; + mes "[Wolfchev]"; + mes "I think I know what you're gonna say. Are you accusing me of something?"; + mes "I don't want to hear more of that."; + mes "You better leave."; + emotion e_gg; + next; + mes "[Wolfchev]"; + mes "They seem to have cried for a long time... I'm busy, excuse me!"; + next; + mes "From Wolfchev's eyes tears welled and he started laughing before running away."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hey! Wolfchev there..."; + emotion e_omg,1; + changequest 5109,5110; + set lhz_dun04,2; + close2; + warp "que_lhz",96,136; + end; + } + mes "[Researcher]"; + mes ".........."; + close; +} + +que_lhz,94,119,3 script Researcher#ins2 865,{ + if (lhz_dun04 == 2) { + mes "[Wolfchev]"; + mes "Hehehe. You are really persistent. What do you want from someone like me?"; + emotion e_swt2; + next; + mes "["+strcharinfo(0)+"]"; + mes "Wolfchev... You've admitted it's dangerous already. And all these investigations..."; + next; + mes "[Wolfchev]"; + mes "You're right...hehe."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Your research is too dangerous. Do you think everybody wants it to keep going?"; + next; + mes "[Wolfchev]"; + mes "Everyone wants to be strong and dominate the others. Have their obedience, respect and attention. Don't you want that? Hehe."; + emotion e_gg; + next; + mes "["+strcharinfo(0)+"]"; + mes "... ... ..."; + next; + mes "[Wolfchev]"; + mes "With such a dangerous life, avoiding being damaged... Don't you see it?. Hehe."; + next; + mes "Again, Wolfchev hastily escapes."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Oh! He's far... and..."; + set lhz_dun04,3; + close2; + warp "que_lhz",148,215; + end; + } + mes "[Researcher]"; + mes ".........."; + close; +} +que_lhz,147,224,3 script Researcher#ins3 865,{ + if (lhz_dun04 == 4 || mobcount("que_lhz","#controllhz4::OnMyMobDead") > 0) { + mes "[Wolfchev]"; + mes "Wolfchev is freaking out. He is out of his mind."; + emotion e_turn; + close; + } else if (lhz_dun04 == 3) { + mes "[Wolfchev]"; + mes "You really are a bothersome little"; + mes "tick, aren't you? Isn't that"; + mes "apparent to you at all?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "... ... ..."; + emotion e_dots,1; + next; + mes "Wolfchev didn't want to talk to you anymore, so while laughing he pressed a button on his hand. Then he went mad."; + specialeffect EF_SIGHTRASHER; + next; + mes "[Wolfchev]"; + mes "Unfortunately to you, I will beat you here."; + donpcevent "#controllhz4::OnEnable"; + next; + mes "[Wolfchev]"; + mes "You're such a fool."; + emotion e_gasp; + next; + mes "[Wolfchev]"; + mes "Look at all these experimental bodies you'll have to deal and see how good they are."; + next; + donpcevent "#controllhz4::OnEnable2"; + progressbar "ffff00",6; + set lhz_dun04,4; + next; + mes "[Wolfchev]"; + mes "NO!! ...Look what you did!! You"; + mes "wreckless madman!!!"; + emotion e_omg; + next; + mes "[Wolfchev]"; + mes "Go back!"; + next; + mes "First, let's destroy all these experiments!"; + close; + } else if (lhz_dun04 == 5) { + mes "Wolfchev is freaking out. He is out of his mind."; + next; + mes "["+strcharinfo(0)+"]"; + mes "*Slaps Face* Hey, snap out of it!"; + mes "We've destroyed them!"; + specialeffect EF_STUNATTACK; + sleep2 1000; + specialeffect EF_STUNATTACK; + next; + mes "["+strcharinfo(0)+"]"; + mes "Let's get out of here first! Is there a place we can go?"; + specialeffect EF_DARKBREATH; + emotion e_no,1; + next; + mes "[Wolfchev]"; + mes "This. My laboratory... My laboratory..."; + next; + mes "["+strcharinfo(0)+"]"; + mes "The laboratory? Where am I indeed?"; + next; + mes "[Wolfchev]"; + mes "Back to the beggining... here's when..."; + next; + mes "- Wolfchev weakly points to the 12 o' clock direction. -"; + next; + mes "I have to go to ^0000FF Wolfchev's Laboratory^000000..."; + changequest 5110,5111; + set lhz_dun04,6; + donpcevent "#controllhz4d::OnEnable"; + close; + } else if (lhz_dun04 == 6) { + mes "I have to go to ^0000FF Wolfchev's Laboratory^000000..."; + close; + } + end; +} + +- script Awake Specimen#lhz -1,{ + end; +OnInit: +OnDisable: + hideonnpc strnpcinfo(0); + end; +OnEnable: + hideoffnpc strnpcinfo(0); + end; +OnEffect1: + specialeffect EF_SUI_EXPLOSION; + end; +OnEffect2: + specialeffect EF_BEGINASURA; + end; +OnEffect3: + specialeffect EF_FLASHER; + end; +} +que_lhz,148,231,0 duplicate(Awake Specimen#lhz) Awake Specimen#0 2244 +que_lhz,140,231,1 duplicate(Awake Specimen#lhz) Awake Specimen#1 2244 +que_lhz,140,224,2 duplicate(Awake Specimen#lhz) Awake Specimen#2 2244 +que_lhz,140,216,3 duplicate(Awake Specimen#lhz) Awake Specimen#3 2244 +que_lhz,147,216,4 duplicate(Awake Specimen#lhz) Awake Specimen#4 2244 +que_lhz,155,216,5 duplicate(Awake Specimen#lhz) Awake Specimen#5 2244 +que_lhz,155,224,6 duplicate(Awake Specimen#lhz) Awake Specimen#6 2244 +que_lhz,155,231,7 duplicate(Awake Specimen#lhz) Awake Specimen#7 2244 + +- script #controllhz4 -1,{ +OnInit: + disablenpc "#controllhz4"; + end; +OnEnable: + enablenpc "#controllhz4"; + donpcevent "Awake Specimen#0::OnEnable"; + donpcevent "Awake Specimen#1::OnEnable"; + donpcevent "Awake Specimen#2::OnEnable"; + donpcevent "Awake Specimen#3::OnEnable"; + donpcevent "Awake Specimen#4::OnEnable"; + donpcevent "Awake Specimen#5::OnEnable"; + donpcevent "Awake Specimen#6::OnEnable"; + donpcevent "Awake Specimen#7::OnEnable"; + end; +OnEnable2: + initnpctimer; + end; +OnTimer1000: + donpcevent "Awake Specimen#0::OnEffect1"; + end; +OnTimer2000: + donpcevent "Awake Specimen#0::OnEffect2"; + donpcevent "Awake Specimen#7::OnEffect1"; + end; +OnTimer3000: + donpcevent "Awake Specimen#7::OnEffect2"; + donpcevent "Awake Specimen#6::OnEffect1"; + end; +OnTimer4000: + donpcevent "Awake Specimen#6::OnEffect2"; + donpcevent "Awake Specimen#5::OnEffect1"; + end; +OnTimer5000: + donpcevent "Awake Specimen#5::OnEffect2"; + donpcevent "Awake Specimen#4::OnEffect1"; + end; +OnTimer6000: + donpcevent "Awake Specimen#4::OnEffect2"; + donpcevent "Awake Specimen#3::OnEffect1"; + end; +OnTimer7000: + donpcevent "Awake Specimen#3::OnEffect2"; + donpcevent "Awake Specimen#2::OnEffect1"; + end; +OnTimer8000: + donpcevent "Awake Specimen#2::OnEffect2"; + donpcevent "Awake Specimen#1::OnEffect1"; + end; +OnTimer9000: + donpcevent "Awake Specimen#1::OnEffect2"; + end; +OnTimer11000: + donpcevent "Awake Specimen#0::OnEffect3"; + donpcevent "Awake Specimen#1::OnEffect3"; + donpcevent "Awake Specimen#2::OnEffect3"; + donpcevent "Awake Specimen#3::OnEffect3"; + donpcevent "Awake Specimen#4::OnEffect3"; + donpcevent "Awake Specimen#5::OnEffect3"; + donpcevent "Awake Specimen#6::OnEffect3"; + donpcevent "Awake Specimen#7::OnEffect3"; + end; +OnTimer14000: + donpcevent "Awake Specimen#0::OnDisable"; + donpcevent "Awake Specimen#1::OnDisable"; + donpcevent "Awake Specimen#2::OnDisable"; + donpcevent "Awake Specimen#3::OnDisable"; + donpcevent "Awake Specimen#4::OnDisable"; + donpcevent "Awake Specimen#5::OnDisable"; + donpcevent "Awake Specimen#6::OnDisable"; + donpcevent "Awake Specimen#7::OnDisable"; + end; +OnTimer16000: + monster "que_lhz",148,231,"Awake Specimen",2244,1,"#controllhz4::OnMyMobDead"; + monster "que_lhz",140,231,"Awake Specimen",2244,1,"#controllhz4::OnMyMobDead"; + monster "que_lhz",140,224,"Awake Specimen",2244,1,"#controllhz4::OnMyMobDead"; + monster "que_lhz",140,216,"Awake Specimen",2244,1,"#controllhz4::OnMyMobDead"; + monster "que_lhz",147,216,"Awake Specimen",2244,1,"#controllhz4::OnMyMobDead"; + monster "que_lhz",155,216,"Awake Specimen",2244,1,"#controllhz4::OnMyMobDead"; + monster "que_lhz",155,224,"Awake Specimen",2244,1,"#controllhz4::OnMyMobDead"; + monster "que_lhz",155,231,"Awake Specimen",2244,1,"#controllhz4::OnMyMobDead"; + donpcevent "#controllhz4b::OnEnable"; + stopnpctimer; + end; +OnMyMobDead: + if (mobcount("que_lhz","#controllhz4::OnMyMobDead") < 1) { + donpcevent "#controllhz4b::OnStop"; + donpcevent "#controllhz4c::OnEnable"; + disablenpc "#controllhz4"; + end; + } + end; +} + +- script #controllhz4b -1,{ +OnInit: +OnDisable: + disablenpc "#controllhz4b"; + end; +OnEnable: + enablenpc "#controllhz4b"; + initnpctimer; + end; +OnStop: + stopnpctimer; + donpcevent "#controllhz4b::OnDisable"; + end; +OnTimer400000: + killmonster "que_lhz","#controllhz4::OnMyMobDead"; + mapwarp "que_lhz","lighthalzen",263,200; + disablenpc "#controllhz4"; + disablenpc "#controllhz4b"; + stopnpctimer; + end; +} + +- script #controllhz4c -1,{ +OnInit: + disablenpc "#controllhz4c"; + end; +OnEnable: + enablenpc "#controllhz4c"; + initnpctimer; + end; +OnTimer10000: + mapannounce "que_lhz","Whisper of a man: Help me... Please... Aaah... I don't want to... Die....",bc_map,0x0080C0; + donpcevent "#controllhz4d::OnEnable"; + stopnpctimer; + disablenpc "#controllhz4c"; + end; +} + +que_lhz,147,248,0 script #controllhz4d -1,6,4,{ +OnTouch: + if (lhz_dun04 == 4) { + mes "Looks like it's all done."; + set lhz_dun04,5; + donpcevent "#controllhz4d::OnDisable"; + close; + } else if (lhz_dun04 == 6) { + mes "- Concrete falls from the ceiling"; + mes "due to the weakened structure of"; + mes "the lab and you tumble down the"; + mes "flight of stairs avoiding it. -"; + close2; + warp "lhz_dun04",148,269; + donpcevent "#lhz4mes2::OnEnable"; + donpcevent "#controllhz4d::OnDisable"; + end; + } + end; +OnInit: +OnDisable: + disablenpc "#controllhz4d"; + end; +OnEnable: + enablenpc "#controllhz4d"; + end; +} + +lhz_dun04,148,269,0 script #lhz4mes2 -1,2,2,{ +OnTouch: + if (lhz_dun04 == 6) { + heal -Hp/2,0; // To do: check HP value. + mes "- You awaken injured, hearing the"; + mes "sounds of footsteps all around"; + mes "you... -"; + close2; + donpcevent "#lhz4mes2::OnDisable"; + end; + } + end; +OnInit: +OnDisable: + disablenpc "#lhz4mes2"; + end; +OnEnable: + enablenpc "#lhz4mes2"; + end; +} diff --git a/npc/re/quests/quests_malangdo.txt b/npc/re/quests/quests_malangdo.txt new file mode 100644 index 000000000..685da8b24 --- /dev/null +++ b/npc/re/quests/quests_malangdo.txt @@ -0,0 +1,1906 @@ +//===== rAthena Script ======================================= +//= Malangdo Quest NPCs +//===== By: ================================================== +//= Muad_Dib +//===== Current Version: ===================================== +//= 1.1 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= Quest NPCs related to Malangdo. +//===== Additional Comments: ================================= +//= 1.0 First version. [Euphy] +//= 1.1 Added two quests. +//============================================================ + +// Help the bad cats in danger :: mal_bad_guys +//============================================================ +malangdo,175,206,3 script Gobonge#ml 561,{ + if (checkweight(1201,1) == 0) { + mes "- Can't go next step due to having too many items. -"; + close; + } + if (checkquest(1152,PLAYTIME) == 0) { + mes "[Gobonge]"; + mes "Hmm, investigation is not enough."; + mes "We need go back to basic point."; + mes "Come again tomorrow."; + mes "I might be in pain of stomach"; + mes "like usual."; + close; + } else if (checkquest(1152,PLAYTIME) == 1) { + erasequest 1152; + set malang_bad_guys,0; + } else if (checkquest(1152,PLAYTIME) == 2) { + completequest 1152; + erasequest 1152; + set malang_bad_guys,0; + } + if (BaseLevel < 60) { + mes "[Gobonge]"; + mes "Are you here to get help"; + mes "or to get help?"; + mes "You look so weak, haha..."; + mes "Go and hunt more Porings!"; + close; + } + if (malang_bad_guys == 0) { + mes "[Gobonge]"; + mes "Will you listen my sorrow?"; + next; + switch(select("Sure I will.:No, I won't.")) { + case 1: + mes "[Gobonge]"; + mes "This is a sad story."; + mes "As usual, I unpacked the bag"; + mes "to see strange cats"; + mes "to show them."; + next; + mes "[Gobonge]"; + mes "There were lots of cans."; + mes "I thougt it was new due to different shape"; + mes "but it was bad cans!"; + mes "I ate too much and"; + mes "got in bed right away"; + mes "so I can't do anything..."; + next; + mes "[Gobonge]"; + mes "And by the way, you have..."; + mes "nice colthes."; + mes "I can't let you go,"; + mes "that hurts me so badly!"; + emotion e_sob; + next; + switch(select("You deserve the pain!:Need help?")) { + case 1: + mes "[Gobonge]"; + mes "Yes you are!"; + close; + case 2: + mes "[Gobonge]"; + mes "You know what care is."; + mes "Please find the bad provider"; + mes "and revenge our enemy!"; + next; + switch(select("No, I don't want to!:Yes, I'll do it!")) { + case 1: + mes "[" + strcharinfo(0) + "]"; + mes "For the peace in Malangdo,"; + mes "just lay in bed forever."; + next; + mes "[Gobonge]"; + mes "I will!"; + mes "I will have your peace first once I get well!"; + close; + case 2: + mes "[Gobonge]"; + mes "Okay, you can do it?"; + mes "The enemy must be near the dock"; + mes "where we got the bundle."; + mes "We should get them to help"; + mes "our cats' well-being!"; + setquest 1145; + set malang_bad_guys,1; + close; + } + } + case 2: + mes "[Gobonge]"; + mes "Why are you here!"; + mes "If I am usual, I will engrave something"; + mes "with your tear..."; + mes "Let your bag be here instead!"; + emotion e_sob; + close; + } + } else if (malang_bad_guys == 1) { + mes "[Gobonge]"; + mes "The enemy must be near the dock"; + mes "where we got the bundle."; + mes "We should get them to help"; + mes "our cats' well-being!"; + close; + } else if (malang_bad_guys > 1 && malang_bad_guys < 7) { + mes "[Gobonge]"; + mes "I am so tired due to"; + mes "lack of forbidden bad activity."; + close; + } else if (malang_bad_guys == 7) { + if (countitem(6426) > 29) { + mes "[Gobonge]"; + mes "Was it from raccoon that made us pain in stomach?"; + mes "Oh bad raccoon!"; + mes "I feel stomachache again from this anger!"; + mes "All right, I will show my power once"; + mes "I can get out of bed."; + next; + mes "[Gobonge]"; + mes "I need time to concentrate on my stomachache."; + mes "You can go now!"; + erasequest 1151; + set malang_bad_guys,8; + getitem 12636,20; //Malang_Sp_Can + delitem 6427,1; //Bad_Can_Sack + delitem 6426,30; //Bad_Can + close; + } + mes "[Gobonge]"; + mes "How do you know the source of bad can?"; + mes "Do you have time to do slow at the moment?"; + emotion e_sob; + close; + } else if (malang_bad_guys == 8) { + mes "[Gobonge]"; + mes "The Patrol Leader wants to go back to"; + mes "bad world as soon as possible."; + mes "I want you to go first to soothe him instead."; + mes "How about it?"; + next; + switch(select("It's troublsome, I quit.:Sure I will!")) { + case 1: + mes "[Gobonge]"; + mes "Haha, you think it is a bad word."; + mes "I want you to be one of our staffs."; + next; + mes "[Gobonge]"; + mes "Sorry, but you should go now"; + mes "so that I can concentrate on my stomachache."; + setquest 1152; + set malang_bad_guys,9; + close; + case 2: + mes "[Gobonge]"; + mes "All right, then I will have time"; + mes "to concentrate on my stomachache."; + setquest 1153; + set malang_bad_guys,10; + close; + } + } else if (malang_bad_guys == 9) { + mes "[Gobonge]"; + mes "Hmm, investigation is not enough."; + mes "We need go back to basic point."; + mes "Come again tomorrow."; + mes "I might be in pain of stomach"; + mes "like usual."; + close; + } else if (malang_bad_guys > 9 && malang_bad_guys < 12) { + mes "[Gobonge]"; + mes "Go and have fun with the Patrol Leader!"; + close; + } else if (malang_bad_guys == 12) { + mes "[Gobonge]"; + mes "Instead of us, you did bad behavior."; + mes "Good to hear that?"; + mes "This is what teacher see best pupil?"; + emotion e_swt; + next; + mes "[Gobonge]"; + mes "You deserve a reward!"; + mes "I need to get some more rest,"; + mes "so let's investigate tomorrow!"; + erasequest 1155; + setquest 1152; + set malang_bad_guys,13; + getitem 6422,5; //Egrade_Coin + close; + } else if (malang_bad_guys == 13) { + mes "[Gobonge]"; + mes "Come again tomorrow."; + mes "I might be in pain of stomach"; + mes "like usual."; + close; + } +OnEnable: + enablenpc "Gobonge#ml"; + close; +OnDisable: + disablenpc "Gobonge#ml"; + close; +} + +malangdo,181,205,3 script Gobulee#ml1 547,{ + mes "[Gobulee]"; + mes "Why do you come now?"; + mes "You should have come when we were healthy."; + mes "So, you want to me take out what you have?"; + close; +} + +malangdo,180,202,3 script Gobyungee#ml1 547,{ + mes "[Gobyungee]"; + mes "I can't see other cats because"; + mes "I could't have time to do bad behavior..."; + close; +} + +malangdo,186,201,3 script Gosigee#ml1 547,{ + mes "[Gosigee]"; + mes "I am desperate for pill of stomachache,"; + mes "cap is only thinking of finding out criminal"; + mes "and to revenge!"; + mes "..."; + next; + mes "[Gosigee]"; + mes "How can we follow him as a cap...!"; + close; +} + +malangdo,177,202,3 script Gonanee#ml2 547,{ + mes "[Gonanee]"; + mes "We are only bad circle in Malangdo"; + mes "and we are very proud."; + mes "Can't just lie in bed."; + close; +} + +malangdo,183,202,3 script Godoree#ml3 547,{ + mes "[Godoree]"; + mes "I saw unfamiliar cats around"; + mes "the dock frequently."; + mes "Are they tourists?"; + mes "We should check their pockets"; + mes "once I get well..."; + close; +} + +malangdo,203,116,5 script Suspious Dealer#ml 543,{ + mes "On listening to the story for"; + mes "a while, he pretends to be indifferent once hearing someone's noise."; + next; + mes "[Suspious Dealer]"; + mes "Oh my body, too much pain..."; + close; +} + +malangdo,205,116,3 script Very Suspious Dealer#ml1 543,{ + mes "On listening to the story for"; + mes "a while, he pretends to be indifferent once hearing someone's noise."; + next; + mes "[Very Suspious Dealer]"; + mes "The weather is so dirty..."; + close; +} + +malangdo,197,120,5 script Foolish Cat#ml 546,{ + mes "[Foolish Cat]"; + mes "If you stay here, you"; + mes "can hear all they're saying."; + mes "Don't know exactly what, but"; + mes "you do hear everything."; + mes "Hehehe..."; + close; +} + +malangdo,196,120,0 script #ml1 -1,2,2,{ +OnTouch: + if (malang_bad_guys == 1 || malang_bad_guys == 2) { + mes "You hear a conversation between the Suspious Dealers."; + next; + mes "[Suspious Dealer]"; + mes "Because unexpected robbery at that moment..."; + mes "our great work has delayed."; + next; + mes "[Very Suspious Dealer]"; + mes "Do not worry about the thing, I placed it near balloon bag where"; + mes "Ship Navi is in the north, and I hid it perfectly."; + next; + mes "You need to check a place near north of balloon bag in ship Navi."; + if (malang_bad_guys == 1) { + erasequest 1145; + setquest 1146; + set malang_bad_guys,2; + } + close; + } else if (malang_bad_guys > 2 && malang_bad_guys < 8) { + mes "You still hear a suspicious conversation."; + next; + mes "[Suspious Dealer]"; + mes "But near the balloon bag is still"; + mes "worrying so much!"; + next; + mes "[Very Suspious Dealer]"; + mes "Oh how cowardly you are!"; + mes "I hid it in ship Navi perfectly."; + mes "Relax!"; + next; + mes "[Suspious Dealer]"; + mes "The rest of part is in staffs."; + mes "We should believe."; + next; + mes "We need to investigate Navi first."; + mes "Let's see other guys in ship Navi."; + if (malang_bad_guys == 3) { + erasequest 1147; + setquest 1148; + set malang_bad_guys,4; + } + close; + } else if (malang_bad_guys > 7) { + mes "You still hear a suspicious conversation."; + next; + mes "[Suspious Dealer]"; + mes "Star candy is still healthy,"; + mes "what happens?"; + next; + mes "[Very Suspious Dealer]"; + mes "No way..."; + mes "We should get more bad cans."; + close; + } + end; +} + +malangdo,155,179,0 script #ml2 -1,2,2,{ +OnTouch: + if (malang_bad_guys == 2 || malang_bad_guys == 3) { + mes "There's a memo."; + next; + mes "[Memo]"; + mes "Here is not what we wanted, huh!"; + next; + mes "...do listen the conversation of merchant."; + if (malang_bad_guys == 2) { + erasequest 1146; + setquest 1147; + set malang_bad_guys,3; + } + close; + } + end; +} + +malangdo,171,163,3 script Awfully Suspious Dealer 543,{ + if (malang_bad_guys < 4) { + mes "[Awfully Suspious Dealer]"; + mes "We quit our sales,"; + mes "find the other merchant!"; + close; + } else if (malang_bad_guys == 4) { + mes "[Awfully Suspious Dealer]"; + mes "Bad cans?"; + mes "Due to lots of work in here"; + mes "can't have a short time to talk?"; + next; + switch(select("Look suspicious?:I knew all things here!")) { + case 1: + mes "[Awfully Suspious Dealer]"; + mes "I have a same boat with you!"; + close; + case 2: + mes "[Awfully Suspious Dealer]"; + mes "..."; + mes "You searched the lounge of ship Navi?"; + mes "..."; + next; + mes "[Awfully Suspious Dealer]"; + mes "It looks wrong place~"; + mes "Go and do other things~!"; + next; + mes "You need to search lounge of ship Navi?"; + erasequest 1148; + setquest 1149; + set malang_bad_guys,5; + close; + } + } else if (malang_bad_guys == 5) { + mes "[Awfully Suspious Dealer]"; + mes "A thought to search Gozangee around ship Navi"; + mes "is like to ride a skill"; + mes "with frying pan, it is idiot things."; + mes "I do not recommend."; + close; + } else if (malang_bad_guys == 6) { + if (countitem(6427) == 0) { + mes "[Awfully Suspious Dealer]"; + mes "You searched the lounge of ship Navi?"; + mes "But still nothing in hand."; + mes "I told you there's nothing."; + mes "..."; + next; + mes "[Awfully Suspious Dealer]"; + mes "...there must be something..."; + close; + } + mes "[Awfully Suspious Dealer]"; + mes "Oh! That's ^0000FFa sack of bad cans^000000, isn't it?"; + mes "Where did you get it? Amazing!"; + next; + switch(select("Do not pretend not to know!:Need to show them our general!")) { + case 1: + mes "[Awfully Suspious Dealer]"; + mes "It just looks wonderful."; + mes "There's nothing more to have?"; + emotion e_ho; + close; + case 2: + mes "[Awfully Suspious Dealer]"; + mes "Relax!"; + mes "Let's have smile and fun with only ours."; + next; + mes "[Awfully Suspious Dealer]"; + mes "To be honest, I am a member of raccoon hurray team."; + mes "A homeless community of raccoons"; + mes "became a black market group."; + mes "I will make headquater of raccoon hurray team here"; + mes "after kick out group of cats."; + next; + switch(select("Are you the leader?:Let me clear the usage of bad can.:Can it be worked as you want?")) { + case 1: + mes "[Awfully Suspious Dealer]"; + mes "This is thankful misunderstanding,"; + mes "I am just little staff."; + mes "I don't know who the leader is."; + close; + case 2: + mes "[Awfully Suspious Dealer]"; + mes "That is..."; + mes "for food..."; + mes "Don't ask me more, please!"; + close; + case 3: + mes "[Awfully Suspious Dealer]"; + mes "You look down out raccoon hurray team?"; + mes "Look more! To my star candy who stands island"; + mes "I will make them have stomachache"; + mes "with lots of bad cans."; + mes "Aren't you expecting?"; + next; + mes "[Awfully Suspious Dealer]"; + mes "I can't make him eat with my hand,"; + mes "to creature in shining coral area that is basic food of star candy"; + mes "I am still feeding them with bad cans."; + mes "You must see amazing reaction, just wait!"; + next; + mes "The situation is serious."; + mes "Once the cats figure out,"; + mes "you might be confused."; + mes "Let's withdraw the bad cans first,"; + mes "located in the shining coral area."; + erasequest 1150; + setquest 1151; + set malang_bad_guys,7; + close; + } + } + } else if (malang_bad_guys == 7) { + mes "[Awfully Suspious Dealer]"; + mes "Plese forget what I have told you."; + mes "Please..."; + mes "After you got 30 pcs of bad cans"; + mes "in shining coral area"; + mes "do not tell the cats"; + mes "or report this fact!"; + close; + } + mes "[Awfully Suspious Dealer]"; + mes "So you reported all things?"; + mes "..."; + mes "Now it's time to live a new life"; + mes "of group for hair tufts..."; + close; +} + +mal_in02,184,72,3 script Gozangee#ml 547,{ + mes "[Gozangee]"; + mes "I have too much pain in my stomach..."; + mes "Should endure myself!"; + mes "...do bad activity..."; + close; +} + +mal_in02,184,77,0 script #ml3 -1,2,2,{ +OnTouch: + if (checkweight(1201,1) == 0) { + mes "- You have too many items. -"; + close; + } + if (malang_bad_guys == 4) { + mes "I came to..."; + mes "know a thing that shouldn't be"; + mes "appeared to anyone."; + mes "Just pretend that I didn't see this."; + close; + } else if (malang_bad_guys == 5) { + mes "This is...!"; + mes "..."; + next; + mes "A sack that carrying bad cans."; + next; + mes "Let's bring this to a guy who"; + mes "is in Awfully Suspious Dealer in deck."; + erasequest 1149; + setquest 1150; + set malang_bad_guys,6; + getitem 6427,1; //Bad_Can_Sack + close; + } else if (malang_bad_guys == 6) { + mes "I saw a sack of bad cans."; + mes "located on the deck."; + mes "Let's bring this to a guy who"; + mes "is in Awfully Suspious Dealer in deck."; + close; + } + end; +} + +malangdo,125,147,3 script Patrol Leader#ml 545,{ + if (checkweight(1201,1) == 0) { + mes "- Can't go next step due to having too many items. -"; + close; + } + if (malang_bad_guys < 10) { + mes "[Patrol Leader]"; + mes "Be careful of distribution for"; + mes "bad cans recently in here"; + mes "so should be noticed."; + close; + } else if (malang_bad_guys == 10) { + mes "[Patrol Leader]"; + mes "So you are going to do bad activity instead of"; + mes "group of hair tufts lying in bed?"; + mes "It's gonna be exciting!"; + mes "So excited..."; + next; + mes "[Patrol Leader]"; + mes "Gobonge and his friends"; + mes "liked to torment ^0000FFRed Eruma^000000 in shining"; + mes "coral area more than anything."; + next; + mes "[Patrol Leader]"; + mes "Report to me after tormenting 20 ^0000FFRed Eruma^000000"; + mes "for a while."; + mes "I will scold you as Patrol Leader!"; + next; + switch(select("What Patrol Leader do like this?:Cheer up!!")) { + case 1: + mes "[Patrol Leader]"; + mes "This is what my flavor to do this!"; + close; + case 2: + mes "[Patrol Leader]"; + mes "I will expect various bad activities."; + erasequest 1153; + setquest 1154; + set malang_bad_guys,11; + close; + } + } else if (malang_bad_guys == 11) { + if (checkquest(1154,HUNTING) == 2) { + mes "[Patrol Leader]"; + mes "Wow, you did to ^0000FFRed Eruma^000000 so badly!"; + mes "I am impressed at your work."; + next; + mes "[Crime Prevention Staff]"; + mes "Captain, we have work again, right?"; + emotion e_sob; + emotion e_sob,0,"Crime Prevention Staff#ml"; + next; + mes "[Patrol Leader]"; + mes "Hide your tears and save your tears!"; + mes "You should cry when having a clue for bad activity"; + mes "at crime spot!"; + emotion e_sob; + emotion e_sob,0,"Crime Prevention Staff#ml"; + next; + mes "[Patrol Leader]"; + mes "I will scold you once the investigation is over!"; + mes "Visit Gobonge now."; + erasequest 1154; + setquest 1155; + set malang_bad_guys,12; + close; + } + mes "[Patrol Leader]"; + mes "Inside of starry coral area,"; + mes "report to me after tormenting 20 ^0000FFRed Eruma^000000"; + mes "for a while."; + mes "I will scold you as Patrol Leader!"; + close; + } + mes "[Patrol Leader]"; + mes "I will scold you once the investigation"; + mes "is over!"; + mes "visit Gobonge now."; + close; +} + +malangdo,129,146,3 script Crime Prevention Staff 545,{ + if (malang_bad_guys > 11) { + mes "[Crime Prevention Staff]"; + mes "A work to do means happy things!"; + mes "I ask you to do various bad activities!"; + close; + } + mes "[Crime Prevention Staff]"; + mes "A group of cats that"; + mes "ate bad cans got"; + mes "pain in stomache."; + mes "They are lying at the north"; + mes "of place but still rolling with anger."; + next; + mes "[Crime Prevention Staff]"; + mes "Haha... the village is becoming"; + mes "peaceful and calm, but feels"; + mes "somewhat empty. This is not"; + mes "usual scene that we can have."; + mes "Let's see there?"; + close; +} + +/* +malangdo,3,1,3 script Guidance for quest#ml 543,{ + input .@input,1,9999; + if (.@input != 1854) { + mes "[Helper]"; + mes "What is this security code?"; + mes "Go away!"; + close; + } + mes "[Helper]"; + mes "Choose now, hurry!"; + next; + switch(select("NPC appear!:NPC walkout!:Reset setitem:30 pcs of bad cans:Just before collecting cans:Start quest for Patrol Leader")) { + case 1: + donpcevent "Gobonge#ml::OnEnable"; + mes "[Helper]"; + mes "First appearance!"; + close; + case 2: + donpcevent "Gobonge#ml::OnDisable"; + mes "[Helper]"; + mes "Walk out!"; + close; + case 3: + mes "[Helper]"; + mes "Yap!"; + set malang_bad_guys,0; + erasequest 1152; + close; + case 4: + mes "[Helper]"; + mes "Owing?"; + getitem 6426,30; //Bad_Can + close; + case 5: + mes "[Helper]"; + mes "Yap!"; + erasequest 1150; + setquest 1151; + set malang_bad_guys,7; + close; + case 6: + mes "[Helper]"; + mes "Yap!"; + set malang_bad_guys,10; + close; + } +} +*/ + +// Pipielle :: mal_ppl +//============================================================ +malangdo,137,200,6 script Pipielle 549,{ + if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) { + mes "You have too many items, please try again after reducing your weight."; + close; + } + if (BaseLevel < 60) { + mes "[Pipielle]"; + mes "Wow this is nice weather, do you like this kind of weather too? I like it too but I need to my work now."; + next; + mes "[Pipielle]"; + mes "I would ask for your help if you were a stronger advanturer..."; + next; + mes "^770099This cat is working on something, she asks for help above LV60.^000000"; + close; + } + set .@fish_ss1$, "What are you doing??"; + if (countitem(6451) > 29) + set .@fish_ss2$, "I caught a lot of strange fishes!"; + else + set .@fish_ss2$, "Remaining " + (30-countitem(6451)) + " of ^bbbbbbUnidentified Fish are required.^000000"; + if (ma_tomas == 100) + set .@fish_ss3$, "I met an Admiral Thomas..."; + mes "[Pipielle]"; + mes "Would you come here and open your bag for me?"; + next; + switch(select(.@fish_ss1$,.@fish_ss2$,.@fish_ss3$)) { + case 1: + mes "[Pipielle]"; + mes "There are many beautiful fishes around here. So I feel my heard beating when I standing here."; + next; + select("Of course, my heart will beat up too if I see delicious thing!"); + mes "[Pipielle]"; + mes "How come you only know about eating!! My heart don't beat up because of I see the delicious thing. Don't treat me the same as others."; + next; + mes "[Pipielle]"; + mes "I used to study from scholar from uno same as human. And I am good at human language as well. Don't treat me same as others."; + next; + mes "[Pipielle]"; + mes "I am a scholar who researches fish in here. It's little funny that cat research fish but it's true."; + next; + select("Are you originally a scholar?"); + mes "[Pipielle]"; + mes "Originally I used to mate of admiral Thomas. But our ship never to back to sea after we has arrived here."; + next; + mes "[Pipielle]"; + mes "The mate from ship that never voyage is lonely."; + next; + mes "[Pipielle]"; + mes "The scholar from Uno came here for research and he thought it is amazing thing that cat speaks human language. Therefore he started teach me."; + next; + select("But now everyone speaks human language."); + mes "[Pipielle]"; + mes "Oh yes, there were only little cat speaks human language. That's why he treated me special."; + next; + mes "[Pipielle]"; + mes "Anyways, now I collect specimens to be ichthyologist. I hope you can help me."; + next; + if(select("How can I help you?:I would say no.") == 2) { + mes "[Pipielle]"; + mes "Oh, okay. If you change your mind, please come again."; + close; + } + mes "[Pipielle]"; + mes "There is a Pouring who's eating all fishes in Octopus and Culvert dungeon."; + next; + mes "[Pipielle]"; + mes "It used to not live there, but he might came here for winter, so could you collect the specimens unidentified fish after get rid of it."; + next; + mes "[Pipielle]"; + mes "You can get identified fishes from Pouring, so please collect about 30 pieces."; + close; + case 2: + if (countitem(6451) > 29) { + //saveppl Unknown_Fish + delitem 6451,30; //Unknown_Fish + mes "[Pipielle]"; + mes "Oh, thank you! I will take these specimens."; + next; + mes "[Pipielle]"; + mes "I want to give you something, but last one is out of stock now so I will just write your name here."; + next; + mes "[Pipielle]"; + mes "I can give you good new even from far distance, but it's only possible if I am really lucky..."; + close; + } + mes "[Pipielle]"; + mes "I'm sorry, but please collect 30 pieces of unidentified fishes specimens."; + close; + case 3: + mes "[Pipielle]"; + mes "Oh, you have met admiral Thomas... how was it?"; + next; + if(select("He looks gentle:He looks terrible") == 2) { + mes "[Pipielle]"; + mes "Hmm..."; + mes "Frankly speaking, I was a real fan of Admiral Thomas. Can you take a responsibility of your word?"; + next; + if(select("Just kidding!:Oh yes, he was really terrible!") == 2) { + mes "[Pipielle]"; + mes "Is he?"; + mes "Okay, it really depends on personal taste..."; + close; + } + } + mes "[Pipielle]"; + mes "Is he?"; + mes "I knew you would say so."; + next; + mes "[Pipielle]"; + mes "Admiral Thomas is a legendary figure who has voyaged to this island with leading all of us. I think it was the most happiest moment in my life."; + next; + mes "[Pipielle]"; + mes "Please help him a lot. There are not many people to trust. This is my personal request."; + next; + mes "[Pipielle]"; + mes "And this is small gift for ask you to look after admiral Thomas."; + set ma_tomas,101; + getitem 6422,200; //Egrade_Coin + mes "^0000ffReceived 200 E Class Coins.^000000"; + close; + } +} + +// Clean the Ship :: mal_day_qook +//============================================================ +mal_in02,76,63,7 script Cleanyang 544,{ + if (checkweight(1201,1) == 0) { + mes "- You have too many items so you can't continue the quest. -"; + close; + } + if (BaseLevel < 60) { + mes "Sailor cat is crying sadly."; + next; + mes "[Cleanyang]"; + mes "Meow neow meoow"; + mes "What... Meow .. Something... going... Heuheung~"; + mes "You don't have to know. Meow heuheuheuk... "; + next; + mes "He does not continue to talk."; + mes "He might say like that with shaking his head."; + mes "'You are still young. That is why you don't understand my anguish and sadness...'"; + next; + mes "It is much better to do not know."; + close; + } + if (mal_qook == 0) { + mes "Sailor cat is crying sadly."; + emotion e_sob; + next; + mes "[Cleanyang]"; + mes "Meow meow meoooow~"; + mes "What is going on... Heu... heuk..."; + mes "You don't have to know. Heu... heuk..."; + emotion e_sob; + next; + mes "Could not continue talk."; + next; + switch(select("Cheer him up.:Ignore.")) { + case 1: + mes "I comforted his wounded heart just standing by him."; + next; + emotion e_sob; + mes "[Cleanyang]"; + mes "This is unjust... Heuheuk..."; + mes "The chef... He always gives me scolding."; + next; + mes "[Cleanyang]"; + mes "I always clean up diligently."; + mes "I have no idea where they are from... Heuheuk..."; + mes "They penetrated into the ingredients..."; + next; + select("They?"); + mes "[Cleanyang]"; + mes "Yes, they are fast, small, hard and shiny black."; + mes "Meow... Also, white and wriggled..."; + mes "My chef is so clean."; + next; + mes "[Cleanyang]"; + mes "It's ok. Clean, vermin and"; + mes "whatever... the unfair thing is"; + mes "that I really killed vermin as well, meow."; + mes "In addition, I clean up diligently."; + next; + mes "[Cleanyang]"; + mes "By the way, they are coming over and over again."; + mes "I don't know where they are from."; + next; + switch(select("Don't ask anymore.:Asking for the place of vermin came.")) { + case 1: + emotion e_sob; + mes "[Cleanyang]"; + mes "...what's wrong with your face?"; + mes "Are you afraid of sending on an errand?"; + mes "What are you thinking about me... meow, meow...?"; + mes "It's not fair... meow, meow..."; + next; + mes "Poor sailor cat Cleanyang begins to cry."; + mes "Leave him alone."; + close; + case 2: + mes "[Cleanyang]"; + mes "Does someone will go there and check it?"; + mes "Please, search everywhere of the ship Navi?"; + mes "I can't live like this! Meow, meow!"; + next; + mes "[Cleanyang]"; + mes "There is definitely something I do not know. Meow."; + mes "Meow... I'll clean this place up. Please find something instead of me."; + set mal_qook,1; + setquest 7260; + close; + } + case 2: + mes "You leave the crying cat and move back."; + close; + } + } else if (mal_qook == 1) { + if (checkquest(7261) != -1 && checkquest(7262) != -1 && checkquest(7263) != -1) { + emotion e_omg; + mes "[Cleanyang]"; + mes "Uh. What is that? Meow."; + mes "This is cat's ship biscuit... It might be left for a long time..."; + mes "No way...!"; + next; + select("Yeah, this is it."); + emotion e_hmm; + mes "[Cleanyang]"; + mes "There were infested with insects because sailors hided and left the cat's ship biscuit.."; + mes "I got a scolding cause of just teeth grinder?"; + mes "Meow!"; + next; + select("Teeth Grinder?"); + mes "[Cleanyang]"; + mes "That is right, meow."; + mes "This is stiff-baked bread for preserve easily during sailing, meow."; + mes "It is too hard, so if you just bite this, probably your canine will be broken, meow."; + next; + mes "[Cleanyang]"; + mes "It is baked with just salt and flour for preserve long time that is why it does not have any taste."; + mes "More than all..... look at this."; + next; + mes "Cleanyang breaks cat's ship biscuit with hammer and chisel"; + mes "and hit on the floor. Then..."; + next; + mes "[Cleanyang]"; + mes "........can you see something coming out from here?"; + mes "This is Weevil Bug.........."; + mes "It is such a castle of insects."; + next; + mes "[Cleanyang]"; + mes "Maybe someone really does not want to eat this."; + mes "These insects are left before we are settled on island and change the menu."; + next; + mes "[Cleanyang]"; + mes "After settled on this island, we did not make cat's ship biscuit due to fresh ingredients."; + mes "........"; + next; + mes "[Cleanyang]"; + mes "Please show this to chef and tell him that Cleanyang really cleaned up very well."; + mes "Well... I'm still afraid of chef..."; + mes "...please! Meow!"; + set mal_qook,2; + erasequest 7261; + erasequest 7262; + erasequest 7263; + erasequest 7260; + setquest 7264; + next; + mes "[Cleanyang]"; + mes "Ah, that cat's ship biscuit is still fine, so just try to eat."; + mes "Do you wonder what is that? It was a great food even though it's not look good..."; + close; + } + mes "[Cleanyang]"; + mes "Please search the ship Navi and find the place of origin."; + mes "I just believe you."; + close; + } else if (mal_qook == 2) { + mes "[Cleanyang]"; + mes "If you show cat's ship biscuit to chef and those insects were from there,"; + mes "my misunderstanding will be resolved."; + next; + select("Why don't you go by yourself?"); + mes "[Cleanyang]"; + mes "Um... I still have to clean up..."; + mes "I'm still scared of my chef, so please."; + close; + } else if (mal_qook == 3) { + mes "[Cleanyang]"; + mes "Chef gets angry."; + mes "Just beg for mercy!"; + close; + } else if (mal_qook == 4) { + mes "[Cleanyang]"; + mes "Did you say that chef was more upset about cat's ship biscuit?"; + mes "From now, I don't have to crying?"; + next; + mes "[Cleanyang]"; + mes "If chef needs something, Just bring it for him~"; + mes "Is that good for each other?"; + next; + mes "[Cleanyang]"; + mes "When chef is satisfied and pleased, just come at that time."; + mes "I may not able to clean up until that time because I'm nervous. Meow...."; + close; + } else if (mal_qook == 5) { + mes "[Cleanyang]"; + mes "Did you finish work what chef wanted?"; + mes "By the way, why do you make cat's ship biscuit suddenly?"; + next; + select("New menu for you."); + mes "[Cleanyang]"; + mes "Meoooow----!!"; + mes "Keemeoooow!!"; + mes "Nyahuhuh... Kmeoooow!"; + next; + mes "[Cleanyang]"; + mes "Nooo!!!!!!!!!!!"; + mes "Without cat's ship biscuit was a heaven. I don't want to go hell again!!!!"; + mes "Kmeoooow... Kmeoooow... Kmeoooow~"; + next; + switch(select("Tickling under the chin.:Hit the end of nose.:Tap on butt.")) { + case 1: + mes "[Cleanyang]"; + mes "Meoow... Koleung koleung..."; + mes "Kyarreung..."; + mes "Huahhuah... Golgolgol..."; + next; + break; + case 2: + mes "[Cleanyang]"; + mes "Eung Kya-!"; + mes "Uh nyanyanyanaynyan!"; + mes "What the heck are you doing!"; + next; + break; + case 3: + mes "[Cleanyang]"; + mes "Heu keeyangyang"; + mes "Heunyang... Euhnyang-!"; + mes "What are you doing!"; + next; + break; + } + mes "[Cleanyang]"; + mes "Please stop..."; + mes "Now, be calm."; + mes "I understand that chef's saying and huge plan."; + next; + mes "[Cleanyang]"; + mes "Hey, human who helped me, you, you!"; + mes "Could you do me favor."; + mes "If the menu will be changed and provide cat's ship biscuit, definitely they appear..."; + next; + select("What?"); + mes "[Cleanyang]"; + mes "Cat the Cat!"; + mes "Cats who hide cat's ship biscuit secretly."; + mes "No one says that do not want to eat and throw away because they are scare chef."; + next; + mes "[Cleanyang]"; + mes "Absolutely, they begin to hide cat's ship biscuit..."; + mes "And it will be infested by insects!"; + mes "Chef will give a scolding again!"; + next; + mes "[Cleanyang]"; + mes "So let me see you everyday from provided cat's ship biscuit tomorrow."; + mes "You did good job. This is a token of thanks."; + set mal_qook,6; + getitem 12636,30; //Malang_Sp_Can + getexp 80000,80000; + setquest 7267; + close; + } + switch(rand(3)) { + case 0: + mes "[Cleanyang]"; + mes "Ohohohong..."; + mes "Euhohohohong..."; + mes "It's horrible... I got cat's ship biscuit but I don't know when It was made."; + mes "It's really hard. I almost lost my teeth."; + break; + case 1: + mes "[Cleanyang]"; + mes "Chef might forget everything that he gave me a scolding cause of insects."; + mes "He got a shock by cat's ship biscuit. Is this bigger case than the clean up?"; + break; + case 2: + mes "[Cleanyang]"; + mes "I'm a cleaning cat Cleanyang~"; + mes "Meow~"; + mes "Make a scratch others' door of house Meow~"; + mes "Meow~ Uh? Did you hear it?"; + mes "This is my cleaning song."; + break; + } + next; + mes "[Cleanyang]"; + mes "By the way, what is going on?"; + next; + switch(select("It's time to promise~:I'm here to see the result~:Shake your butt~")) { + case 1: + if (checkquest(7267,PLAYTIME) == 0) { + mes "[Cleanyang]"; + mes "Uh? Not yet."; + mes "Today's cat's ship biscuit is not provided yet, so I will know that after wait little bit more."; + mes "It might be after chef's distribution of cat's ship biscuit."; + close; + } + if (checkquest(7268) != -1) { + mes "[Cleanyang]"; + mes "My service to you today."; + mes "Recently, there are 9 spot that hided cat's ship biscuit as well."; + next; + mes "[Cleanyang]"; + mes "Someone think that good angel took them all as I collected and threw away"; + mes "He still hide them that place."; + next; + mes "[Cleanyang]"; + mes "It is so easy because I don't have to search everywhere, but"; + mes "Please search the 9 spot where hiding frequently."; + close; + } + if (checkquest(7267,PLAYTIME) == 2) + completequest 7267; + erasequest 7267; + mes "[Cleanyang]"; + mes "Is there guy who hide cat's ship biscuit today?"; + mes "Probably there he is?"; + next; + switch(select("Try to search today.:Maybe not today.")) { + case 1: + mes "[Cleanyang]"; + mes "My service to you today."; + mes "The inside of ship Navi, home and cat tower too. Don't even miss a blade of grass"; + mes "Search everywhere."; + setquest 7268; + close; + case 2: + mes "[Cleanyang]"; + mes "Do you think so?"; + mes "If so, It's good thing."; + mes "Anyway, It is not infested of insects due to we find them and remove right away."; + mes "That's enough."; + close; + } + case 2: + if (checkquest(7268) == -1) { + mes "[Cleanyang]"; + mes "Um? Nobody request for collecting cat's ship biscuit today."; + mes "By the way, what is the result report?"; + mes "Are you sick?"; + close; + } + if (checkquest(7261) != -1 && checkquest(7262) != -1 && checkquest(7263) != -1 && checkquest(7269) != -1 && checkquest(7270) != -1 && + checkquest(7271) != -1 && checkquest(7272) != -1 && checkquest(7273) != -1 && checkquest(7274) != -1 && checkquest(7275) != -1) { + mes "[Cleanyang]"; + mes "Um, the rising cat's ship biscuit spot!"; + mes "Did you collect all fully?"; + mes "I guess this is pretty enough."; + next; + mes "[Cleanyang]"; + mes "Just take all finding cat's ship biscuit."; + mes "Taste is not bad and have a resilient too..."; + next; + mes "[Cleanyang]"; + mes "Ok today's work is enough. Please come tomorrow!"; + mes "There will be tomorrow's cat's ship biscuit!"; + mes "Nya hahahong~"; + setquest 7267; + erasequest 7268; + erasequest 7261; + erasequest 7262; + erasequest 7263; + erasequest 7269; + erasequest 7270; + erasequest 7271; + erasequest 7272; + erasequest 7273; + erasequest 7274; + erasequest 7275; + getexp 30000,40000; + getitem 12636,10; //Malang_Sp_Can + close; + } + mes "[Cleanyang]"; + mes "Did you find all of them?"; + next; + mes "[Cleanyang]"; + mes "Someone think that good angel took them all as I collected and threw away."; + mes "He still hide them that place."; + next; + mes "[Cleanyang]"; + mes "It is so easy because I don't have to search everywhere, but"; + mes "please search the 9 spot where hiding frequently."; + close; + case 3: + mes "[Cleanyang]"; + mes "Meooow-!"; + mes "What are you doing? Meow!"; + mes "Goreureureung..."; + next; + mes "[Cleanyang]"; + mes "Hmhm."; + mes "Hey, don't do that."; + mes "...isn't it a crime? Meow."; + close; + } +} + +mal_in02,29,67,0 script #CaptainRoom3 844,{ + if (checkweight(1201,1) == 0) { + mes "- You have too many items so you can't continue the quest. -"; + close; + } + if (mal_qook == 1) { + if (checkquest(7261) == -1) { + mes "Lots of junk are piled up in a corner of captain's room."; + mes "Cleanyang might not clean in a corner because it is not within his hand."; + next; + mes "[Admiral Thomas]"; + mes "Uh? What are you doing over there?"; + mes "Do not touch that!"; + cutin "ma_tomas03",2; + next; + switch(select("Sorry.:I'll clean up!")) { + case 1: + mes "[Admiral Thomas]"; + mes "We have a common interest to talk."; + mes "There is no reason to search there like you."; + mes "Please leave me alone."; + cutin "ma_tomas01",2; + cutin "ma_tomas03",255; + break; + case 2: + cutin "ma_tomas03",255; + mes "Ignoring Thomas and search under the junk."; + mes "And at that time..."; + next; + emotion e_omg; + mes "The place where the black shadow just passed, I don't how long been it is left."; + mes "Find a cat's ship biscuit."; + switch(rand(3)) { + case 0: monster "mal_in02",30,67,"Quick Dark Shadow",2209,1; + case 1: monster "mal_in02",30,65,"Quick Dark Shadow",2209,1; + case 2: monster "mal_in02",29,65,"Quick Dark Shadow",2209,1; + } + setquest 7261; + getitem 11536,1; //Cat_Hard_Biscuit + next; + if (checkquest(7261) != -1 && checkquest(7262) != -1 && checkquest(7263) != -1) { + mes "I guess I searched pretty enough."; + mes "Let's tell Cleanyang that is infested of insects due to cat's ship biscuit is left long time."; + close; + } + mes "It was one of reason that the insects are appeared."; + close; + } + } + mes "It used to be habitat of insects because someone left cat's ship biscuit."; + mes "I think it's ok now due to we removed all of them."; + close; + } + if (checkquest(7268) != -1) { + if (checkquest(7261) == -1) { + mes "Lots of junk are piled up in a corner of captain's room."; + mes "Cleanyng might not clean in a corner because it is not within his hand."; + mes "He reached out and search under the junk."; + next; + mes "And at that time..."; + mes "The place where the dark shadow just passed, find a cat's ship biscuit that is hided recently."; + emotion e_omg; + switch(rand(3)) { + case 0: monster "mal_in02",30,67,"Quick Dark Shadow",2209,1; + case 1: monster "mal_in02",30,65,"Quick Dark Shadow",2209,1; + case 2: monster "mal_in02",29,65,"Quick Dark Shadow",2209,1; + } + setquest 7261; + getitem 11536,1; //Cat_Hard_Biscuit + close; + } + mes "It used to be habitat of insects because someone left cat's ship biscuit."; + mes "I think it's ok now due to we removed all of them."; + close; + } + mes "I don't have any business here."; + close; +} + +mal_in02,183,49,0 script #MeetingFloor4 844,{ + if (checkweight(1201,1) == 0) { + mes "- You have too many items so you can't continue the quest. -"; + close; + } + if (mal_qook == 1 || checkquest(7268) != -1) { + if (checkquest(7263) == -1) { + mes "This is ventilation window on the floor. It is really close to Cooking table"; + mes "I'm trying to ignore that but it is on my mind. What should I do?"; + next; + switch(select("Just look roughly.:Take a look at this.")) { + case 1: + mes "I looked at the ventilation window well, but did not find any problem."; + close; + case 2: + mes "It looks good from the top... I took it off because it's on my mind."; + mes "I can see something the bottom of way of ventilation."; + mes "And at that time..."; + next; + mes "The place where the dark shadow just passed, I don't how long been it is left."; + mes "Find a cat's ship biscuit."; + emotion e_omg; + switch(rand(2)) { + case 0: monster "mal_in02",182,50,"Quick Dark Shadow",2209,1; + case 1: monster "mal_in02",184,50,"Quick Dark Shadow",2209,1; + } + setquest 7263; + getitem 11536,1; //Cat_Hard_Biscuit + if (mal_qook == 1) { + next; + if (checkquest(7261) != -1 && checkquest(7262) != -1 && checkquest(7263) != -1) { + mes "I guess I searched pretty enough."; + mes "Let's tell Cleanyang that is infested of insects due to cat's ship biscuit is left long time."; + } else + mes "It was one of reason that the insects are appeared."; + } + close; + } + } + mes "It used to be habitat of insects because someone left cat's ship biscuit."; + mes "I think it's ok now due to we removed all of them."; + close; + } + mes "I don't have any business here."; + close; +} + +mal_in02,103,22,0 script #MalBed5 844,{ + if (checkweight(1201,1) == 0) { + mes "- You have too many items so you can't continue the quest. -"; + close; + } + if (mal_qook == 1 || checkquest(7268) != -1) { + if (checkquest(7262) == -1) { + mes "This is bed for sailors. There is too much hair and so messy."; + mes "At the corner of under the bed is does not reached hand so I'm thinking too much about that."; + next; + switch(select("Raise the matress slightly.:Search under the bed.")) { + case 1: + mes "I slightly push and raise the part that touched edge of wall."; + mes "And at that time..."; + next; + mes "The place where the dark shadow just passed, I don't how long been it is left."; + mes "Find a cat's ship biscuit."; + emotion e_omg; + monster "mal_in02",102,23,"Quick Dark Shadow",2209,1; + setquest 7262; + getitem 11536,1; //Cat_Hard_Biscuit + if (mal_qook == 1) { + next; + if (checkquest(7261) != -1 && checkquest(7262) != -1 && checkquest(7263) != -1) { + mes "I guess I searched pretty enough."; + mes "Let's tell Cleanyang that is infested of insects due to cat's ship biscuit is left long time."; + } else + mes "It was one of reason that the insects are appeared."; + } + close; + case 2: + mes "I searched under the bed, but I didn't find any problem."; + mes "Maybe Cleanyang cleaned up. It's pretty good condition."; + close; + } + } + mes "It used to be habitat of insects because someone left cat's ship biscuit."; + mes "I think it's ok now due to we removed all of them."; + close; + } + mes "The bed for sailors."; + mes "Lots of cat's hair are attached."; + close; +} + +malangdo,141,178,0 script #Darkweed6 844,{ + if (checkweight(1201,1) == 0) { + mes "- You have too many items so you can't continue the quest. -"; + close; + } + if (checkquest(7268) != -1) { + if (checkquest(7269) == -1) { + mes "Many weeds are growing in rest area near cat tower."; + mes "It's easily ignored, so it's on my mind."; + next; + switch(select("Search through the weeds.:Search under the chair.")) { + case 1: + mes "I decide to search the forest that out of people's eye."; + mes "And at that time..."; + next; + mes "From the place where Dark shadow just passed and someone hided recently."; + mes "Find a cat's ship biscuit."; + emotion e_omg; + monster "malangdo",141,178,"Quick Dark Shadow",2209,1; + setquest 7269; + getitem 11536,1; //Cat_Hard_Biscuit + close; + case 2: + mes "I searched under the chair in rest area, but I didn't find any problem."; + mes "It's pretty good condition even though it's outside."; + close; + } + } + mes "Many weeds are growing in rest area near cat tower."; + mes "We already collected hiding cat's ship biscuit here."; + close; + } + mes "Many weeds are growing under the cat tower."; + mes "It seems to be hard to clean."; + close; +} + +malangdo,133,134,0 script Strange Pile of Sand#7 557,{ + if (checkweight(1201,1) == 0) { + mes "- You have too many items so you can't continue the quest. -"; + close; + } + if (checkquest(7268) != -1) { + set .@quest, (strnpcinfo(0) == "Strange Pile of Sand#7")?7270:7275; + if (checkquest(.@quest) == -1) { + mes "The pile of sand is billowed like a grave. Should be something in there."; + mes "According to rumors, cats have a habit to bury with sand after stool..."; + next; + switch(select("Avoid this dirty place.:Darn it-!")) { + case 1: + mes "[" + strcharinfo(0) + "]"; + mes "Right!"; + mes "It may be cat's grave... Do not touch them!"; + mes "Avoid, avoid~"; + break; + case 2: + mes "Close eyes and start to dig that pile of sand!"; + mes "Therefore, something came out quickly from there and disappeared."; + mes "And..."; + next; + mes "From the place where Dark shadow just passed and someone hided recently."; + mes "Find a some chips of cat's ship biscuit."; + setquest .@quest; + if (!rand(3)) { + emotion e_omg; + getmapxy(.@map$,.@x,.@y,1); + monster .@map$,.@x,.@y,"Quick Dark Shadow",2209,1; + } else + getitem 11536,1; //Cat_Hard_Biscuit + close; + } + } + mes "We already collected buried cat's ship biscuit."; + close; + } + mes "- Look so strange. -"; + mes "- That's it... -"; + close; +} +malangdo,197,237,0 duplicate(Strange Pile of Sand#7) Strange Pile of Sand#12 557 + +malangdo,232,131,0 script #UnderStairs8 844,{ + if (checkweight(1201,1) == 0) { + mes "- You have too many items so you can't continue the quest. -"; + close; + } + if (checkquest(7268) != -1) { + if (checkquest(7271) == -1) { + mes "Some weeds are growing under the low stairs."; + mes "It's really hard to find something fell under the stairs.."; + next; + mes "To lie flat and look under the stairs carefully."; + mes "And at that time..."; + next; + mes "From the place where Dark shadow just passed and someone hided recently."; + mes "Find a some chips of cat's ship biscuit."; + setquest 7271; + if (!rand(3)) { + emotion e_omg; + monster "malangdo",231,130,"Quick Dark Shadow",2209,1; + } else + getitem 11536,1; //Cat_Hard_Biscuit + close; + } + mes "Sometimes, someone played with pulling people's ankle under the stairs"; + mes "Now, I can't see mischievous boys or any strange thing."; + next; + mes "We already collected buried cat's ship biscuit."; + close; + } + mes "Out of people's hand under the stairs."; + mes "Sometimes, I look around there when I search lost toys."; + close; +} + +mal_in01,74,20,0 script #CornerTower9 844,{ + if (checkweight(1201,1) == 0) { + mes "- You have too many items so you can't continue the quest. -"; + close; + } + if (checkquest(7268) != -1) { + if (checkquest(7272) == -1) { + mes "This cat tower is for playing and resting."; + mes "Dust is piled up because there is gap between the foothold and ground."; + next; + mes "Push the thin and long rod in the gap and search something."; + mes "And at that time..."; + next; + mes "From the place where Dark shadow just passed and someone hided recently."; + mes "Find a some chips of cat's ship biscuit."; + setquest 7272; + if (!rand(3)) { + emotion e_omg; + monster "mal_in01",73,19,"Quick Dark Shadow",2209,1; + } else + getitem 11536,1; //Cat_Hard_Biscuit + close; + } + mes "We already collected buried cat's ship biscuit."; + close; + } + mes "There are cat's bed near cat tower."; + mes "Specially, some cats love an out of the way place."; + close; +} + +mal_in01,159,225,0 script #CornerLocker10 844,{ + if (checkweight(1201,1) == 0) { + mes "- You have too many items so you can't continue the quest. -"; + close; + } + if (checkquest(7268) != -1) { + if (checkquest(7273) == -1) { + mes "In the corner of the gap between the wall and locker that is used by cat's gamers,"; + mes "I can see something there. It's really hard to find object if drop there."; + next; + mes "Push the thin and long rod in the gap and search something."; + mes "And at that time..."; + next; + mes "From the place where Dark shadow just passed and someone hided recently."; + mes "Find a some chips of cat's ship biscuit."; + setquest 7273; + if (!rand(3)) { + emotion e_omg; + monster "mal_in01",159,225,"Quick Dark Shadow",2209,1; + } else + getitem 11536,1; //Cat_Hard_Biscuit + close; + } + mes "We already collected buried cat's ship biscuit."; + close; + } + mes "The corner of gap is between locker that is used by cat's gamers and wall."; + mes "If drop kind of small toys there, never find them at all."; + close; +} + +mal_in01,24,72,0 script #FootholdTower11 844,{ + if (checkweight(1201,1) == 0) { + mes "- You have too many items so you can't continue the quest. -"; + close; + } + if (checkquest(7268) != -1) { + if (checkquest(7274) == -1) { + mes "This cat tower is for playing and resting in Malangdo."; + mes "Dust is piled up because there is gap between the foothold and ground."; + next; + mes "Push the thin and long rod in the gap and search something."; + mes "And at that time..."; + next; + mes "From the place where Dark shadow just passed and someone hided recently."; + mes "Find a some chips of cat's ship biscuit."; + setquest 7274; + if (!rand(3)) { + emotion e_omg; + monster "mal_in01",24,71,"Quick Dark Shadow",2209,1; + } else + getitem 11536,1; //Cat_Hard_Biscuit + close; + } + mes "There is mark that shows something used to be jammed in gap of foothold in very bottom of cat tower."; + mes "We already collected buried cat's ship biscuit."; + close; + } + mes "This cat tower is for playing and resting in Malangdo."; + mes "When I look cats on the cat tower, It looks like a tree landen with cats..."; + close; +} + +// Help Chef Nyas :: mal_day_qook +//============================================================ +mal_in02,187,58,3 script Chef Nyas 548,{ + if (checkweight(1201,1) == 0) { + mes "- You have too many items so you can't continue the quest. -"; + close; + } + if (BaseLevel < 60) { + mes "[Chef Nyas]"; + mes "What is going on boy?"; + mes "I don't want to talk to you. Get away from me!"; + next; + mes "I'm ignored by uncomfortable cat."; + mes "May not ignored if I'm getting stronger..."; + close; + } + if (mal_qook < 2) { + mes "[Chef Nyas]"; + mes "I'm a unique chef in entire fleet."; + mes "Do you want something from me?"; + next; + mes "[Chef Nyas]"; + mes "Even though I have no time to spare, I usually serve a plate of soup gladly, but now!"; + mes "The ingredient is infested with worms cause of one stupid's carelessness!"; + next; + mes "[Chef Nyas]"; + mes "Therefore, when my blaze of anger becomes quiet like a calm sea, come back again!"; + mes "By the way, where is that stupid!"; + close; + } else if (mal_qook == 2) { + mes "[Chef Nyas]"; + mes "I'm a unique chef in entire fleet."; + mes "Do you want something from me?"; + next; + switch(select("Show the cat's ship biscuit.:Talk about story of Cleanyang.")) { + case 1: + mes "[Chef Nyas]"; + mes "Hm? is this cat's ship biscuit?"; + mes "Specially, I can feel the flow of time from this biscuit."; + mes "By the way, how can you have this?"; + next; + mes "He is telling the story that place where he found cat's ship biscuit and"; + mes "Explain the Cleanyang's story."; + next; + break; + case 2: + mes "[Chef Nyas]"; + mes "Why that stupid?"; + mes "Are you trying to make a thunder storm in the calm sea?!"; + next; + mes "Pacify an angry chef"; + mes "Explain a misunderstanding about Cleanyang and tell whole story of cat's ship biscuit."; + next; + break; + } + mes "[Chef Nyas]"; + mes "So this is happening because of cat buscuit?"; + mes "Yes, is this story about that?"; + next; + select("You are quick understand."); + mes "[Chef Nyas]"; + mes "..........He is such a jerk!"; + mes "In addition, What? Find another one in captain's room?!"; + next; + mes "[Chef Nyas]"; + mes "Thomas......"; + mes "He has position that should take the lead to sailors, but he got a wrong?"; + mes "Ududuk."; + next; + mes "[Chef Nyas]"; + mes "This cat's ship biscuit was! Always thankful food to help our starvation during a long sailing!"; + mes "No matter what taste, It always saves us at crossroads of life and death!"; + next; + mes "[Chef Nyas]"; + mes "Although the situation is not able to use fire for a month, two month even 1000 days!"; + mes "This is blessed food to guarantee on open sea!"; + next; + mes "[Chef Nyas]"; + mes "How many chef cats have difficult time to make a cat's ship biscuit!"; + mes "The military discipline has been relaxed because we settled down on island! Already forget the dangerous situation?!"; + next; + mes "Chef is outraged and very upset."; + mes "He mumbled and made a threatening sound with grind his teeth."; + mes "Come back later when he calms down."; + set mal_qook,3; + erasequest 7264; + setquest 7265; + close; + } else if (mal_qook == 3) { + if (!rand(3)) { + mes "[Chef Nyas]"; + mes "There you are? I made a bad break."; + mes "I made a big decision when you are out for me."; + next; + mes "[Chef Nyas]"; + mes "After settled down on Island, depraved mindset cause of plentiful foods."; + mes "Therefore, I'll change the menu that cat's ship biscuit is provided for one meal a day!."; + next; + mes "[Chef Nyas]"; + mes "That ingredient is needed to make cat's ship biscuit."; + mes "There is no wheat on this island, so I need to get your help."; + next; + mes "[Chef Nyas]"; + mes "Anything is possible to grind flour and knead dough."; + mes "Please bring that kind of ^4d4dff10 Grain^000000 and ^4d4dff 1 Plain Sauce^000000."; + mes "Replace salt with seawater.."; + next; + mes "[Chef Nyas]"; + mes "Could we get them easily on land?"; + mes "I'll get the rest what I need."; + next; + mes "[Chef Nyas]"; + mes "I'll fix their taste that is crazy for canned food."; + mes "He approached like a calm sea that has horrible thunder storm"; + mes "I'll give a pain like a god of sea's anger! Kmeow~~!!"; + next; + mes "A look of chef is quite serious."; + mes "Let me tell Cleanyang about the result first."; + set mal_qook,4; + erasequest 7265; + setquest 7266; + close; + } + mes "Chef is still trying to soothe his anger."; + mes "Maybe need more time."; + close; + } else if (mal_qook == 4) { + if (countitem(577) >= 10 && countitem(7454) > 0) { + mes "[Chef Nyas]"; + mes "Finally here. Wow, this land is pretty different."; + mes "That is enough to process."; + next; + mes "[Chef Nyas]"; + mes "If you are ok, I want to get these food everyday."; + mes "If you don't mind, just come back tomorrow."; + delitem 577,10; //Grain + delitem 7454,1; //Plain_Sauce + set mal_qook,5; + erasequest 7266; + setquest 7276; + close; + } + mes "[Chef Nyas]"; + mes "That ingredient is needed to make cat's ship biscuit."; + mes "There is no wheat on this island, so I need to get your help."; + next; + mes "[Chef Nyas]"; + mes "Anything is possible to grind flour and knead dough."; + mes "Please bring that kind of ^4d4dff10 Grain^000000 and ^4d4dff 1 Plain Sauce^000000."; + mes "Replace salt with seawater..."; + close; + } + mes "[Chef Nyas]"; + mes "There you are."; + mes "It's not mealtime... Why are you here?"; + next; + switch(select("What's today's work?:Food Delivery:Just bored...")) { + case 1: + if (checkquest(7276,PLAYTIME) == 0) { + mes "[Chef Nyas]"; + mes "Now, cat's ship biscuit is being baked in this oven."; + mes "It's all for your delivery food."; + next; + mes "[Chef Nyas]"; + mes "Quiet wave with a little salty and savory smell."; + mes "The food of sea is coming to make sailor's heart flutter."; + next; + mes "[Chef Nyas]"; + mes "I've got enough ingredients of cat's ship biscuit today."; + mes "Let me order next time."; + close; + } + if (mal_food > 0) { + mes "[Chef Nyas]"; + mes "Um? You are dull."; + mes "You already took my order list?"; + mes "Just take care of them."; + close; + } + if (checkquest(7276,PLAYTIME) == 2) + completequest 7276; + mes "[Chef Nyas]"; + mes "Here you are."; + mes "I need ingredients for cat's ship biscuit now. Fortunately, you are here at the right moment."; + if (checkquest(7276) != -1) + erasequest 7276; + next; + mes "[Chef Nyas]"; + mes "Could you bring some ingrediednts for cat's ship biscuit from land?"; + mes "If you say so, I have one more thing to request..."; + next; + switch(select("I'm busy today.:Sure, what are you need?")) { + case 1: + mes "[Chef Nyas]"; + mes "That is sad news."; + mes "However, it's ok. Cat's ship biscuit is originally prepared food."; + mes "Anyway, today's biscuit wll be provided when the second moon is full."; + next; + switch(select("So teeth grinder?:Worm castle...:Do not throw away?")) { + case 1: + mes "[Chef Nyas]"; + mes "What do you want to hear from me?!"; + mes "Kmeow!!"; + mes "The hardness of cat's ship biscuit is like a noble endurance in the sea!"; + mes "Do not ignore this!!"; + close; + case 2: + mes "[Chef Nyas]"; + mes "Only idiot who does not take care of preserving says like that."; + mes "Dry enough and seal it in cool dry place. Tut-tut."; + next; + mes "[Chef Nyas]"; + mes "Anyway Is that all about protein?"; + mes "Why don't you eat at night if it's on your mind!"; + close; + case 3: + mes "[Chef Nyas]"; + mes "Never throw food!"; + mes "When you are hit by cat's ship biscuit, you will get bruise or bleeding but"; + mes "It is not that reason!!!"; + mes "Do not play with food!"; + close; + } + case 2: + if (mal_food == 0) { + mes "[Chef Nyas]"; + mes "The ingredients of cat's ship biscuit are 10 Grain and 1 Plain Sauce as usual."; + mes "And I'd like to study food of human, so bring one of them."; + next; + mes "[Chef Nyas]"; + mes "My curious food is..."; + set .@i, rand(1,66); + + // IDs grouped in 5s incrementally. + setarray .@StartID[0],12061,12091,12041,12071,12056,12086,12051,12081,12046,12076,12066,12096,12429,12434; + mes "^4d4dff "+getitemname(.@StartID[(.@i-1)/5]+((.@i-1)%5))+" ^000000 ."; + + set mal_food,.@i; + setquest 7280+.@i; + mes "Just one dish is enough, so please do it together."; + next; + mes "[Chef Nyas]"; + mes "You have to bring the dish that made from fresh ingredients."; + mes "^ff0000I will refuse the instant food.^000000"; + close; + } + mes "[Chef Nyas]"; + mes "Hey my friend, you have a bad memory."; + mes "Did you already take my order list?"; + close; + } + case 2: + if (mal_food == 0) { + mes "[Chef Nyas]"; + mes "Do you remember what I ask to bring?"; + mes "I have no idea."; + close; + } else if (mal_food > 66) { + mes "[Chef Nyas]"; + mes "What did I say to bring?"; + mes "I don't remember?"; + mes "Did you get something wrong to come here?"; + close; + } + mes "[Chef Nyas]"; + mes "Is that ingredients of cat's ship biscuit and the food of human?"; + mes "Let me check what you brought..."; + next; + set .@i, mal_food; + + // IDs grouped in 5s incrementally. + setarray .@StartID[0],12061,12091,12041,12071,12056,12086,12051,12081,12046,12076,12066,12096,12429,12434; + set .@food, .@StartID[(.@i-1)/5]+((.@i-1)%5); + + if (countitem(577) >= 10 && countitem(7454) > 0 && countitem(.@food) > 0) { + mes "[Chef Nyas]"; + mes "Great."; + mes "This is that food!"; + mes "It will be good reference. Well done."; + delitem 577,10; //Grain + delitem 7454,1; //Plain_Sauce + delitem .@food,1; + setquest 7276; + set mal_food,0; + erasequest 7280+.@i; + + // Quantities grouped in 10s repeating. + // [ 3, 3, 6, 6, 9, 9, 12, 12, 15, 18 ] + // Last group [ 61 - 66 ] receives 25 constant. + getitem 6422, ((.@i < 61)?((.@i%10)?3*(((.@i%10)+1)/2):18):25); //Egrade_Coin + + getexp 50000,80000; + next; + mes "[Chef Nyas]"; + mes "Alright, could you come tomorrow?"; + mes "When the time to you coming, I'm very excited."; + mes "Nyahuh Nyahuh"; + close; + } + mes "[Chef Nyas]"; + mes "Yummm..."; + mes "Did I overestimate your ability?"; + mes "Double check what is short and bring them properly."; + next; + mes "[Chef Nyas]"; + mes "There is not different from undiscerning young cat."; + close; + case 3: + mes "[Chef Nyas]"; + mes "You are quite bold like a killer whale."; + mes "If you don't have any business, don't touch vegetable and go away."; + close; + } +}
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