//===== rAthena Script ======================================= //= Port Malaya Quest NPCs //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 0.2 //===== Compatible With: ===================================== //= rAthena SVN //===== Description: ========================================= //= [Official Conversion] //= Quest NPCs related to Port Malaya. //===== Additional Comments: ================================= //= 0.1 Traders only. Adapted from Masao's conversion. [Euphy] //= 0.2 Added Tribe Blacksmith [DeadlySilence] //============================================================ // Traders //============================================================ ma_fild01,166,214,6 script Old Man in Dilemma#GA 575,{ if (MaxWeight - Weight < 600 || checkweight(1201,1) == 0) { mes "Cannot proceed because you have too many items in your possession."; close; } mes "[Old Man in Dilemma]"; mes "Oh! Demons are gaining more and more power in this world."; next; switch(select("We need to gather items to fight them off.:Ignore.")) { case 1: if (countitem(6497) >= 3 && Zeny >= 1000) { mes "[Old Man in Dilemma]"; mes "You don't seem to be strong enough to fight off demons."; next; mes "[Old Man in Dilemma]"; mes "Will you create a Greater Agimat of Ancient Spirit with 3 Lesser Agimats and 1,000 Zeny?"; next; if(select("Create.:No, thank you.") == 1) { if (countitem(6497) >= 3 && Zeny >= 1000) { specialeffect2 EF_CONE; specialeffect EF_FORESTLIGHT2; set Zeny, Zeny-1000; getitem 12775,1; //Ancient_Spirit_Agimat } else { mes "[Old Man in Dilemma]"; mes "Short on materials."; close; } } mes "[Old Man in Dilemma]"; mes "Hope you win the fight with the demon."; close; } mes "[Old Man in Dilemma]"; mes "Can't make it now but there is an old way of making it handed down by generations."; next; mes "[Old Man in Dilemma]"; mes "You need to call upon the power of Ancient Spirits. But you'll need several important materials first."; next; select("What are they?"); mes "[Old Man in Dilemma]"; mes "3 Lesser Agimats to hold the power of Ancient Spirits here and another special material handed down for generations."; next; mes "[Old Man in Dilemma]"; mes "But nobody can get this special item anymore."; next; select("Something money cannot buy?"); mes "[Old Man in Dilemma]"; mes "No, no... It's this round little thing, you see?"; next; select("Are you talking about Zeny?"); mes "[Old Man in Dilemma]"; mes "Looks similar to the special items handed down from generations."; next; mes "[Old Man in Dilemma]"; mes "As long as we have enough of that, we could make the Greater Agimat of Ancient Spirit to fight against the demons."; next; select("Sounds good."); mes "[Old Man in Dilemma]"; mes "In case you are too weary to take on the demons..."; next; mes "[Old Man in Dilemma]"; mes "Come by with 3 Lesser Agimats and 1,000 of those so-called Zeny."; next; mes "[Old Man in Dilemma]"; mes "I will make a Greater Agimat of Ancient Spirit that will increase your attacks against demons by 10% for 20 min."; close; case 2: mes "[Old Man in Dilemma]"; mes "Hope you win the fight with the demon."; close; } } ma_fild01,238,198,4 script Tikbalang Expert#malaya 582,{ if (MaxWeight - Weight < 50 || checkweight(1201,1) == 0) { mes "Cannot proceed because you have too many items in your possession."; close; } mes "[Tikbalang Expert]"; mes "I spent 90% of my life studying Tikbalang."; next; switch(select("But you look young?:What is Tikbalang?:Teach me how to catch a Tikbalang.")) { case 1: mes "[Tikbalang Expert]"; mes "What! I might be imagining things."; next; mes "[Tikbalang Expert]"; mes "I look younger than I am because of my baby face. Ha ha ha~"; next; select("... ... ..."); mes "[Tikbalang Expert]"; mes "Trust!! They say faith will bring you luck."; close; case 2: mes "[Tikbalang Expert]"; mes "Ha ha... You ask the right question."; mes "I'm a specialist in that field. Ask me anything."; next; select("Why won't you answer me?"); mes "[Tikbalang Expert]"; mes "Have you... ever been fooled by anyone around you? Why can't you believe someone's word for it? Really, ask me anything."; next; while(1) { switch(select("I don't have any questions.:Characteristics?:Features?:Rumors?:Habitat?")) { case 1: mes "[Tikbalang Expert]"; mes "I think this is enough explanation for now. You wouldn't understand other highly sophisticated topics with specific terminology and all anyway."; next; mes "[Tikbalang Expert]"; mes "Oh! Do you have any other questions?"; next; mes "[Tikbalang Expert]"; mes "What do you think? Impressed at how much I know? Come by anytime when you have any more questions."; close; case 2: mes "[Tikbalang Expert]"; mes "Tikbalangs have a way to confuse travelers when they meet them by making them turn in circles regardless of wherever and how far they travel."; next; mes "[Tikbalang Expert]"; mes "They are mischievous creatures."; next; mes "[Tikbalang Expert]"; mes "But of course there is a way to stop their pranks. You know about the Inside-out Shirt? You can either wear your top inside-out."; next; mes "[Tikbalang Expert]"; mes "Or go on your way quietly without disrupting the Tikbalangs."; next; mes "[Tikbalang Expert]"; mes "Ha ha ha ha~ But everyone knows adventurers are never quiet while they travel, right?"; next; mes "[Tikbalang Expert]"; mes "Never..."; break; case 3: mes "[Tikbalang Expert]"; mes "They say Tikbalangs have several distinctions."; next; mes "[Tikbalang Expert]"; mes "First, they are very tall ^AAAAAA(tsk... wish I were tall)^000000 and have skinny, imbalanced legs and arms. Looks almost like a human but their knees are higher than their upper body when they sit down."; next; mes "[Tikbalang Expert]"; mes "Second, is the standard characteristics acknowledged by the association. They have heads and feet like a horse."; next; mes "[Tikbalang Expert]"; mes "So with all these appearance traits, Tikbalang is sometimes called the creature from hell."; break; case 4: mes "[Tikbalang Expert]"; mes "There are several fun rumors about Tikbalangs."; next; mes "[Tikbalang Expert]"; mes "One of them is about Tikbalangs being the guardians of some kingdom that worships nature."; next; mes "[Tikbalang Expert]"; mes "So the Tikbalangs will trick travelers who come with bad intentions to the kingdom by making them travel in circles."; next; mes "[Tikbalang Expert]"; mes "Another rumor is that people around here say that 'if it rains on a clear day, then it must be Tikbalang's wedding day'."; next; mes "[Tikbalang Expert]"; mes "The association speculates that sayings like 'it rains on Bathory's wedding day' or 'it rains on Moonlight Flower's wedding day' might have derived from the Tikbalang's saying."; next; mes "[Tikbalang Expert]"; mes "Lastly, ancient fairy tales say that Tikbalangs can transform into human form or even make themselves transparen't but nobody has verified this yet."; break; case 5: mes "[Tikbalang Expert]"; mes "Tikbalangs usually live in dark, busy places where there aren't many people around."; next; mes "[Tikbalang Expert]"; mes "Hmm... For example, they are known to live beneath bridges, in banana and bamboo forests and beneath large trees."; next; mes "[Tikbalang Expert]"; mes "And this is just my opinion but wouldn't you agree that they are living in dark places because it is easier to play pranks on people?"; break; } next; } case 3: mes "[Tikbalang Expert]"; mes "Ha ha ha. Do you now know how great I am?"; next; if (countitem(6496) >= 3 && countitem(6497) >= 5) { mes "[Tikbalang Expert]"; mes "Oh! Isn't this material to make 'Tikbalang Belt' used to tame Tikbalangs?"; next; mes "[Tikbalang Expert]"; mes "The '^F80835Tikbalang Belt^000000' is used to capture Tikbalangs without the hassle. But that doesn't mean it's 100% successful. Interested? Do you want me to make one for you?"; next; switch(select("Yes, Im interested.:No, I can capture one myself.")) { case 1: delitem 6496,3; //Tikbalang_Thick_Spine getitem 12699,1; //Tikbalang_Belt mes "[Tikbalang Expert]"; mes "Yiiiiiiiiiiii! Yap!"; next; specialeffect EF_SONICBLOW2; select("Huh?"); mes "[Tikbalang Expert]"; mes "The '^F80835Tikbalang Belt^000000' is already created."; close; case 2: mes "[Tikbalang Expert]"; mes "You? Ha... You can try if you want to."; close; } } mes "[Tikbalang Expert]"; mes "There is the easy way and the hard way to capture Tikbalangs. Which one do you prefer?"; next; switch(select("Easy way.:Hard way.")) { case 1: mes "[Tikbalang Expert]"; mes "Ha ha. I've come up with the easy way myself."; next; mes "[Tikbalang Expert]"; mes "Bring me 3 Tikbalang's Thick Spines and 5 Lesser Agimats to make a '^F80835Tikbalang Belt^000000' to help you easily capture Tikbalangs."; next; mes "[Tikbalang Expert]"; mes "Ha ha ha ha ha!"; mes "I will say it again."; mes "It's 3 Tikbalang's Thick Spines and 5 Lesser Agimats. Understood?"; close; case 2: mes "[Tikbalang Expert]"; mes "It's easy for me but I don't know about you."; next; mes "[Tikbalang Expert]"; mes "Tikbalangs have a sharp, pointy mane behind their neck."; next; mes "[Tikbalang Expert]"; mes "Of course! There are several of them but you must get the three thickest ones."; next; mes "[Tikbalang Expert]"; mes "These three manes are the weak point. You can tame a Tikbalang by pulling the manes out."; next; mes "[Tikbalang Expert]"; mes "Now let me explain how to pull these manes out."; next; mes "[Tikbalang Expert]"; mes "You must fly like a butterfly and land like a bee on the back of a Tikbalang."; next; mes "[Tikbalang Expert]"; mes "Of course! The Tikbalang will get mad and try to shake you off with all its might."; next; mes "[Tikbalang Expert]"; mes "All you have to do is hold on until the Tikbalang gets exhausted."; next; mes "[Tikbalang Expert]"; mes "Then again, itll take 4 days and 3 nights for Tikbalangs to get tired since they are strong creatures. But let's not focus on too much details."; next; mes "[Tikbalang Expert]"; mes "Which means!! The Tikbalang is already tamed."; close; } } } // MVP Armors :: mvpitem // ============================================================ ma_fild01,158,243,6 script Tribe Blacksmith#malaya 582,{ mes "[Bayani]"; mes "I will upgrade your armor if you bring one that holds enormous power."; next; switch (select("What kind of equipment do upgrade?:What are the required materials?:What will it become after an upgrade?:Please upgrade this.")) { case 1: mes "[Bayani]"; mes "Your questions are too simple, but!"; next; mes "[Bayani]"; mes "Are also important."; next; mes "[Bayani]"; mes "^7B4772Bakonawa Scale Armor^000000 made from the scales of the Bakonawa monster known to swallow the moon."; next; mes "[Bayani]"; mes "Light but sturdy ^7B4772Kalasag^000000 made from rattan that grows wild around Port Malaya."; next; mes "[Bayani]"; mes "^7B4772Buwaya Sack Cloth^000000 made from the sack of the man-eating alligator Buwaya."; next; mes "[Bayani]"; mes "^7B4772Bangungot Boots of Nightmare^000000 imbued with the hatred and vengeance of the monster Bangungot."; next; mes "[Bayani]"; mes "As just mentioned."; next; mes "[Bayani]"; mes "I will make powerful armor out of ONLY the strongest armor dropped from fearful monsters."; close; case 2: mes "[Bayani]"; mes "Learned well."; mes "Seems you learned that there is no such thing as free in life."; next; mes "[Bayani]"; mes "First thing to remember is that the object to upgrade must be strong itself. At least strong enough to endure ^FF0000+9 Refinement^000000."; next; mes "[Bayani]"; mes "Next is true strength that only comes out of power obtained naturally. I need ^FF000020 Ancient Grudges^000000 for protection from evil while Im refining."; next; mes "[Bayani]"; mes "When a ^FF0000+9 Refined Strong armor^000000 is combined with ^FF000020 Ancient Grudges^000000 for protection!!"; next; mes "[Bayani]"; mes "You get a completely new and improved armor from old scraps."; next; mes "[Bayani]"; mes "Always look forward to this."; close; case 3: mes "[Bayani]"; mes "Listen, because this is a very important question."; next; mes "[Bayani]"; mes "It won't matter if I say it more than a 100 times that upgraded armor is powerful."; next; mes "[Bayani]"; mes "Unless the one that holds it doesn't believe it is! Ask about what has changed and decide for yourself!"; next; while (1) { switch (select("There is no more.:Bakonawa Scale Armor:Kalasag:Buwaya Sack Cloth:Bangungot Boots of Nightmare")) { case 1: mes "[Bayani]"; mes "Looks like you ran out of questions."; mes "Don't forget. You'll have to give up something to gain something."; close; case 2: mes "[Bayani]"; mes "The Bakonawa Scale Armor adds +1 to all stats for all jobs which is overall great armor for everyone."; next; mes "[Bayani]"; mes "But I'm sure the inner you thinks this isn't enough."; next; mes "[Bayani]"; mes "That is why +2 can be added to all stats and an extra slot for a card to your socket if upgraded."; next; break; case 3: mes "[Bayani]"; mes "Kalasag is a good shield to reduce damage from boss monsters by 1% per 3 refinements."; next; mes "[Bayani]"; mes "But not enough. Can't believe that a shield doesnt have a place to equip a card."; next; mes "[Bayani]"; mes "That is why I can add an extra slot for a card to your socket if upgraded."; next; break; case 4: mes "[Bayani]"; mes "The Buwaya Sack Cloth offers healing capacity and healing item effect increase by 1% per 3 refinements. Not to mention it reduces 10% damage from Water, Earth, Fire, and Wind elemental monsters."; next; mes "[Bayani]"; mes "But not enough. Can't believe that these clothes don't come with a place to equip a card. Everyone knows that clothes should have Raydric on them!"; next; mes "[Bayani]"; mes "Don't worry! I can add an extra slot for a card to your socket if upgraded."; next; break; case 5: mes "[Bayani]"; mes "The Bangungot Boots of Nightmare increases +1 MDEF per 1 refinement and speed increases starting at 14 refinement and above."; next; mes "[Bayani]"; mes "The speed increase effect from shoes like Moonlight Flower Shoes and Sleipnir items are out of reach for ordinary people."; next; mes "[Bayani]"; mes "But of course, +14 refinement isn't easy but there is an easy way to get it."; next; mes "[Bayani]"; mes "By upgrading your shoes, you can get speed increase starting from +12 refinement!"; next; mes "[Bayani]"; mes "And it doesn't end there!!"; mes "I will also put in an extra slot in your socket to add a card."; next; break; } mes "[Bayani]"; mes "However, you'll have to give up something to gain something."; next; mes "[Bayani]"; mes "^0000FFEquipping the Kalasag, Buwaya Sack Cloth, Bakonawa Scale Armor, and Bangungot Boots of Nightmare all at once will lose the ^FF0000Set Effects^0000FF.^000000"; next; mes "[Bayani]"; mes "Think it through. Next question?"; next; } } mes "[Bayani]"; mes "Ha ha ha ha ha ha ha! Good!"; mes "You've brought the materials, right?"; next; if (select("Oh... sorry...:Preparations are complete!!") == 1) { mes "[Bayani]"; mes "Oh no!!"; mes "I will need an light but sturdy armor with an refinement of +9 or greater and 20 Ancient Grudges!!"; close; } if (countitem(6499) < 20) { mes "[Bayani]"; mes "You said all preparations are done and you give me this?! I need at least 20 Ancient Grudges to refine your item."; close; } mes "[Bayani]"; mes "So what armor will it be?"; next; switch (select("Bakonawa Scale Armor:Kalasag:Buwaya Sack Cloth:Bangungot Boots of Nightmare")) { case 1: .@part = EQI_ARMOR; .@item = 15051; .@newItem = 15052; break; case 2: .@part = EQI_HAND_L; .@item = 2169; .@newItem = 2170; break; case 3: .@part = EQI_GARMENT; .@item = 2590; .@newItem = 2591; break; case 4: .@part = EQI_SHOES; .@item = 2491; .@newItem = 2492; break; } if (!(.@item)) { mes "[Bayani]"; mes "You should wear the equipment to upgrade and not come without it on you."; close; } else if (getequipid(.@part) != .@item) { mes "[Bayani]"; mes "What is this! You said you wanted to upgrade " + getitemname(.@item) + " but why are you giving me this? You should be wearing " + getitemname(.@item) + "."; close; } else if (getequiprefinerycnt(.@part) < 9) { mes "[Bayani]"; mes "No, the sturdiness of this item has not been tested yet. It'll have to be at least +9 refined for me to say, 'Oh this is pretty sturdy armor."; close; } mes "[Bayani]"; mes "Looks like you did your homework! Don't see a flaw! Then I have one question to ask before I start refinement."; next; mes "[Bayani]"; mes "^0000FFOnce your item is refined, the refinement level will be ^FF00000^0000FF and the item will be upgraded.^000000 You get this part?"; next; if (select("No.:Yes.") == 1) { mes "[Bayani]"; mes "What? You didn't know this? Then, read through my instructions and come back again."; close; } mes "[Bayani]"; mes "Good. Next question. Once refinement is done,"; mes "^0000FFEquipping the Kalasag, Buwaya Sack Cloth, Bakonawa Scale Armor, and Bangungot Boots of Nightmare all at once will lose the ^FF0000Set Effects^0000FF.^000000"; mes "Do you understand this point?"; next; if (select("No.:Yes.") == 1) { mes "[Bayani]"; mes "What? You didn't know this? Then, read through my instructions and come back again."; close; } mes "[Bayani]"; mes "Awesome! Then let's start refining " + getitemname(.@item) + "."; next; specialeffect EF_SONICBLOW; mes "[Bayani]"; mes "Pow!! Wow!! Flip... flop!"; next; specialeffect2 EF_TRIPLEATTACK; mes "[Bayani]"; mes "BAM!!"; next; delitem 6499,20; //Ancient_Grudge delequip .@part; getitem .@newItem, 1; mes "[Bayani]"; mes "Ha ha. Perfect."; mes "Congratulations. Your armor is better than ever."; close; }