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//===== 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;
}