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* Implemented Bakonawa Extermination quest.
* Misc. cleaning.

Signed-off-by: Euphy <euphy@rathena.org>

Euphy 11 năm trước cách đây
mục cha
commit
32b8d2e713

+ 1 - 1
db/quest_db.txt

@@ -57,7 +57,7 @@
 1183,0,0,0,0,0,0,0,"Get Rid of Bakonawa"
 1184,0,0,0,0,0,0,0,"Get Rid of Bakonawa"
 1185,0,0,0,0,0,0,0,"Get Rid of Bakonawa"
-1186,0,0,0,0,0,0,0,"Get Rid of Bakonawa"
+1186,0,2313,15,0,0,0,0,"Get Rid of Bakonawa"
 1187,0,0,0,0,0,0,0,"Get Rid of Bakonawa"
 1188,0,0,0,0,0,0,0,"Get Rid of Bakonawa"
 1189,0,0,0,0,0,0,0,"Get Rid of Bakonawa"

+ 5 - 5
doc/script_commands.txt

@@ -5847,7 +5847,7 @@ A full example of a dynamic shop can be found in doc/sample/npc_dynamic_shop.txt
 
 ---------------------------------------
 
-*npcshopitem "<name>",<item id>,<price>{,<item id>,<price>{,<item id>,<price>{,...}}}
+*npcshopitem "<name>",<item id>,<price>{,<item id>,<price>{,<item id>,<price>{,...}}};
 
 This command lets you override the contents of an existing NPC shop or cashshop. The
 current sell list will be wiped, and only the items specified with the price
@@ -5859,7 +5859,7 @@ Note that you cannot use -1 to specify default selling price!
 
 ---------------------------------------
 
-*npcshopadditem "<name>",<item id>,<price>{,<item id>,<price>{,<item id>,<price>{,...}}}
+*npcshopadditem "<name>",<item id>,<price>{,<item id>,<price>{,<item id>,<price>{,...}}};
 
 This command will add more items at the end of the selling list for the
 specified NPC shop or cashshop. If you specify an item already for sell, that item will
@@ -5871,7 +5871,7 @@ Note that you cannot use -1 to specify default selling price!
 
 ---------------------------------------
 
-*npcshopdelitem "<name>",<item id>{,<item id>{,<item id>{,...}}}
+*npcshopdelitem "<name>",<item id>{,<item id>{,<item id>{,...}}};
 
 This command will remove items from the specified NPC shop or cashshop.
 If the item to remove exists more than once on the shop, all instances will be
@@ -5882,7 +5882,7 @@ value is only to confirm that the shop was indeed found.
 
 ---------------------------------------
 
-*npcshopattach "<name>"{,<flag>}
+*npcshopattach "<name>"{,<flag>};
 
 This command will attach the current script to the given NPC shop.
 When a script is attached to a shop, the events "OnBuyItem" and "OnSellItem"
@@ -5900,7 +5900,7 @@ The function returns 0 if the shop was not found, 1 otherwise.
 
 ---------------------------------------
 
-*waitingroom "<chatroom name>",<limit>{,<event label>,<trigger>,<required zeny>,<min lvl>,<max lvl>};
+*waitingroom "<chatroom name>",<limit>{,"<event label>"{,<trigger>{,<required zeny>{,<min lvl>{,<max lvl>}}}}};
 
 This command will create a chat room, owned by the NPC object running this 
 script and displayed above the NPC sprite.

+ 18 - 18
npc/cities/geffen.txt

@@ -1,29 +1,29 @@
-//===== rAthena Script ======================================================
+//===== rAthena Script =======================================
 //= Geffen Town
-//===== By: =================================================================
+//===== By: ==================================================
 //= Everybody mentioned in the comments
-//===== Current Version: ====================================================
-//= 1.10
-//===== Compatible With: ====================================================
+//===== Current Version: =====================================
+//= 2.0
+//===== Compatible With: =====================================
 //= rAthena SVN
-//===== Description: ========================================================
+//===== Description: =========================================
 //= [Official Conversion]
 //= Geffen Town NPCs
-//===== Additional Comments: ================================================
+//===== Additional Comments: =================================
 //= Fully working
-//= 1.1  - Spell Checked [massdriller]
-//= 1.2  Fixed more typos [Nexon]
-//= 1.3  added a Level 4 weapon quest related NPC [MasterOfMuppets]
-//= 1.4  Removed Duplicates [Silent]
-//= 1.5  Fixed some typos and coordinates [Musashiden]
+//= 1.1 Spell Checked [massdriller]
+//= 1.2 Fixed more typos [Nexon]
+//= 1.3 added a Level 4 weapon quest related NPC [MasterOfMuppets]
+//= 1.4 Removed Duplicates [Silent]
+//= 1.5 Fixed some typos and coordinates [Musashiden]
 //= 1.5a Fixed a small typo [Evera]
-//= 1.6  Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 1.6 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
 //= 1.6a Small bug fix. (end -> next) care of Lesbian. [L0ne_W0lf]
-//= 1.7  Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
-//= 1.8  Fixed character's name and swapped gender dialogues [Lupus]
-//= 1.9  Replaced effect numerics with constants. [Samuray22]
-//= 1.10 Bug fixes (bugreport:7928) [DeadlySilence]
-//===========================================================================
+//= 1.7 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
+//= 1.8 Fixed character's name and swapped gender dialogues [Lupus]
+//= 1.9 Replaced effect numerics with constants. [Samuray22]
+//= 2.0 Bug fixes (bugreport:7928) [DeadlySilence]
+//============================================================
 
 geffen,59,143,0	script	Meera	91,{
 	mes "[Meera]";

+ 1 - 1
npc/re/instances/BakonawaLake.txt

@@ -367,7 +367,7 @@ OnTimer60000:
 OnTimer120000:
 OnTimer180000:
 OnTimer240000:
-	donpcevent "#SummonPuppetsn1::OnStart";
+	donpcevent instance_npcname("#SummonPuppetsn1")+"::OnStart";
 	end;
 OnTimer300000:	callsub OnAnnounce,"5 minutes",15,1;
 OnTimer360000:	callsub OnAnnounce,"4 minutes",15,1;

+ 3 - 3
npc/re/merchants/enchan_mora.txt

@@ -11,10 +11,10 @@
 //= Adds enchantments to various items in exchange for
 //= Mora coins.
 //===== Additional Comments: ================================= 
-//= 1.0  First Version. [Euphy]
-//= 1.1  Optimized. [Euphy]
+//= 1.0 First Version. [Euphy]
+//= 1.1 Optimized. [Euphy]
 //= 1.1a Bug fixes. [Lemongrass]
-//= 1.2  Bug fixes (bugreport:7930) [DeadlySilence]
+//= 1.2 Bug fixes (bugreport:7930) [DeadlySilence]
 //============================================================ 
 
 // Arch Bishop Enchants :: coin_arc

+ 1700 - 7
npc/re/quests/quests_malaya.txt

@@ -3,21 +3,27 @@
 //===== By: ==================================================
 //= Euphy
 //===== Current Version: =====================================
-//= 0.4
+//= 0.5
 //===== Compatible With: =====================================
 //= rAthena SVN
 //===== Description: =========================================
 //= [Official Conversion]
-//= Quest NPCs related to Port Malaya.
+//= Quest NPCs related to Port Malaya:
+//== Cautious Village, Port Malaya Daily Quests,
+//== Secret in the Woods, Bakonawa Extermination
+//= Merchants:
+//== Traders, Upgrade Boss Equipment
+//= Not yet implemented:
+//== Nurse in Port Malaya, Pintados Festival
 //===== Additional Comments: =================================
 //= 0.1 Traders only. Adapted from Masao's conversion. [Euphy]
 //= 0.2 Added Tribe Blacksmith [DeadlySilence]
 //= 0.3 Added "Secret in the Woods" quest [DeadlySilence]
-//= 0.4 Added Cautious Village and subsequent 
-//=     quests [DeadlySilence]
+//= 0.4 Added "Cautious Village" and subsequent quests [DeadlySilence]
+//= 0.5 Added "Bakonawa Extermination" quest. [Euphy]
 //============================================================
 
-// Cautious Village and subsequent quests :: malaya_hi
+// Cautious Village & Daily Quests :: hi_malaya
 //============================================================
 malaya,266,76,3	script	Rodel the Guard#malaya	570,4,4,{
 	if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
@@ -3592,8 +3598,8 @@ ma_fild01,238,198,4	script	Tikbalang Expert#malaya	582,{
 	}
 }
 
-// MVP Armors :: mvpitem
-// ============================================================
+// Upgrade Boss Equipment :: 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.";
@@ -4797,3 +4803,1690 @@ OnInit:
 	disablenpc "Guard#buwayacave";
 	end;
 }
+
+// Bakonawa Extermination :: bakonawa
+//============================================================
+malaya,280,331,4	script	Singing Man#bako1	578,{
+	if (malaya_bakona1 < 5) {
+		mes "[Singing Man]";
+		mes "Story of dragon that lives at a lake~";
+		mes "Story of an old lady";
+		mes "that became a dragon long ago~";
+		next;
+		mes "[Singing Man]";
+		mes "Waiting for the son that left for a foreign land,";
+		mes "my son will return";
+		mes "when that moon sets for the 90th time";
+		next;
+		mes "[Singing Man]";
+		mes "The moon sets for the 89th,";
+		mes "The moon sets for the 90th,";
+		mes "The moon sets for the 191st...";
+		next;
+		mes "[Singing Man]";
+		mes "That moon has taken my son away~";
+		mes "That horrible thing";
+		mes "has swallowed my son,";
+		mes "and I will punish that moon~";
+		next;
+		mes "[Singing Man]";
+		mes "The day the furious moon hides itself from sight,";
+		mes "the whole world will be flooded with rain";
+		mes "with all the villages and people facing death under water~";
+		next;
+		mes "[Singing Man]";
+		mes "The old lady's curse made the moon furious~";
+		mes "Get rid of the old lady to calm the moon~";
+		mes "If only the old lady wasn't here, If only the old lady wasn't here...";
+		next;
+		mes "[Singing Man]";
+		mes "I hear rumors~";
+		mes "The old lady threw herself into the lake~";
+		mes "the old lady, now turned into a dragon, will swallow the moon";
+		mes "and soon swallow the village too~";
+		close;
+	} else {
+		mes "[Singing Man]";
+		mes "You say the legend is all a lie?";
+		mes "You mean my ancestors are all liars";
+		mes "and swindlers?";
+		next;
+		mes "[Singing Man]";
+		mes "This village is built on an old legend";
+		mes "and history.";
+		mes "They are not the kind of people that will be shaken by";
+		mes "foolish words of an imbecile such as yourself.";
+		close;
+	}
+}
+
+malaya,275,333,5	script	Singing Woman#bako1	579,{
+	if (malaya_bakona1 < 5) {
+		mes "[Singing Woman]";
+		mes "Bakonawa that live at a lake,";
+		mes "story of an old lady that became a dragon.";
+		next;
+		mes "[Singing Woman]";
+		mes "The son that was suppose to return after the moon sets for the 90th time";
+		mes "never did come back even after the moon had set for a few hundred times~";
+		mes "The moon has swallowed the old lady's son~";
+		next;
+		mes "[Singing Woman]";
+		mes "The moon, the moon, you shall receive the old lady's curse~";
+		mes "The whole village was immersed in death";
+		mes "with rain and floods sent by the furious moon~";
+		next;
+		mes "[Singing Woman]";
+		mes "The moon, the moon, be still and be calm,";
+		mes "for the old lady is gone and she is no more~";
+		mes "The old lady has drowned in the lake~";
+		mes "She will transform into Bakonawa and come back...";
+		next;
+		mes "[Singing Woman]";
+		mes "...to swallow you and";
+		mes "punish the village soon~";
+		mes "The day the moon dies";
+		mes "is the day the village dies too~";
+		close;
+	} else {
+		mes "[Singing Woman]";
+		mes "The legends are all a lie?";
+		mes "Why do you say such nonsense?";
+		mes "Is there nothing";
+		mes "that is important for you to protect?";
+		next;
+		mes "[Singing Woman]";
+		mes "Poor Bakonawa...";
+		mes "I would be happy";
+		mes "if she took a big bite out of someone like you!";
+		close;
+	}
+}
+
+malaya,290,329,4	script	Frightened Boy#bako1	577,{
+	if (malaya_hi < 20) {
+		mes "- He seems cautious of you. -";
+		close;
+	}
+	if (malaya_bakona1 < 5) {
+		mes "[Frightened Boy]";
+		mes "The vicious monster Bakonawa will soon come";
+		mes "to swallow the moon and take vengeance upon the village.";
+		mes "I'm scared, please help...";
+		close;
+	} else {
+		mes "[Frightened Boy]";
+		mes "The legend of Bakonawa is all a lie?";
+		mes "So that means Bakonawa doesn't exist?";
+		mes "I'm going to play with my friends at the lake later.";
+		mes "You told me it was all a lie right?";
+		close;
+	}
+}
+
+malaya,264,338,4	script	Frightened Maiden#bako1	576,{
+	if (malaya_hi < 20) {
+		mes "- She seems cautious of you. -";
+		close;
+	}
+	if (malaya_bakona1 < 5) {
+		mes "[Frightened Maiden]";
+		mes "It is said that Bakonawa hates loud noises.";
+		mes "Pound the pot if you want to live!";
+		next;
+		switch(select("Hates loud noises?:What is Bakonawa?")) {
+		case 1:
+			mes "[Frightened Maiden]";
+			mes "You already heard that the old lady";
+			mes "died and became Bakonawa, right?";
+			next;
+			mes "[Frightened Maiden]";
+			mes "The legend has it that";
+			mes "the old lady had very keen hearing";
+			mes "because she was always focusing on";
+			mes "the returning of her traveling son.";
+			next;
+			mes "[Frightened Maiden]";
+			mes "So naturally, Bakonawa also";
+			mes "has very keen hearing.";
+			mes "The reason why everyone is banging";
+			mes "pots and pans is because of this.";
+			close;
+		case 2:
+			mes "[Frightened Maiden]";
+			mes "It is a terrible monster that lives at a lake.";
+			mes "We are all trembling with fear";
+			mes "because we don't know when it might attack the village.";
+			next;
+			mes "[Frightened Maiden]";
+			mes "Some say that it is more obsessed with swallowing the moon";
+			mes "than attacking the village.";
+			mes "if that's the case, I wish it would just swallow the moon";
+			mes "and leave us alone.";
+			close;
+		}
+	} else {
+		mes "[Frightened Maiden]";
+		mes "The villagers hate you now.";
+		mes "You've been saying that legend of Bakonawa";
+		mes "is a lie and they are saying you are more of a monster";
+		mes "than Bakonawa.";
+		close;
+	}
+}
+
+malaya,272,339,5	script	Old Fortune Teller#bako1	575,{
+	if (malaya_hi < 20) {
+		mes "- Old Fortune Teller seems cautious of you. -";
+		close;
+	}
+	if (malaya_bakona1 < 5) {
+		mes "[Old Fortune Teller]";
+		mes "You must not hate Bakonawa.";
+		mes "The hate against it is only feeding its rage";
+		mes "to grow bigger.";
+		next;
+		mes "[Old Fortune Teller]";
+		mes "To calm the dead lady's anger,";
+		mes "we annually hold a ceremony and prepare food.";
+		mes "But there seems to be no way to calm the";
+		mes "ever growing anger of the old lady.";
+		next;
+		mes "[Old Fortune Teller]";
+		mes "The day is nearing. I can sense it.";
+		mes "Bakonawa will soon swallow the moon";
+		mes "and come to punish the village.";
+		close;
+	} else {
+		mes "[Old Fortune Teller]";
+		mes "How can you say the legend is a lie!";
+		mes "Because of you, the fury of Bakonawa";
+		mes "grew even larger!";
+		mes "If the village perishes,";
+		mes "it is all your fault!";
+		close;
+	}
+}
+
+malaya,285,332,4	script	Old Legend Teller#bako1	574,{
+	if (checkweight(1301,3) == 0) {
+		mes "You cannot start the conversation. You are carrying too many items. -";
+		close;
+	}
+	if (BaseLevel < 120) {
+		mes "[Old Legend Teller]";
+		mes "There is something that needs to be done";
+		mes "but you look too fragile";
+		mes "to give me a hand.";
+		next;
+		mes "[Old Legend Teller]";
+		mes "Come back when";
+		mes "your strength grows strong enough";
+		mes "to match Incubus.";
+		close;
+	}
+	if (malaya_hi < 20) {
+		mes "- He seems cautious of you. -";
+		close;
+	}
+	if (malaya_bakona1 == 0) {
+		mes "[Old Legend Teller]";
+		mes "The old lady has come back";
+		mes "to life as Bakonawa.";
+		mes "Soon she will come to take vengeance on the village.";
+		mes "We must calm her";
+		mes "if to prevent further destruction...";
+		next;
+		switch(select("Calm Bakonawa?:Further destruction?")) {
+		case 1:
+			mes "[Old Legend Teller]";
+			mes "The old lady faced an unjust death";
+			mes "because of villagers' selfishness.";
+			mes "She was a caring mother who loved her";
+			mes "son dearly.";
+			next;
+			mes "[Old Legend Teller]";
+			mes "If we track the whereabouts of her son and hold a ritual";
+			mes "with her son's belongings,";
+			mes "her restless soul will be calmed";
+			mes "and she will spare us from destruction.";
+			next;
+			mes "[Villagers]";
+			mes "It is no use sir!!";
+			next;
+			mes "[Villagers]";
+			mes "You cannot stop the monster that way!";
+			next;
+			mes "[Old Legend Teller]";
+			mes "Of course, it will not be easy to track down the whereabouts of a person";
+			mes "who has been gone for a hundred years.";
+			mes "...";
+			next;
+			mes "[Old Legend Teller]";
+			mes "Still, don't you think";
+			mes "it is worth a try?";
+			mes "Please help us and save us from our misery.";
+			next;
+			switch(select("It is no use.:I'll help.")) {
+			case 1:
+				mes "[Old Legend Teller]";
+				mes "Yes, you are also right.";
+				mes "You are up against not a human,";
+				mes "but a monster.";
+				mes "Still, I trust in that old lady's";
+				mes "good heart.";
+				close;
+			case 2:
+				mes "[Old Legend Teller]";
+				mes "Will you do it?";
+				mes "According to the legend,";
+				mes "the old lady's son was limping";
+				mes "and was a traveling merchant that sold wooden dolls.";
+				next;
+				mes "[Old Legend Teller]";
+				mes "There is a ^FF0000Slate Piece^000000 he left.";
+				mes "But the piece is small and damaged,";
+				mes "its hard to identify it.";
+				next;
+				mes "[Old Legend Teller]";
+				mes "First, bring it to me.";
+				mes "Down along this path";
+				mes "you will meet my granddaughter near the port.";
+				mes "Get the Slate Piece from there.";
+				set malaya_bakona1,1;
+				setquest 1174;
+				close;
+			}
+		case 2:
+			mes "[Old Legend Teller]";
+			mes "The grudge against the people of";
+			mes "Bakonawa- I mean, the dead old lady.";
+			mes "The moon and this village...";
+			mes "She will try to destroy it.";
+			next;
+			select("Take vengeance? After all these years?");
+			mes "[Old Legend Teller]";
+			mes "For some time, she has";
+			mes "blamed the moon and";
+			mes "resented the villagers.";
+			mes "The feeling grew larger as the time passed.";
+			next;
+			mes "[Old Legend Teller]";
+			mes "Why do you think she became such a monster?";
+			mes "What do you think went through her head";
+			mes "for years and years?";
+			mes "Anger and vengeance.";
+			next;
+			mes "[Old Legend Teller]";
+			mes "Unforgettable grudge";
+			mes "that she was abandoned.";
+			mes "against the moon and the village.";
+			mes "This is why this grudge must be resolved.";
+			close;
+		}
+	} else if (malaya_bakona1 == 1) {
+		mes "[Old Legend Teller]";
+		mes "Please bring the ^FF0000Slate Piece^000000.";
+		mes "Down along this path";
+		mes "you will meet my granddaughter near the port.";
+		mes "Get the Slate Piece from there.";
+		close;
+	} else if (malaya_bakona1 == 2) {
+		mes "[Old Legend Teller]";
+		mes "Good, you have the Slate Piece.";
+		mes "Hold on to it and don't lose it.";
+		mes "It will be of helpful in tracking down the legend.";
+		next;
+		mes "[Old Legend Teller]";
+		mes "I heard there is a man that lives by himself";
+		mes "at the end of northwestern part of Forest Field.";
+		mes "I heard someone saw a wooden doll there.";
+		mes "It is such a remote place that people like us";
+		mes "simply cannot travel there.";
+		mes "Could you visit the place for us?";
+		next;
+		switch(select("Go there yourself!:Your explanation is too vague.:On my way!")) {
+		case 1:
+			mes "[Old Legend Teller]";
+			mes "You twisted youth!";
+			close;
+		case 2:
+			mes "[Old Legend Teller]";
+			mes "You have a point, but";
+			mes "this is the best I can do for now.";
+			mes "The place is at the end of northwestern part of the forest.";
+			mes "After you pass the bridge and travel west,";
+			mes "you will see a person.";
+			break;
+		case 3:
+			mes "[Old Legend Teller]";
+			mes "You have a good heart young man!";
+			mes "The place is at the end of northwestern part of the forest.";
+			mes "After you pass the bridge and travel west,";
+			mes "You will see a ^0000FFMalaya Immigrant^000000.";
+			break;
+		}
+		mes "Good luck to you... for our sake...";
+		erasequest 1175;
+		setquest 1176;
+		set malaya_bakona1,3;
+		close;
+	} else if (malaya_bakona1 == 3) {
+		mes "[Old Legend Teller]";
+		mes "The place is at the end of northwestern part of the forest.";
+		mes "After you pass the bridge and travel west,";
+		mes "you will see a person.";
+		mes "Good luck to you... for our sake...";
+		close;
+	} else if (malaya_bakona1 < 6) {
+		mes "[Old Legend Teller]";
+		mes "The track of the old lady's son";
+		mes "is connected all the way to";
+		mes "Baryo Mahiwaga?";
+		mes "There is a chance he wasn't a merchant...";
+		mes "I'm really curious about who he was...";
+		next;
+		mes "[Old Legend Teller]";
+		mes "Why did you come back here";
+		mes "instead of going straight to";
+		mes "Baryo Mahiwaga?";
+		close;
+	} else if (malaya_bakona1 == 6) {
+		mes "[Old Legend Teller]";
+		mes "Is that really true?";
+		mes "Bakonawa turning into an old lady";
+		mes "and fabricating the legend...";
+		mes "It seems all the villagers up until now";
+		mes "have been manipulated by that terrible monster.";
+		next;
+		mes "[Old Legend Teller]";
+		mes "There is no reason to hesitate then.";
+		mes "You must go into Bakonawa's lair";
+		mes "before it attacks first.";
+		mes "I believe we can trust you to do this, yes?";
+		next;
+		switch(select("Well...:Of course!")) {
+		case 1:
+			mes "[Old Legend Teller]";
+			mes "The atmosphere was really good";
+			mes "but suddenly it's all ruined.";
+			mes "I didn't expect you to be so shy...";
+			close;
+		case 2:
+			mes "[Old Legend Teller]";
+			mes "I will speak to";
+			mes "the village chief for you";
+			mes "so that you can enter the Bakonawa Lake.";
+			mes "Please get rid of this monster for us.";
+			erasequest 1179;
+			set malaya_bakona1,7;
+			getitem 6499,5; //Ancient_Grudge
+			getexp 500000,200000;
+			close;
+		}
+		close;
+	} else if (malaya_bakona1 == 7) {
+		if (malaya_bakona2 < 15) {
+			mes "[Old Legend Teller]";
+			mes "If you don't mind,";
+			mes "could you lend a hand to the Village Chief?";
+			mes "Nobody cares for each other anymore";
+			mes "because of Bakonawa...";
+			next;
+		}
+		mes "[Old Legend Teller]";
+		mes "The legend that";
+		mes "we believed for a hundred years,";
+		mes "all lies....";
+		mes "Please get rid of this monster for us.";
+		close;
+	}
+}
+
+ma_fild02,40,240,4	script	Malaya Immigrant#bako1	578,{
+	if (malaya_bakona1 < 3) {
+		mes "[Malaya Immigrant]";
+		mes "You must have a brave heart";
+		mes "to come to such a remote place.";
+		mes "How is Port Malaya these days?";
+		mes "I heard the monster that lives at the lake, Baknoawa";
+		mes "is threatening the villagers.";
+		mes "I am in the dark about what is going on because I'm here all the time.";
+		close;
+	} else if (malaya_bakona1 == 3) {
+		mes "[Malaya Immigrant]";
+		mes "You must have a brave heart";
+		mes "to come to such a remote place.";
+		mes "How is Port Malaya these days?";
+		mes "I heard the monster that lives at the lake, Baknoawa";
+		mes "is threatening the villagers.";
+		mes "I am in the dark about what is going on because I'm here all the time.";
+		next;
+		mes "[Malaya Immigrant]";
+		mes "Are you the traveling merchant who used to sell Wooden Doll, right?";
+		mes "I don't know about any traveling merchant, but by Wooden Doll";
+		mes "(going through things) do you mean this?";
+		mes "I don't know about the specifics, but";
+		mes "I think it's related to what I heard long time ago.";
+		next;
+		switch(select("What are you doing here?:Do you know about this Slate Piece?:Please tell me the story.:Who is the traveling merchant?")) {
+		case 1:
+			mes "[Malaya Immigrant]";
+			mes "I liked the environment here";
+			mes "so I decided to stay and live.";
+			mes "There is no obligation here.";
+			mes "To me, that's as good as heaven.";
+			close;
+		case 2:
+			mes "[Malaya Immigrant]";
+			mes "It is a very old Slate Piece.";
+			mes "I'm sorry but I never seen this before.";
+			mes "There is some kind of writing here";
+			mes "but I can't make it out.";
+			close;
+		case 3:
+			mes "[Malaya Immigrant]";
+			mes "It's a simple story.";
+			mes "^0000FFA wounded man who I had never seen before^000000";
+			mes "^0000FFcame to my house and asked for help.^000000";
+			mes "^0000FFOnce healed, he made a Wooden Doll^000000";
+			next;
+			mes "[Malaya Immigrant]";
+			mes "^0000FFthat is suppose to chase away evil spirits ^000000";
+			mes "^0000FFas a token of gratitude,^000000";
+			mes "^0000FFand left for Baryo Mahiwaga.^000000";
+			next;
+			select("He left for Baryo Mahiwaga?");
+			mes "[Malaya Immigrant]";
+			mes "According to what I've heard";
+			mes "that's correct. But the story has been";
+			mes "passed on from mouth to mouth for a";
+			mes "long time. I can't be sure.";
+			next;
+			mes "From Baryo Mahiwaga village, using keyword ^0000FFMalaya^000000,";
+			mes "or ^0000FFBakonawa^000000,";
+			mes "maybe I could find out the identity and whereabouts";
+			mes "of the traveling merchant.";
+			erasequest 1176;
+			setquest 1177;
+			set malaya_bakona1,4;
+			close;
+		case 4:
+			mes "[Malaya Immigrant]";
+			mes "Well, there is a lack of information";
+			mes "so I can't make say for sure but";
+			mes "I'm skeptical if he was in fact even a merchant.";
+			mes "Coming to a town with a";
+			mes "critical wound seems too suspicious...";
+			next;
+			mes "[Malaya Immigrant]";
+			mes "And craving a Wooden Doll";
+			mes "could be seen to have some kind of ritualistic meaning.";
+			mes "Protecting one from some evil force...";
+			mes "that kind of thing.";
+			next;
+			mes "Identity of the traveling merchant...";
+			mes "Looks like there is one more";
+			mes "mystery to be solved.";
+			mes "I suppose it will all come to light";
+			mes "soon enough.";
+			close;
+		}
+	} else {
+		mes "[Malaya Immigrant]";
+		mes "I will tell you again slowly";
+		mes "the story that has been passed on.";
+		mes "Listen carefully and repeat...";
+		mes "no, I mean, you don't have repeat it.";
+		next;
+		mes "[Orally Transmitted Story]";
+		mes "^0000FFA wounded man who I had never seen before^000000";
+		mes "^0000FFcame to my house and asked for help.^000000";
+		mes "^0000FFOnce healed, as a token of gratitude, he made a Wooden Doll^000000";
+		mes "^0000FFthat is suppose to chase away evil sprits.^000000";
+		mes "^0000FFThen he left for Baryo Mahiwaga.^000000";
+		next;
+		mes "From Baryo Mahiwaga village, using keyword ^0000FFMalaya^000000,";
+		mes "or ^0000FFBakonawa^000000,";
+		mes "maybe I could find out the identity and whereabouts";
+		mes "of the traveling merchant.";
+		close;
+	}
+}
+
+ma_fild01,165,237,4	script	Malaya Immigrant#bako2	582,{
+	if (malaya_bakona1 < 4) {
+		mes "[Malaya Immigrant]";
+		mes "Have you been to";
+		mes "Port Malaya?";
+		mes "I am curious to know";
+		mes "what is going on there";
+		mes "but I can't travel because there are monsters everywhere.";
+		close;
+	} else if (malaya_bakona1 == 4) {
+		mes "[Malaya Immigrant]";
+		mes "Wooden Doll?";
+		mes "There is a tale related to that,";
+		mes "but you didn't come all the way";
+		mes "just to hear some folktale right?";
+		next;
+		switch(select("I just came here to take a break.:Tell me the tale.")) {
+		case 1:
+			mes "[Malaya Immigrant]";
+			mes "You must have a lot of free time on your hands!";
+			mes "I'm no travel agent";
+			mes "so go bother someone else!";
+			close;
+		case 2:
+			mes "[Malaya Immigrant]";
+			mes "It's baloney";
+			mes "so I don't really remember the details.";
+			next;
+			mes "[Summary of the folktale]";
+			mes "Long time ago, 5 swordsmen fought";
+			mes "against the monster Bakonawa.";
+			mes "Four died and one left a critical wound";
+			mes "to the monster but in return";
+			mes "sustained a serious wound in his leg himself.";
+			next;
+			mes "[Summary of the folktale]";
+			mes "After escaping the scene, Bakonawa transformed into a human";
+			mes "and secretly pursued the swordsman.";
+			mes "The swordsman made a Wooden Doll that";
+			mes "can keep the monster from approaching.";
+			next;
+			mes "[Malaya Immigrant]";
+			mes "This is the end of story.";
+			mes "Without any conclusion...";
+			next;
+			mes "[Malaya Immigrant]";
+			mes "I heard there is a record that the swordsman left";
+			mes "but I don't understand why";
+			mes "he would leave it here in such a distant place";
+			mes "here instead of Malaya.";
+			next;
+			select("I wish to see the record.");
+			mes "[Malaya Immigrant]";
+			mes "The record is engraved on the stone ahead.";
+			mes "However, the stone is so badly";
+			mes "damaged and some pieces fell out that";
+			mes "it will be hard to make the words out.";
+			next;
+			mes "Investigate the stone ahead.";
+			erasequest 1177;
+			setquest 1178;
+			set malaya_bakona1,5;
+			close;
+		}
+	} else if (malaya_bakona1 == 5) {
+		mes "[Malaya Immigrant]";
+		mes "The stone ahead holds a record that";
+		mes "a swordsman from a long time ago left.";
+		next;
+		switch(select("Where did this swordsman go after?:Tell me the tale again.")) {
+		case 1:
+			mes "[Malaya Immigrant]";
+			mes "Well, there is no story after that so";
+			mes "I guess nobody would know what happened.";
+			close;
+		case 2:
+			mes "[Summary of the folktale]";
+			mes "Long time ago, 5 swordsmen fought";
+			mes "against the monster Bakonawa.";
+			mes "Four died and one left a critical wound";
+			mes "on the monster but in return";
+			mes "sustained a serious wound in his leg himself.";
+			next;
+			mes "[Summary of the folktale]";
+			mes "After escaping the scene, Bakonawa transformed into a human";
+			mes "and secretly pursued the swordsman.";
+			mes "The swordsman made a Wooden Doll that";
+			mes "can keep the monster from approaching.";
+			close;
+		}
+	} else {
+		mes "[Malaya Immigrant]";
+		mes "I suppose you wish to hear the story again right?";
+		mes "No problem! I can tell this story forever!";
+		next;
+		mes "[Summary of the folktale]";
+		mes "Long time ago, 5 swordsmen fought";
+		mes "against the monster Bakonawa.";
+		mes "Four died and one left a critical wound";
+		mes "on the monster but in return";
+		mes "sustained a serious wound in his leg himself.";
+		next;
+		mes "[Summary of the folktale]";
+		mes "After escaping the scene, Bakonawa transformed into a human";
+		mes "and secretly pursued the swordsman.";
+		mes "The swordsman made a Wooden Doll that";
+		mes "can keep the monster from approaching.";
+		close;
+	}
+}
+
+ma_fild01,171,235,0	script	#bako1	139,2,2,{
+	end;
+OnTouch:
+	if (malaya_bakona1 == 5) {
+		mes "The damage is so severe";
+		mes "that the record is unidentifiable.";
+		mes "When inserting the Slate Piece";
+		mes "to a hole on the wall, it fits perfectly like a piece of puzzle.";
+		mes "The letters are not clear but you can still read it.";
+		next;
+		callsub L_Record;
+		set malaya_bakona1,6;
+		erasequest 1178;
+		setquest 1179;
+		close;
+	} else if (malaya_bakona1 == 6) {
+		mes "Here is the record left by a swordsman";
+		mes "from a hundred years ago.";
+		next;
+		switch(select("I don't need to read it.:Read the record again.")) {
+		case 1:
+			mes "I remember the story clearly.";
+			mes "Let's tell the ^0000FFOld Legend Teller^000000 in Malaya";
+			mes "about what I discovered.";
+			close;
+		case 2:
+			callsub L_Record;
+			close;
+		}
+	}
+	end;
+
+L_Record:
+	mes "[Record left by a swordsman from a hundred years ago]";
+	mes "After fighting with Bakonawa, I sustained a critical wound";
+	mes "and came to this place.";
+	mes "Only thing I can do is";
+	mes "Place the Wooden Doll in one place";
+	mes "the monster would come.";
+	next;
+	mes "[Record left by a swordsman from a hundred years ago]";
+	mes "^0000FFSometimes transforming into a child, or even a old lady,^000000";
+	mes "I know that ^0000FFBakonawa^000000has been";
+	mes "chasing after me in secret to kill me.";
+	mes "Because of that critical injury the monster * sustained,";
+	next;
+	mes "[Record left by a swordsman from a hundred years ago]";
+	mes "** it will need nearly a hundred years";
+	mes "for Bakonawa to absorb the power of the moon";
+	mes "to fully recover its power.";
+	mes "Beware of the day the moon disappears.";
+	next;
+	mes "[Record left by a swordsman from a hundred years ago]";
+	mes "The day will come when Bakonawa";
+	mes "will run amuck.";
+	mes "But it will take nearly a hundred years to fully recover its power.";
+	mes "There will always be someone better than me";
+	mes "to defeat the vile creature.";
+	next;
+	mes "[Record left by a swordsman from a hundred years ago]";
+	mes "I will place my trust in the one that will replace me ages from now...";
+	next;
+	mes "How could this be...";
+	mes "Lie told by Bakonawa when it turned into an old lady";
+	mes "in order to take revenge on the swordsman";
+	mes "turned into a legend after all these years.";
+	next;
+	mes "I found out that Bakonawa";
+	mes "is nothing but a blood thirsty monster.";
+	mes "I must tell what I know to the ^0000FFOld Legend Teller^000000";
+	mes "in Malaya.";
+	return;
+}
+
+malaya,304,100,4	script	Old Man's Granddaughter	576,{
+	if (malaya_hi < 20) {
+		mes "- He seems cautious of you. -";
+		close;
+	}
+	if (malaya_bakona1 == 0) {
+		mes "[Old Man's Granddaughter]";
+		mes "Grandpa believes";
+		mes "Bakonawa can";
+		mes "turn good.";
+		mes "Do you think it's possible?";
+		close;
+	} else if (malaya_bakona1 == 1) {
+		mes "[Old Man's Granddaughter]";
+		mes "^FF0000Slate Piece^000000?";
+		mes "Why would you need something";
+		mes "that is barely recognizable?";
+		mes "I'll give it to you if you want.";
+		next;
+		mes "Let's go to the";
+		mes "^FF0000Old Legend Teller^000000";
+		mes "now that I have the Slate Piece.";
+		erasequest 1174;
+		setquest 1175;
+		set malaya_bakona1,2;
+		close;
+	} else if (malaya_bakona1 == 2) {
+		mes "[Old Man's Granddaughter]";
+		mes "Please take this Slate Piece";
+		mes "and deliver it to my grandpa.";
+		next;
+		mes "Let's go to the";
+		mes "^FF0000Old Legend Teller^000000";
+		mes "now that I have the Slate Piece.";
+		close;
+	} else {
+		mes "[Old Man's Granddaughter]";
+		mes "Because of Bakonawa,";
+		mes "the village is always unpeaceful.";
+		close;
+	}
+}
+
+malaya,286,269,4	script	Angry Man#bako2	578,{
+	if (malaya_hi < 20) {
+		mes "- He seems cautious of you. -";
+		close;
+	}
+	mes "[Angry Man]";
+	mes "Calm Bakonawa?";
+	mes "Do you know how many people have been";
+	mes "sacrificed by Bakonawa?";
+	mes "I will fight on my own if I have to!";
+	close;
+}
+
+malaya,276,269,5	script	Calm Woman#bako2	579,{
+	if (malaya_hi < 20) {
+		mes "- He seems cautious of you. -";
+		close;
+	}
+	mes "[Calm Little Girl]";
+	mes "It is too dangerous to fight against";
+	mes "Bakonawa. There is a chance";
+	mes "it will get more angry and put children and";
+	mes "elders in danger.";
+	close;
+}
+
+malaya,276,262,4	script	Angry Boy#bako2	577,{
+	if (malaya_hi < 20) {
+		mes "- He seems cautious of you. -";
+		close;
+	}
+	mes "[Angry Boy]";
+	mes "I lost my father and my friend";
+	mes "to that Bakonawa.";
+	mes "I will surely revenge them!";
+	close;
+}
+
+malaya,283,265,4	script	Village Chief#bako2	580,{
+	if (checkweight(1301,3) == 0) {
+		mes "You cannot start the conversation. You are carrying too many items. -";
+		close;
+	}
+	if (BaseLevel < 120) {
+		mes "[Village Chief]";
+		mes "I'm desperate for a helping hand";
+		mes "but you look";
+		mes "too weak and fragile.";
+		next;
+		mes "[Village Chief]";
+		mes "Please come back when";
+		mes "you grow strong enough";
+		mes "to match Incubus.";
+		close;
+	}
+	if (malaya_hi < 20) {
+		mes "- He seems cautious of you. -";
+		close;
+	}
+	if (malaya_bakona2 == 0) {
+		if (malaya_bakona1 <= 5) {
+			mes "[Village Chief]";
+			mes "I'm don't know what's the right decision.";
+			mes "To fight against Bakonawa,";
+			mes "or calm it by offering it a sacrificial gift.";
+		} else {
+			mes "[Village Chief]";
+			mes "The legend was all a lie?";
+			mes "It seems all the villagers up until now";
+			mes "were manipulated by that vile monster.";
+			next;
+			mes "[Village Chief]";
+		}
+		mes "Recently, there have been more people that have";
+		mes "been harmed by Bakonawa.";
+		next;
+		mes "[Village Chief]";
+		mes "There are some missing villagers";
+		mes "but I can't find out if";
+		mes "they are simply missing or if they have been";
+		mes "killed by Bakonawa.";
+		next;
+		mes "[Village Chief]";
+		mes "I heard that the belongings of the missing people";
+		mes "are being found at Baryo Mahiwaga Field.";
+		mes "Please go there to find ^0000FFLost Belongings^000000";
+		mes "and give them to the families of";
+		mes "the missing people";
+		mes "in whatever amount they want.";
+		next;
+		mes "[Village Chief]";
+		mes "^0000FFLost Belongings^000000";
+		mes "are said to be carried by";
+		mes "^FF0000Tiucknuc^000000 that roams Baryo Mahiwaga.";
+		next;
+		switch(select("Do it yourself.:I'm on my way.")) {
+		case 1:
+			mes "[Village Chief]";
+			mes "You give me a lot to think about.";
+			mes "Leave the village at once.";
+			close;
+		case 2:
+			mes "[Village Chief]";
+			mes "Let's start then. First,";
+			mes "retrieve two ^FF0000Lost Belongings^000000 from Tiucknuc";
+			mes "and take them to ^0000FFMissing Person's Father^000000";
+			mes "for me.";
+			set malaya_bakona2,1;
+			setquest 1180;
+			close;
+		}
+	} else if (malaya_bakona2 == 1) {
+		mes "[Village Chief]";
+		mes "From Tiucknuc that roams Baryo Mahiwaga Field,";
+		mes "retrieve two ^FF0000Lost Belongings^000000";
+		mes "and deliver them to ^0000FFMissing Person's Father^000000";
+		mes "for me.";
+		close;
+	} else if (malaya_bakona2 == 2) {
+		mes "[Village Chief]";
+		mes "Retrieve Seven ^FF0000Lost Belongings^000000 from Tiucknuc";
+		mes "and deliver them to ^0000FFMissing Person's Friend^000000";
+		mes "for me.";
+		close;
+	} else if (malaya_bakona2 == 3) {
+		mes "[Village Chief]";
+		mes "Retrieve three ^FF0000Lost Belongings^000000 from Tiucknuc";
+		mes "and deliver them to ^0000FFMissing Person's Son^000000";
+		mes "for me.";
+		close;
+	} else if (malaya_bakona2 == 4) {
+		mes "[Village Chief]";
+		mes "Retrieve five ^FF0000Lost Belongings^000000 from Tiucknuc";
+		mes "and deliver them to ^0000FFMissing Person's Mother^000000";
+		mes "for me.";
+		close;
+	} else if (malaya_bakona2 == 5) {
+		mes "[Village Chief]";
+		mes "So it's clear that all the missing people";
+		mes "have been killed by Bakonawa.";
+		next;
+		mes "[Villagers]";
+		mes "Kill Bakonawa!";
+		mes "Let's get rid of the monster ourselves!";
+		next;
+		mes "[Village Chief]";
+		mes "It seems we would no longer be able to";
+		mes "hold rituals to calm Bakonawa.";
+		next;
+		mes "[Village Chief]";
+		mes "Young Fortune Teller is looking for your help";
+		mes "saying that the energy of the moon seems strange.";
+		erasequest 1184;
+		setquest 1185;
+		set malaya_bakona2,6;
+		getitem 12700,7; //Insideout_Shirt
+		close;
+	} else if (malaya_bakona2 == 6) {
+		mes "[Village Chief]";
+		mes "Young Fortune Teller is looking for your help";
+		mes "saying that the energy of the moon seems strange.";
+		close;
+	} else if (malaya_bakona2 == 7) {
+		mes "[Village Chief]";
+		mes "I know that terrible things happened";
+		mes "long time ago when the moon disappeared.";
+		mes "I hope the moon recovers its strength";
+		mes "with your devoted effort.";
+		close;
+	} else if (malaya_bakona2 == 8) {
+		mes "[Village Chief]";
+		mes "I will tell the";
+		mes "Young Fortune Teller to help you.";
+		mes "But before that, there is";
+		mes "something you must do immediately.";
+		next;
+		mes "[Village Chief]";
+		mes "We never know when Bakonawa will attack";
+		mes "the village so we must set traps near the village";
+		mes "entrance and near the cave.";
+		next;
+		mes "[Village Chief]";
+		mes "I would be grateful if you help us.";
+		mes "I have dispatched workers";
+		mes "near where traps will be set up,";
+		mes "so you just have to visit about 5 places.";
+		next;
+		switch(select("Sounds like too much work.:Sure thing.")) {
+		case 1:
+			mes "[Village Chief]";
+			mes "This operation means life and death to us";
+			mes "yet you refuse it easily as if";
+			mes "it was some kind of a chore...";
+			next;
+			mes "[Village Chief]";
+			mes "What a hero!";
+			close;
+		case 2:
+			mes "[Village Chief]";
+			mes "The first trap will be set up at";
+			mes "Baryo Mahiwaga Field";
+			mes "near the village entrance. ^0000FFGruffy Worker^000000";
+			mes "will be waiting for you. He will be very helpful.";
+			erasequest 1187;
+			setquest 1188;
+			set malaya_bakona2,9;
+			close;
+		}
+	} else if (malaya_bakona2 == 9) {
+		mes "[Village Chief]";
+		mes "The first trap will be set up at";
+		mes "Baryo Mahiwaga Field";
+		mes "near the village entrance. ^0000FFGruffy Worker^000000";
+		mes "will be waiting for you. He will be very helpful.";
+		close;
+	} else if (malaya_bakona2 == 10) {
+		mes "[Village Chief]";
+		mes "The second trap will be set up";
+		mes "near a place where it connects from";
+		mes "Baryo Mahiwaga Field to Bakonawa Lake.";
+		mes "^0000FFGrumpy Worker^000000";
+		mes "will be waiting for you. He will be very helpful.";
+		close;
+	} else if (malaya_bakona2 == 11) {
+		mes "[Village Chief]";
+		mes "The third trap will be set up";
+		mes "near Bakonawa Lake Entrance.";
+		mes "^0000FFCowardly Worker^000000";
+		mes "will be waiting for you. He will be very helpful.";
+		close;
+	} else if (malaya_bakona2 == 12) {
+		mes "[Village Chief]";
+		mes "The fourth trap will be set up";
+		mes "near the entrance of Bakonawa Lake as well.";
+		mes "^0000FFGloomy Worker^000000 will be waiting for you.";
+		mes "He will be very helpful.";
+		close;
+	} else if (malaya_bakona2 == 13) {
+		mes "[Village Chief]";
+		mes "The fifth trap will be set up";
+		mes "near the entrance of Bakonawa Lake too.";
+		mes "^0000FFSentimental Worker^000000";
+		mes "will be waiting for you. He will be very helpful.";
+		close;
+	} else if (malaya_bakona2 == 14) {
+		mes "[Village Chief]";
+		mes "It looks like the traps are all set up.";
+		mes "We just finished our village meeting on";
+		mes "what to do about Bakonawa.";
+		next;
+		mes "[Village Chief]";
+		mes "We have concluded that";
+		mes "we will fight against Bakonawa.";
+		mes "Please help us by";
+		mes "attacking his lair.";
+		erasequest 1193;
+		set malaya_bakona2,15;
+		getexp 1000000,600000;
+		getitem 6497,7; //Lesser_Agimat
+		close;
+	} else if (malaya_bakona2 == 15) {
+		mes "[Village Chief]";
+		if (malaya_bakona1 < 7) {
+			mes "Would you visit ^0000FFOld Legend Teller^000000";
+			mes "when you have a chance?";
+			mes "I think you would be able to help him.";
+			next;
+			mes "[Village Chief]";
+			mes "Thank you.";
+		}
+		mes "Please think of the countless victims";
+		mes "and defeat Bakonawa";
+		mes "for their sake.";
+		close;
+	}
+}
+
+malaya,269,267,5	script	Missing Person's Father	582,{
+	if (malaya_hi < 20) {
+		mes "- He seems cautious of you. -";
+		close;
+	}
+	if (malaya_bakona2 == 0) {
+		mes "[Missing Person's Father]";
+		mes "Please find our";
+		mes "child.";
+		mes "Bakonawa would have not harmed our child.";
+		mes "He must be around here somewhere.";
+		close;
+	} else if (malaya_bakona2 == 1) {
+		if (countitem(6501) < 2) {
+			mes "[Missing Person's Father]";
+			mes "You are looking for two of his ^FF0000Lost Belongings^000000?";
+			mes "Are you confident that";
+			mes "he already died?";
+			close;
+		}
+		mes "[Missing Person's Father]";
+		mes "This... is our child's ^FF0000Lost Belongings^000000";
+		mes "for sure.";
+		mes "The monster got to him after all....";
+		next;
+		mes "The man is unable to continue as he tries to hold back his tears.";
+		mes "Let's continue to find the lost belongings of the missing people.";
+		mes "Let's retrieve them from Tiucknuc that roams Baryo Mahiwaga Field,";
+		mes "seven ^FF0000Lost Belongings^000000";
+		mes "and deliver them to ^0000FFMissing Person's Friend^000000.";
+		delitem 6501,2; //Lost_Belongings
+		erasequest 1180;
+		setquest 1181;
+		set malaya_bakona2,2;
+		close;
+	} else if (malaya_bakona2 == 2) {
+		mes "[Missing Person's Father]";
+		mes "My baby... my poor baby...";
+		next;
+		mes "The man is unable to continue as he tries to hold back his tears.";
+		mes "Let's continue to find the lost belongings of the missing people.";
+		mes "Retrieve seven ^FF0000Lost Belongings^000000 from Tiucknuc";
+		mes "and deliver them to ^0000FFMissing Person's Friend^000000.";
+		close;
+	} else {
+		mes "[Missing Person's Father]";
+		mes "My baby... my poor baby...";
+		close;
+	}
+}
+
+malaya,265,274,5	script	Missing Person's Friend	577,{
+	if (malaya_hi < 20) {
+		mes "- He seems cautious of you. -";
+		close;
+	}
+	if (malaya_bakona2 < 2) {
+		mes "[Missing Person's Friend]";
+		mes "Please find";
+		mes "my friend.";
+		mes "We were playing ball together";
+		mes "and suddenly my friend disappeared.";
+		next;
+		mes "[Missing Person's Friend]";
+		mes "I'm sure he is alive and well";
+		mes "somewhere.";
+		close;
+	} else if (malaya_bakona2 == 2) {
+		if (countitem(6501) < 7) {
+			mes "[Missing Person's Friend]";
+			mes "You are looking for seven ^FF0000Lost Belongings^000000";
+			mes "of my friend?";
+			mes "My friend is not dead!";
+			close;
+		}
+		mes "[Missing Person's Friend]";
+		mes "These are marbles and toys I gave him...";
+		mes "These are clearly ^FF0000Lost Belongings^000000";
+		mes "of my friend... Where is my friend?";
+		mes "Bring him here, bring him here now!";
+		callsub L_Quest;
+		delitem 6501,7; //Lost_Belongings
+		erasequest 1181;
+		setquest 1182;
+		set malaya_bakona2,3;
+		close;
+	} else {
+		mes "[Missing Person's Friend]";
+		mes "Bring back my friend!";
+		mes "Bring back my friend now!";
+		mes "My friend is alive,";
+		mes "It's all a lie, sob~";
+		if (malaya_bakona2 == 3)
+			callsub L_Quest;
+		close;
+	}
+
+L_Quest:
+	next;
+	mes "Leaving behind the crying boy,";
+	mes "let's continue to find the lost belongings of the missing people.";
+	mes "Retrieve three ^FF0000Lost Belongings^000000 from Tiucknuc";
+	mes "and deliver them to ^0000FFMissing Person's Son^000000.";
+	return;
+}
+
+malaya,270,278,4	script	Missing Person's Son	578,{
+	if (malaya_hi < 20) {
+		mes "- He seems cautious of you. -";
+		close;
+	}
+	if (malaya_bakona2 < 3) {
+		mes "[Missing Person's Son]";
+		mes "Bakonawa has hurt my father?";
+		mes "I can't believe this.";
+		mes "Please find my father!";
+		close;
+	} else if (malaya_bakona2 == 3) {
+		if (countitem(6501) < 3) {
+			mes "[Missing Person's Son]";
+			mes "You are looking for three ^FF0000Lost Belongings^000000";
+			mes "of my father? Why lost belongings and not my father?";
+			mes "No, that can't be it. He is alive somewhere!";
+			close;
+		}
+		mes "[Missing Person's Son]";
+		mes "These are clearly his clothes and shoes...";
+		mes "These are ^FF0000Lost Belongings^000000 of my father.";
+		mes "Oh dear lord... father!";
+		callsub L_Quest;
+		delitem 6501,3; //Lost_Belongings
+		erasequest 1182;
+		setquest 1183;
+		set malaya_bakona2,4;
+		close;
+	} else {
+		mes "[Missing Person's Son]";
+		mes "Why did such a thing happen....";
+		if (malaya_bakona2 == 4)
+			callsub L_Quest;
+		close;
+	}
+
+L_Quest:
+	next;
+	mes "Man crying in agony.";
+	mes "Let's continue to find the lost belongings of the missing people.";
+	mes "Retrieve five ^FF0000Lost Belongings^000000 from Tiucknuc";
+	mes "and deliver them to ^0000FFMissing Person's Mother^000000.";
+	return;
+}
+
+malaya,265,284,4	script	Missing Person's Mother	579,{
+	if (malaya_hi < 20) {
+		mes "- He seems cautious of you. -";
+		close;
+	}
+	if (malaya_bakona2 < 4) {
+		mes "[Missing Person's Mother]";
+		mes "Please find my child.";
+		mes "I sent her out to do a chore";
+		mes "and she still isn't back.";
+		close;
+	} else if (malaya_bakona2 == 4) {
+		if (countitem(6501) < 5) {
+			mes "[Missing Person's Mother]";
+			mes "You are looking for five ^FF0000Lost Belongings^000000 of my child?";
+			mes "What does this mean?";
+			mes "Are you saying my child is dead?";
+			close;
+		}
+		mes "[Missing Person's Mother]";
+		mes "This is my child's hair comb.";
+		mes "Why do you have five ^FF0000Lost Belongings^000000 of my child?";
+		mes "Why...? She's... dead?";
+		next;
+		mes "[Missing Person's Mother]";
+		mes "No wait... I think I hear her voice.";
+		mes "She's going to be home soon. I should go home now.";
+		mes "I should prepare a dinner for her. She must be starving.";
+		mes "Ha ha...";
+		next;
+		mes "A mother that has gone mad...";
+		mes "Now that I finished finding the missing people,";
+		mes "I should report back to the Village Chief.";
+		delitem 6501,5; //Lost_Belongings
+		erasequest 1183;
+		setquest 1184;
+		set malaya_bakona2,5;
+		close;
+	} else {
+		mes "[Missing Person's Mother]";
+		mes "Ha ha ha... I can hear my child's voice,";
+		mes "just listen closely.";
+		mes "Can't you hear her calling her mother?";
+		mes "Ha ha ha...";
+		next;
+		mes "A mother that has gone mad...";
+		if (malaya_bakona2 == 5) {
+			mes "Now that I finished finding the missing people,";
+			mes "I should report back to the Village Chief.";
+		}
+		close;
+	}
+}
+
+malaya,289,364,4	script	Young Fortune Teller	583,{
+	if (checkweight(1301,3) == 0) {
+		mes "You cannot start the conversation. You are carrying too many items. -";
+		close;
+	}
+	if (malaya_hi < 20) {
+		mes "- He seems cautious of you. -";
+		close;
+	}
+	if (malaya_bakona2 < 6) {
+		mes "[Young Fortune Teller]";
+		mes "The energy of the moon grew weak.";
+		mes "The reason there are more monsters,";
+		mes "and the reason there are more victims,";
+		mes "is all because of this.";
+		close;
+	} else if (malaya_bakona2 == 6) {
+		mes "[Young Fortune Teller]";
+		mes "The energy of the moon grew weak for a couple of days.";
+		mes "The reason there are more monsters,";
+		mes "and the reason there are more victims, is all because of this.";
+		next;
+		mes "[Young Fortune Teller]";
+		mes "I'm trying to hold a ritual";
+		mes "that will restore the moon's energy by sacrificing monsters' blood,";
+		mes "so I need you to hunt fifteen ^FF0000Tikbalang^000000";
+		mes "at Baryo Mahiwaga Field.";
+		next;
+		switch(select("It's none of my business.:You can count on me.")) {
+		case 1:
+			mes "[Young Fortune Teller]";
+			mes "You are so selfish!";
+			mes "During the ritual,";
+			mes "I will pray for your bad luck too.";
+			close;
+		case 2:
+			mes "[Young Fortune Teller]";
+			mes "Hurry.";
+			mes "If the moon completely disappears,";
+			mes "there will be a great disaster.";
+			erasequest 1185;
+			setquest 1186;
+			set malaya_bakona2,7;
+			close;
+		}
+	} else if (malaya_bakona2 == 7) {
+		if (checkquest(1186,HUNTING) == 2) {
+			mes "[Young Fortune Teller]";
+			mes "It looks like you took care of ^FF0000Tikbalang^000000";
+			mes "well enough.";
+			mes "I think I can start the ritual now.";
+			mes "There are some items that we need, please go to";
+			mes "the Village Chief for help.";
+			erasequest 1186;
+			setquest 1187;
+			set malaya_bakona2,8;
+			getitem 12699,7; //Tikbalang_Belt
+			close;
+		} else {
+			mes "[Young Fortune Teller]";
+			mes "I need you to hunt fifteen ^FF0000Tikbalang^000000";
+			mes "at Baryo Mahiwaga Field.";
+			next;
+			mes "[Young Fortune Teller]";
+			mes "Hurry.";
+			mes "If the moon completely disappears,";
+			mes "there will be a great disaster.";
+			close;
+		}
+	} else if (malaya_bakona2 == 8) {
+		mes "[Young Fortune Teller]";
+		mes "I think I can start the ritual now.";
+		mes "There are some items that we need, please go to";
+		mes "the Village Chief for help.";
+		close;
+	} else {
+		mes "[Young Fortune Teller]";
+		mes "On the day when the moon fully disappears,";
+		mes "the dragon will attack the village.";
+		mes "No one will be safe.";
+		close;
+	}
+	end;
+}
+
+ma_fild01,54,253,4	script	Gruffy Worker#bako2	582,{
+	if (malaya_bakona2 < 9) {
+		mes "[Gruffy Worker]";
+		mes "The Village Chief told me to";
+		mes "wait for you here.";
+		close;
+	} else if (malaya_bakona2 == 9) {
+		mes "[Gruffy Worker]";
+		mes "The trap will be set right in front.";
+		mes "Walk forward a little.";
+		close;
+	} else if (malaya_bakona2 == 10) {
+		mes "[Gruffy Worker]";
+		mes "You can find the";
+		mes "Grumpy Worker near where";
+		mes "Baryo Mahiwaga Field connects to Bakonawa Lake.";
+		mes "Go and set up the trap together.";
+		close;
+	} else {
+		mes "[Gruffy Worker]";
+		mes "Are you trying to advertise that";
+		mes "there is a trap here? Step aside.";
+		close;
+	}
+	end;
+}
+
+ma_fild01,54,244,0	script	#bako2	139,2,2,{
+	end;
+OnTouch:
+	if (malaya_bakona2 == 9) {
+		mes "I should set up the trap";
+		mes "right about here.";
+		next;
+		mes "[Gruffy Worker]";
+		mes "Using the tools like this";
+		mes "bang bang bang!";
+		next;
+		mes "bang bang bang!";
+		next;
+		mes "The trap is now set.";
+		next;
+		mes "[Gruffy Worker]";
+		mes "You can find the";
+		mes "Grumpy Worker near where";
+		mes "Baryo Mahiwaga Field connects to Bakonawa Lake.";
+		mes "Go and set up the trap together.";
+		erasequest 1188;
+		setquest 1189;
+		set malaya_bakona2,10;
+		close;
+	} else if (malaya_bakona2 == 10) {
+		mes "The trap has been set up here.";
+		next;
+		mes "[Gruffy Worker]";
+		mes "This trap is not meant to capture you,";
+		mes "so move.";
+		next;
+		mes "[Gruffy Worker]";
+		mes "You can find the";
+		mes "Grumpy Worker near where";
+		mes "Baryo Mahiwaga Field connects to Bakonawa Lake.";
+		mes "Go there to him.";
+		close;
+	}
+	end;
+}
+
+ma_fild01,236,119,5	script	Grumpy Worker#bako2	577,{
+	if (malaya_bakona2 < 10) {
+		mes "[Grumpy Worker]";
+		mes "Village Chief told me to";
+		mes "wait for you here.";
+		mes "Sooo boring!";
+		close;
+	} else if (malaya_bakona2 == 10) {
+		mes "[Grumpy Worker]";
+		mes "A hole needs to be dug up in front of here?";
+		mes "I have to dig too?";
+		mes "Says who?";
+		close;
+	} else if (malaya_bakona2 == 11) {
+		mes "[Grumpy Worker]";
+		mes "Go find the Cowardly Worker";
+		mes "near the entrance of Bakonawa Lake.";
+		mes "Come on, move it!";
+		close;
+	} else {
+		mes "[Grumpy Worker]";
+		mes "I set up the trap";
+		mes "and you are advertising that it's here.";
+		mes "Scram!";
+		close;
+	}
+}
+
+ma_fild01,242,116,0	script	#bako3	139,2,2,{
+	end;
+OnTouch:
+	if (malaya_bakona2 == 10) {
+		mes "I should set up the trap";
+		mes "right about here.";
+		next;
+		mes "[Grumpy Worker]";
+		mes "I really don't like it here!";
+		mes "...";
+		mes "With this pickax,";
+		mes "dig dig dig!";
+		next;
+		mes "dig dig dig!";
+		next;
+		mes "The trap is now set.";
+		next;
+		mes "[Grumpy Worker]";
+		mes "Go find the Cowardly Worker";
+		mes "near the entrance of Bakonawa Lake.";
+		mes "Come on, move it!";
+		erasequest 1189;
+		setquest 1190;
+		set malaya_bakona2,11;
+		close;
+	} else if (malaya_bakona2 == 11) {
+		mes "The trap has been set up here.";
+		next;
+		mes "[Grumpy Worker]";
+		mes "Are you trying to test";
+		mes "with your body if the trap works?";
+		mes "Move aside!";
+		next;
+		mes "[Grumpy Worker]";
+		mes "Go find the Cowardly Worker";
+		mes "near the entrance of Bakonawa Lake.";
+		mes "Come on, move it!";
+		close;
+	}
+	end;
+}
+
+ma_scene01,177,89,4	script	Cowardly Worker#bako2	578,{
+	if (malaya_bakona2 < 11) {
+		mes "[Cowardly Worker]";
+		mes "Village Chief told me to";
+		mes "wait for you here.";
+		mes "Why me? I have a bad feeling about this....";
+		close;
+	} else if (malaya_bakona2 == 11) {
+		mes "[Cowardly Worker]";
+		mes "set up a trap in front of here?";
+		mes "Village Chief said I have to help too?";
+		mes "Can you please do it by yourself?";
+		close;
+	} else if (malaya_bakona2 == 12) {
+		mes "[Cowardly Worker]";
+		mes "Go up and you will";
+		mes "find the Gloomy Worker.";
+		mes "Go! You scare me.";
+		mes "You look like you are going to beat me up.";
+		close;
+	} else {
+		mes "[Cowardly Worker]";
+		mes "Go away!";
+		mes "What if Bakonawa";
+		mes "appears because of you?";
+		mes "I'm scared to death!";
+		close;
+	}
+	end;
+}
+
+ma_scene01,179,85,0	script	#bako4	139,2,2,{
+	end;
+OnTouch:
+	if (malaya_bakona2 == 11) {
+		mes "I should set up the trap";
+		mes "right about here.";
+		next;
+		mes "[Cowardly Worker]";
+		mes "There is nothing weird";
+		mes "buried here right?";
+		mes "...";
+		mes "Using the shovel, dig dig dig!";
+		next;
+		mes "dig dig dig!";
+		next;
+		mes "The trap is now set.";
+		next;
+		mes "[Cowardly Worker]";
+		mes "Go up and you will";
+		mes "find the Gloomy Worker.";
+		erasequest 1190;
+		setquest 1191;
+		set malaya_bakona2,12;
+		close;
+	} else if (malaya_bakona2 == 12) {
+		mes "The trap has been set up here.";
+		next;
+		mes "[Cowardly Worker]";
+		mes "Step aside immediately!";
+		mes "Bakonawa might find out this is a trap";
+		mes "and come for us.";
+		next;
+		mes "[Cowardly Worker]";
+		mes "Go up and you will";
+		mes "find the Gloomy Worker.";
+		emotion e_swt,1;
+		close;
+	}
+	end;
+}
+
+ma_scene01,141,118,4	script	Gloomy Worker#bako2	582,{
+	if (malaya_bakona2 < 12) {
+		mes "[Gloomy Worker]";
+		mes "Village Chief told me to wait for you here.";
+		mes "He must want me to do something.";
+		mes "Whew...";
+		close;
+	} else if (malaya_bakona2 == 12) {
+		mes "[Gloomy Worker]";
+		mes "set up a trap on the left side?";
+		mes "I don't think it will be much use...";
+		mes "Whew, I should've moved away or something...";
+		close;
+	} else if (malaya_bakona2 == 13) {
+		mes "[Gloomy Worker]";
+		mes "We are all gonna die anyway by Bakonawa.";
+		mes "This is pointless.";
+		mes "Just go up the path and you will find";
+		mes "Sentimental Worker.";
+		close;
+	} else {
+		mes "[Gloomy Worker]";
+		mes "Bakonawa is going to attack us anyway.";
+		mes "What pointless work...";
+		close;
+	}
+	end;
+}
+
+ma_scene01,138,122,0	script	#bako5	139,2,2,{
+	end;
+OnTouch:
+	if (malaya_bakona2 == 12) {
+		mes "I should set up the trap";
+		mes "right about here.";
+		next;
+		mes "[Gloomy Worker]";
+		mes "Just catch this net,";
+		mes "throw throw!";
+		next;
+		mes "throw throw!";
+		next;
+		mes "The trap is now set.";
+		next;
+		mes "[Gloomy Worker]";
+		mes "Just go up the path and you will find";
+		mes "Sentimental Worker.";
+		mes "Though I doubt it will be much help.";
+		erasequest 1191;
+		setquest 1192;
+		set malaya_bakona2,13;
+		close;
+	} else if (malaya_bakona2 == 13) {
+		mes "The trap has been set up here.";
+		next;
+		mes "[Gloomy Worker]";
+		mes "The trap is meaningless.";
+		mes "See? It doesn't even work.";
+		close;
+	}
+	end;
+}
+
+ma_scene01,175,170,5	script	Sentimental Worker#bako2	578,{
+	if (malaya_bakona2 < 13) {
+		mes "[Sentimental Worker]";
+		mes "Village Chief told me to wait for you here.";
+		mes "Is there a some kind of surprise event?";
+		mes "My heart is beating faster~";
+		close;
+	} else if (malaya_bakona2 == 13) {
+		mes "[Sentimental Worker]";
+		mes "Wow! So we are going to work together";
+		mes "to set up a trap behind this place?";
+		mes "This is sooo cool!";
+		mes "This is the coolest thing in the world!";
+		close;
+	} else if (malaya_bakona2 == 14) {
+		mes "[Sentimental Worker]";
+		mes "Now that the trap is set,";
+		mes "Are we going to report back to Village Chief?";
+		mes "Oh what fun!";
+		mes "It sounds so exiting!";
+		close;
+	} else {
+		mes "[Sentimental Worker]";
+		mes "More I think about it, more exited I get.";
+		mes "I'm secretly guarding the trap!";
+		mes "I want to hear out loud.";
+		mes "I have a trap in front of me! Ha ha ha ha~";
+		emotion e_swt2,1;
+		close;
+	}
+	end;
+}
+
+ma_scene01,171,174,0	script	#bako6	139,2,2,{
+	end;
+OnTouch:
+	if (malaya_bakona2 == 13) {
+		mes "I should set up the trap";
+		mes "right about here.";
+		next;
+		mes "[Sentimental Worker]";
+		mes "Wow! This really is a perfect place";
+		mes "to set up a trap.";
+		mes "I'm going to throw the rope!";
+		mes "Here goes the rope!";
+		next;
+		mes "Here goes the rope!";
+		next;
+		mes "The trap is now set.";
+		mes "Let's go to the Village Chief";
+		mes "now that the trap is set.";
+		erasequest 1192;
+		setquest 1193;
+		set malaya_bakona2,14;
+		close;
+	} else if (malaya_bakona2 == 14) {
+		mes "The trap is set here.";
+		next;
+		mes "[Sentimental Worker]";
+		mes "Try out the trap first!";
+		mes "I'm so curious";
+		mes "what would happen!";
+		mes "It's going to be so much fun!";
+		close;
+	}
+	end;
+}