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@@ -3,7 +3,7 @@
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//===== By: ==================================================
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//= Euphy
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//===== Current Version: =====================================
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-//= 0.5
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+//= 1.0
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//===== Compatible With: =====================================
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//= rAthena SVN
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//===== Description: =========================================
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@@ -11,16 +11,16 @@
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//= Quest NPCs related to Port Malaya:
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//== Cautious Village, Port Malaya Daily Quests,
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//== Secret in the Woods, Bakonawa Extermination
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+//== Nurse in Port Malaya, Pintados Festival
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//= Merchants:
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//== Traders, Upgrade Boss Equipment
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-//= Not yet implemented:
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-//== Nurse in Port Malaya, Pintados Festival
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//===== Additional Comments: =================================
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//= 0.1 Traders only. Adapted from Masao's conversion. [Euphy]
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//= 0.2 Added Tribe Blacksmith [DeadlySilence]
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//= 0.3 Added "Secret in the Woods" quest [DeadlySilence]
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//= 0.4 Added "Cautious Village" and subsequent quests [DeadlySilence]
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//= 0.5 Added "Bakonawa Extermination" quest. [Euphy]
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+//= 1.0 Added "Nurse in Port Malaya" and "Pintados Festival" quests. [Euphy]
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//============================================================
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// Cautious Village & Daily Quests :: hi_malaya
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@@ -152,9 +152,9 @@ malaya,266,76,3 script Rodel the Guard#malaya 570,4,4,{
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mes "[Rodel the Guard]";
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mes "I think there will be more Jejeling hunts in the future. Please join us again next time.";
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// if (IsPremiumPcCafe == 10)
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-// getitem 6497, 2; // Lesser_Agimat
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+ getitem 6497, 2; // Lesser_Agimat
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// else
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- getitem 6497, 1; // Lesser_Agimat
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+// getitem 6497, 1; // Lesser_Agimat
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getexp 200000,200000;
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erasequest 7404;
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setquest 7405;
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@@ -705,9 +705,9 @@ malaya,169,350,5 script Imelda#malaya 475,{
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erasequest 7379;
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setquest 7375;
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// if (IsPremiumPcCafe == 10)
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-// getitem 6497, 2; // Lesser_Agimat
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+ getitem 6497, 2; // Lesser_Agimat
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// else
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- getitem 6497, 1; // Lesser_Agimat
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+// getitem 6497, 1; // Lesser_Agimat
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getexp 200000,200000;
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if (rand(1))
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$malayaNames$[0] = strcharinfo(0);
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@@ -743,9 +743,9 @@ malaya,169,350,5 script Imelda#malaya 475,{
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erasequest 7380;
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setquest 7381;
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// if (IsPremiumPcCafe == 10)
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-// getitem 6497, 2; // Lesser_Agimat
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+ getitem 6497, 2; // Lesser_Agimat
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// else
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- getitem 6497, 1; // Lesser_Agimat
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+// getitem 6497, 1; // Lesser_Agimat
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getexp 200000,200000;
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close;
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} else {
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@@ -811,9 +811,9 @@ malaya,169,350,5 script Imelda#malaya 475,{
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erasequest 7374;
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erasequest 7379;
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// if (IsPremiumPcCafe == 10)
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-// getitem 6497, 2; // Lesser_Agimat
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+ getitem 6497, 2; // Lesser_Agimat
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// else
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- getitem 6497, 1; // Lesser_Agimat
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+// getitem 6497, 1; // Lesser_Agimat
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getexp 200000,200000;
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if (rand(1))
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$malayaNames$[0] = strcharinfo(0);
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@@ -1113,9 +1113,9 @@ malaya,181,353,5 script Old Man Nardo#malaya 574,{
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setquest 7378;
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erasequest 7377;
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// if (IsPremiumPcCafe == 10)
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-// getitem 6497, 2; // Lesser_Agimat
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+ getitem 6497, 2; // Lesser_Agimat
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// else
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- getitem 6497, 1; // Lesser_Agimat
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+// getitem 6497, 1; // Lesser_Agimat
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getexp 200000,200000;
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if (!rand(3))
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$malayaNames$[2] = strcharinfo(0);
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@@ -1727,9 +1727,9 @@ malaya,295,171,3 script Collection Dealer Woeon 582,{
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setquest 7392;
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erasequest 7391;
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// if (IsPremiumPcCafe == 10)
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-// getitem 6497, 2; // Lesser_Agimat
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+ getitem 6497, 2; // Lesser_Agimat
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// else
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- getitem 6497, 1; // Lesser_Agimat
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+// getitem 6497, 1; // Lesser_Agimat
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getexp 200000,200000;
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set .@memo_name, rand(1,3);
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if (!rand(3))
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@@ -1961,9 +1961,9 @@ malaya,119,217,3 script Blacksmith Pandoi 538,{
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setquest 7394;
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erasequest 7393;
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// if (IsPremiumPcCafe == 10)
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-// getitem 6497, 2; // Lesser_Agimat
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+ getitem 6497, 2; // Lesser_Agimat
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// else
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- getitem 6497, 1; // Lesser_Agimat
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+// getitem 6497, 1; // Lesser_Agimat
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getexp 200000,200000;
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if (!rand(3))
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$malayaNames$[1] = strcharinfo(0);
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@@ -2373,9 +2373,9 @@ malaya,326,68,2 script Pedro the Sailor 100,{
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erasequest 7399;
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setquest 7401;
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// if (IsPremiumPcCafe == 10)
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-// getitem 6497, 2; // Lesser_Agimat
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+ getitem 6497, 2; // Lesser_Agimat
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// else
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- getitem 6497, 1; // Lesser_Agimat
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+// getitem 6497, 1; // Lesser_Agimat
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getexp 200000,200000;
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if (!rand(3))
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$malayaNames$[0] = strcharinfo(0);
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@@ -2436,9 +2436,9 @@ malaya,326,68,2 script Pedro the Sailor 100,{
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setquest 7401;
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erasequest 7403;
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// if (IsPremiumPcCafe == 10)
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-// getitem 6497, 2; // Lesser_Agimat
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+ getitem 6497, 2; // Lesser_Agimat
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// else
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- getitem 6497, 1; // Lesser_Agimat
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+// getitem 6497, 1; // Lesser_Agimat
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getexp 200000,200000;
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if (!rand(3))
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$malayaNames$[0] = strcharinfo(0);
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@@ -2927,9 +2927,9 @@ ma_fild01,239,253,3 script Dhong the Guard 570,{
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setquest 7408;
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erasequest 7407;
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// if (IsPremiumPcCafe == 10)
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-// getitem 6497, 2; // Lesser_Agimat
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+ getitem 6497, 2; // Lesser_Agimat
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// else
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- getitem 6497, 1; // Lesser_Agimat
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+// getitem 6497, 1; // Lesser_Agimat
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getexp 200000,200000;
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if (!rand(0, 2))
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$malayaNames$[2] = strcharinfo(0);
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@@ -3023,9 +3023,9 @@ ma_fild01,200,190,3 script Maries#malaya 579,{
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setquest 7390;
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erasequest 7389;
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// if (IsPremiumPcCafe == 10)
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-// getitem 6497, 2; // Lesser_Agimat
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+ getitem 6497, 2; // Lesser_Agimat
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// else
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- getitem 6497, 1; // Lesser_Agimat
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+// getitem 6497, 1; // Lesser_Agimat
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getexp 200000,200000;
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if (!rand(3))
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$malayaNames$[2] = strcharinfo(0);
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@@ -3262,9 +3262,9 @@ ma_fild02,241,39,5 script Good Capre Budidai 572,{
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setquest 7410;
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erasequest 7409;
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// if (IsPremiumPcCafe == 10)
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-// getitem 6497, 2; // Lesser_Agimat
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+ getitem 6497, 2; // Lesser_Agimat
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// else
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- getitem 6497, 1; // Lesser_Agimat
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+// getitem 6497, 1; // Lesser_Agimat
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getexp 200000,200000;
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if (!rand(3))
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$malayaNames$[1] = strcharinfo(0);
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@@ -4235,9 +4235,9 @@ ma_in01,47,101,3 script Totoy#buwaya 577,7,7,{
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close;
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} else if (malaya_buwaya == 13) {
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// if (IsPremiumPcCafe == 10)
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-// .@amount = 10;
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+ .@amount = 10;
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// else
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- .@amount = 5;
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+// .@amount = 5;
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if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) {
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mes "- Wait!! -";
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mes "- You have too many items on you. -";
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@@ -4688,9 +4688,9 @@ malaya,290,340,3 script Guard Leader#buwaya 571,{
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erasequest 2281;
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} else if (.@hunting == 2) {
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// if (IsPremiumPcCafe == 10)
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-// .@amount = 10;
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+ .@amount = 10;
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// else
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- .@amount = 5;
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+// .@amount = 5;
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mes "[Guard Leader]";
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mes "Can't believe you really got rid of Buwaya!";
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mes "You aren't just any ordinary youth, aren't you? People of Port Malaya can now sleep at night.";
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@@ -5220,7 +5220,10 @@ malaya,285,332,4 script Old Legend Teller#bako1 574,{
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mes "Please get rid of this monster for us.";
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erasequest 1179;
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set malaya_bakona1,7;
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- getitem 6499,5; //Ancient_Grudge
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+// if (IsPremiumPcCafe == 10)
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+ getitem 6499,5; //Ancient_Grudge
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+// else
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+// getitem 6499,3; //Ancient_Grudge
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getexp 500000,200000;
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close;
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}
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@@ -5737,7 +5740,10 @@ malaya,283,265,4 script Village Chief#bako2 580,{
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erasequest 1184;
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setquest 1185;
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set malaya_bakona2,6;
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- getitem 12700,7; //Insideout_Shirt
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+// if (IsPremiumPcCafe == 10)
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+ getitem 12700,7; //Insideout_Shirt
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+// else
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+// getitem 12700,5; //Insideout_Shirt
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close;
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} else if (malaya_bakona2 == 6) {
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mes "[Village Chief]";
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@@ -5840,7 +5846,10 @@ malaya,283,265,4 script Village Chief#bako2 580,{
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erasequest 1193;
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set malaya_bakona2,15;
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getexp 1000000,600000;
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- getitem 6497,7; //Lesser_Agimat
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+// if (IsPremiumPcCafe == 10)
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+ getitem 6497,7; //Lesser_Agimat
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+// else
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+// getitem 6497,5; //Lesser_Agimat
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close;
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} else if (malaya_bakona2 == 15) {
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mes "[Village Chief]";
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@@ -6121,7 +6130,10 @@ malaya,289,364,4 script Young Fortune Teller 583,{
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erasequest 1186;
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setquest 1187;
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set malaya_bakona2,8;
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- getitem 12699,7; //Tikbalang_Belt
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+// if (IsPremiumPcCafe == 10)
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+ getitem 12699,7; //Tikbalang_Belt
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+// else
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+// getitem 12699,5; //Tikbalang_Belt
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close;
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} else {
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mes "[Young Fortune Teller]";
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@@ -6490,3 +6502,2568 @@ OnTouch:
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}
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end;
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}
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+
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+// Nurse in Port Malaya :: bang
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+//============================================================
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+function script F_Malaya_Nurse {
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+ if (malaya_bang == 30) {
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+ mes "[Nurse Las]";
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+ mes "A talisman?";
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+ mes "I think you should search for something else.";
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+ cutin "malaya_nurseA01",2;
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+ callsub L_Warp, getarg(0);
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+ } else if (malaya_bang == 31) {
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+ mes "[Nurse Las]";
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+ mes "A talisman and a person?";
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+ cutin "malaya_nurseA01",2;
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+ next;
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+ mes "[Nurse Las]";
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+ mes "I did see the talisman but I didn't go near it because I got a bad feeling about it.";
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+ next;
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+ mes "[Nurse Las]";
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+ mes "Oh!";
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+ mes "Speaking of talismans, wouldn't that old lady know about them, since she put some around the village?";
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+ mes "I think it'll be a good idea to ask her.";
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+ set malaya_bang,32;
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+ changequest 11303,11304;
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+ callsub L_Warp, getarg(0), 1;
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+ } else if (malaya_bang == 32) {
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+ mes "[Nurse Las]";
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+ mes "Oh!";
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+ mes "Speaking of talismans, wouldn't that old lady know about them, since she put some around the hospital?";
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+ mes "I think it'll be a good idea to ask her.";
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+ cutin "malaya_nurseA01",2;
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+ callsub L_Warp, getarg(0), 1;
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+ } else if (malaya_bang == 33) {
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+ mes "[Nurse Las]";
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+ mes "A shaman... Best if we met her.";
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+ cutin "malaya_nurseA01",2;
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+ callsub L_Warp, getarg(0), 1;
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+ } else if (malaya_bang == 34) {
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+ mes "[Nurse Las]";
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+ mes "Oh!";
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+ mes "You must have met her.";
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+ mes "I feel something strong...";
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+ cutin "malaya_nurseA01",2;
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+ next;
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+ select("Tell her about the talisman.");
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+ mes "[Nurse Las]";
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+ mes "Yes!";
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+ mes "I have an idea.";
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+ mes "How about we stick that one over the one we saw on the 2nd floor door?";
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+ emotion e_ic;
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+ next;
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+ mes "[Nurse Las]";
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+ mes "Maybe it will block the bad energy it's giving out.";
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+ set malaya_bang,35;
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+ changequest 11306,11307;
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+ callsub L_Warp, getarg(0), 1;
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+ } else if (malaya_bang == 35) {
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+ mes "[Nurse Las]";
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+ mes "Yes!";
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+ mes "I have an idea.";
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+ mes "How about we stick that one over the one we saw on the 2nd floor door?";
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+ emotion e_ic;
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+ cutin "malaya_nurseA01",2;
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+ next;
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+ mes "[Nurse Las]";
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+ mes "Maybe it will block the bad energy it's giving out.";
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+ callsub L_Warp, getarg(0), 1;
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+ } else if (malaya_bang == 36) {
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+ callsub L_Weight;
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+ mes "[Nurse Maenne]";
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+ mes "*Sigh*...";
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+ mes "I thought it strange when you were standing behind me....";
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+ cutin "malaya_nurseB",2;
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+ next;
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+ mes "[Nurse Maenne]";
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+ mes "I didn't think you'd do something like this.";
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+ emotion e_dots;
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+ next;
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+ mes "[Nurse Maenne]";
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+ mes "We were just about to enter Bangungot's room, before we were thrown out...";
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+ next;
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+ switch(select("Bangungot?:Nurse Maenne?")) {
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+ case 1:
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+ callsub L_Bangungot;
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+ select("Nurse Maenne");
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+ callsub L_Maenne;
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+ break;
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+ case 2:
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+ callsub L_Maenne;
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+ select("Bangungot");
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+ callsub L_Bangungot;
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+ break;
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+ }
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+ callsub L_Incomplete;
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+ set malaya_bang,42;
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+ changequest 11308,11309;
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+ callsub L_Reward;
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+ callsub L_Warp, getarg(0), 1;
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+ } else if (malaya_bang == 40) {
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+ callsub L_Weight;
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+ if (checkquest(11309,HUNTING) == 2) {
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+ callsub L_Complete;
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+ set malaya_bang,41;
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+ completequest 11309;
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+ callsub L_Reward;
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+ callsub L_Warp, getarg(0), 1;
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+ } else {
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+ callsub L_Incomplete;
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+ set malaya_bang,42;
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+ callsub L_Reward;
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+ callsub L_Warp, getarg(0);
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+ }
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+ } else if (malaya_bang > 40) {
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+ if (malaya_bang == 42) {
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+ if (checkquest(11309,HUNTING) == 2) {
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+ callsub L_Complete;
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+ set malaya_bang,41;
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+ completequest 11309;
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+ callsub L_Warp, getarg(0), 1;
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+ } else {
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+ callsub L_Incomplete;
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+ callsub L_Warp, getarg(0);
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+ }
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+ }
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+ callsub L_Incomplete;
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+ switch(getarg(0)) {
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+ case 1:
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+ next;
|
|
|
+ switch(select("Enter the hospital.:Quit.")) {
|
|
|
+ case 1:
|
|
|
+ callsub L_Warp, getarg(0);
|
|
|
+ case 2:
|
|
|
+ mes "[Nurse Maenne]";
|
|
|
+ mes "Hmmm...";
|
|
|
+ close2;
|
|
|
+ cutin "",255;
|
|
|
+ end;
|
|
|
+ }
|
|
|
+ case 2:
|
|
|
+ callsub L_Warp, getarg(0);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return;
|
|
|
+
|
|
|
+L_Weight:
|
|
|
+ if (checkweight(1201,1) == 0) {
|
|
|
+ mes "- Wait !! -";
|
|
|
+ mes "- You have too many items. -";
|
|
|
+ mes "- Cannot receive item. -";
|
|
|
+ mes "- Please lighten your bag -";
|
|
|
+ mes "- and try again. -";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ if (MaxWeight - Weight < 1000) {
|
|
|
+ mes "- Wait !! -";
|
|
|
+ mes "- You are carrying too many items. -";
|
|
|
+ mes "- Cannot receive item. -";
|
|
|
+ mes "- Please lighten your bag -";
|
|
|
+ mes "- and try again. -";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ return;
|
|
|
+
|
|
|
+L_Warp:
|
|
|
+ switch(getarg(0)) {
|
|
|
+ case 1:
|
|
|
+ close2;
|
|
|
+ cutin "",255;
|
|
|
+ if (getarg(1,0) == 0)
|
|
|
+ warp "ma_dun01",33,110;
|
|
|
+ end;
|
|
|
+ case 2:
|
|
|
+ next;
|
|
|
+ switch(select("Go outside.:Quit.")) {
|
|
|
+ case 1:
|
|
|
+ close2;
|
|
|
+ cutin "",255;
|
|
|
+ warp "malaya",58,76;
|
|
|
+ end;
|
|
|
+ case 2:
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Tsk...";
|
|
|
+ close2;
|
|
|
+ cutin "",255;
|
|
|
+ end;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+L_Reward:
|
|
|
+// if (IsPremiumPcCafe == 10) {
|
|
|
+ getitem 6499,5; //Ancient_Grudge
|
|
|
+ getitem 6497,10; //Lesser_Agimat
|
|
|
+// } else {
|
|
|
+// getitem 6499,3; //Ancient_Grudge
|
|
|
+// getitem 6497,5; //Lesser_Agimat
|
|
|
+// }
|
|
|
+ getitem 617,1; //Old_Violet_Box
|
|
|
+ getexp 1000000,0;
|
|
|
+ return;
|
|
|
+
|
|
|
+L_Bangungot:
|
|
|
+ mes "[Nurse Maenne]";
|
|
|
+ mes "It's a vicious monster roaming this hospital.";
|
|
|
+ next;
|
|
|
+ mes "[Nurse Maenne]";
|
|
|
+ mes "Hmmmm...";
|
|
|
+ mes "It's not exactly a monster....";
|
|
|
+ mes "More like a curse or disease...";
|
|
|
+ next;
|
|
|
+ mes "[Nurse Maenne]";
|
|
|
+ mes "There's a story saying that it used to be a wood fairy.";
|
|
|
+ next;
|
|
|
+ mes "[Nurse Maenne]";
|
|
|
+ mes "Anyway, it doesnt change the fact that she killed the patients of this hospital and turned them into monsters.";
|
|
|
+ next;
|
|
|
+ return;
|
|
|
+
|
|
|
+L_Maenne:
|
|
|
+ mes "[Nurse Maenne]";
|
|
|
+ mes "Me?";
|
|
|
+ mes "As you can see, I'm the new nurse here.";
|
|
|
+ mes "I'm a nurse who specializes in 'this' kind of work, instead of looking after patients.";
|
|
|
+ cutin "malaya_nurseB",2;
|
|
|
+ next;
|
|
|
+ mes "[Nurse Maenne]";
|
|
|
+ mes "Oh!";
|
|
|
+ mes "The Bangungot pretended to be me?";
|
|
|
+ next;
|
|
|
+ mes "[Nurse Maenne]";
|
|
|
+ mes "Seeing how much it rattled you.";
|
|
|
+ mes "It's a rather smart one.";
|
|
|
+ next;
|
|
|
+ mes "[Nurse Maenne]";
|
|
|
+ mes "Simply said, I cure unnatural phenomenon around hospitals.";
|
|
|
+ next;
|
|
|
+ mes "[Nurse Maenne]";
|
|
|
+ mes "Many things happen in the world.";
|
|
|
+ next;
|
|
|
+ return;
|
|
|
+
|
|
|
+L_Complete:
|
|
|
+ mes "[Nurse Maenne]";
|
|
|
+ mes "She may have rooted here deeper than I thought.";
|
|
|
+ mes "I can still feel her presence.";
|
|
|
+ cutin "malaya_nurseB",2;
|
|
|
+ next;
|
|
|
+ mes "[Nurse Maenne]";
|
|
|
+ mes "What you killed was a part of her...";
|
|
|
+ mes "But, it was a big help since you confused and damaged her at the same time.";
|
|
|
+ next;
|
|
|
+ mes "[Nurse Maenne]";
|
|
|
+ mes "It makes things a lot easier.";
|
|
|
+ mes "Thank you.";
|
|
|
+ return;
|
|
|
+
|
|
|
+L_Incomplete:
|
|
|
+ mes "[Nurse Maenne]";
|
|
|
+ mes "It would've been easier if she was apart from her body, but now that she returned to her room, this is going to be a little tricky.";
|
|
|
+ cutin "malaya_nurseB",2;
|
|
|
+ next;
|
|
|
+ mes "[Nurse Maenne]";
|
|
|
+ mes "Of course, don't you dare walk away from this, since you disturbed my job and led her to her room.";
|
|
|
+ next;
|
|
|
+ mes "[Nurse Maenne]";
|
|
|
+ mes "If you make it to the 2nd floor door, I'll open a small door to her room for you.";
|
|
|
+ mes "After that, she's all yours.";
|
|
|
+ return;
|
|
|
+}
|
|
|
+
|
|
|
+malaya,55,72,4 script Nurse#ma_n1 569,{
|
|
|
+ if (malaya_hi < 20) {
|
|
|
+ mes "[Nurse]";
|
|
|
+ mes "People of this town are too cautious of outsiders.";
|
|
|
+ emotion e_ag;
|
|
|
+ cutin "malaya_nurseA01",2;
|
|
|
+ next;
|
|
|
+ mes "[Nurse]";
|
|
|
+ mes "I'm sure they have their reasons, but I wish they'd tell me how to get closer...";
|
|
|
+ close2;
|
|
|
+ cutin "",255;
|
|
|
+ end;
|
|
|
+ }
|
|
|
+ if (BaseLevel < 100) {
|
|
|
+ mes "There's a nurse outside the hospital holding a large bag.";
|
|
|
+ mes "I don't think I can help her.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ if (malaya_bang == 0) {
|
|
|
+ mes "[Nurse]";
|
|
|
+ mes "Hey, hold on.";
|
|
|
+ mes "Are you planning on going inside?";
|
|
|
+ cutin "malaya_nurseA01",2;
|
|
|
+ next;
|
|
|
+ switch(select("Yes.:No.")) {
|
|
|
+ case 1:
|
|
|
+ mes "[Nurse]";
|
|
|
+ mes "Oh~";
|
|
|
+ mes "I'm so glad!";
|
|
|
+ mes "I was literally waiting all day for someone to some by.";
|
|
|
+ cutin "malaya_nurseA02",2;
|
|
|
+ next;
|
|
|
+ switch(select("About the hospital:Reason for stalling me:Ignore.")) {
|
|
|
+ case 1:
|
|
|
+ mes "[Nurse]";
|
|
|
+ mes "This hospital is the only one in town.";
|
|
|
+ mes "And it's going to be my new job.";
|
|
|
+ cutin "malaya_nurseA03",2;
|
|
|
+ next;
|
|
|
+ mes "[Nurse]";
|
|
|
+ mes "I heard it was just built, but it seems so creepy....";
|
|
|
+ emotion e_swt;
|
|
|
+ next;
|
|
|
+ mes "[Nurse]";
|
|
|
+ mes "I was surprised when I got here too.";
|
|
|
+ mes "It says 'closed' all around it!";
|
|
|
+ next;
|
|
|
+ select("Reason for stalling me.");
|
|
|
+ mes "[Nurse]";
|
|
|
+ mes "I was told that they needed nurses in this town,";
|
|
|
+ mes "so I came here after turning down numerous proposals.";
|
|
|
+ next;
|
|
|
+ mes "[Nurse]";
|
|
|
+ mes "I'd heard they were really cautious of outsiders...";
|
|
|
+ next;
|
|
|
+ mes "[Nurse]";
|
|
|
+ mes "Not even a soul to welcome me, let alone a party!";
|
|
|
+ mes "Shocking!";
|
|
|
+ emotion e_sob;
|
|
|
+ next;
|
|
|
+ mes "[Nurse]";
|
|
|
+ mes "What's more, I made it here after being lost and now I'm facing a creepy and locked hospital!";
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 2:
|
|
|
+ mes "[Nurse]";
|
|
|
+ mes "I was told that they needed nurses in this town,";
|
|
|
+ mes "so I came here after turning down numerous proposals.";
|
|
|
+ cutin "malaya_nurseA03",2;
|
|
|
+ next;
|
|
|
+ mes "[Nurse]";
|
|
|
+ mes "I'd heard they were really cautious of outsiders...";
|
|
|
+ next;
|
|
|
+ mes "[Nurse]";
|
|
|
+ mes "Not even a soul to welcome me, let alone a party!";
|
|
|
+ mes "Shocking!";
|
|
|
+ emotion e_sob;
|
|
|
+ next;
|
|
|
+ mes "[Nurse]";
|
|
|
+ mes "What's more, I made it here after being lost and now I'm facing a creepy and locked hospital!";
|
|
|
+ next;
|
|
|
+ select("About the hospital");
|
|
|
+ mes "[Nurse]";
|
|
|
+ mes "This hospital is the only one in town.";
|
|
|
+ mes "And it's going to be my new job.";
|
|
|
+ next;
|
|
|
+ mes "[Nurse]";
|
|
|
+ mes "I heard it was just built, but it seems so creepy....";
|
|
|
+ emotion e_swt;
|
|
|
+ next;
|
|
|
+ mes "[Nurse]";
|
|
|
+ mes "I was surprised when I got here too.";
|
|
|
+ mes "It says 'closed' all around it!";
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 3:
|
|
|
+ mes "[Nurse]";
|
|
|
+ mes "Yes, you must be busy.";
|
|
|
+ mes "Oh, well.";
|
|
|
+ mes "I'll let you be on your way.";
|
|
|
+ mes "Don't mind me. *Sob*";
|
|
|
+ emotion e_sob;
|
|
|
+ cutin "malaya_nurseA03",2;
|
|
|
+ close2;
|
|
|
+ cutin "",255;
|
|
|
+ end;
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case 2:
|
|
|
+ mes "[Nurse]";
|
|
|
+ mes "Oh, I see...";
|
|
|
+ emotion e_sob;
|
|
|
+ close2;
|
|
|
+ cutin "",255;
|
|
|
+ end;
|
|
|
+ }
|
|
|
+ mes "[Nurse]";
|
|
|
+ mes "Now that you say it... If you're going inside, could you take me with you?";
|
|
|
+ cutin "malaya_nurseA04",2;
|
|
|
+ next;
|
|
|
+ mes "[Nurse]";
|
|
|
+ mes "Doors are locked!";
|
|
|
+ mes "My bags are heavy!";
|
|
|
+ mes "And my legs are killing me.";
|
|
|
+ cutin "malaya_nurseA03",2;
|
|
|
+ next;
|
|
|
+ mes "[Nurse]";
|
|
|
+ mes "If I knew this was going to happen, I would've worn ER night-shift shoes instead of first-day shoes... *sniff*";
|
|
|
+ emotion e_sob;
|
|
|
+ next;
|
|
|
+ switch(select("Help.:Don't help.")) {
|
|
|
+ case 1:
|
|
|
+ mes "[Nurse]";
|
|
|
+ mes "*Sob*";
|
|
|
+ mes "I guess this world is still worth living in.";
|
|
|
+ mes "You are too kind.";
|
|
|
+ emotion e_sob;
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "I'm 'Las', who's supposed to work in this hospital.";
|
|
|
+ mes "By the looks of it, though, I may become jobless...";
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Let's start by getting inside.";
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Before that....";
|
|
|
+ mes "Could you get something to wrap my feet? I can't put my shoes on because I've got blisters.";
|
|
|
+ emotion e_hlp;
|
|
|
+ cutin "malaya_nurseA04",2;
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "2 Rotten Bandages should do to wrap both my feet. They may look dirty, but they have special liquid on them that have amazing effects.";
|
|
|
+ set malaya_bang,1;
|
|
|
+ setquest 11284;
|
|
|
+ close2;
|
|
|
+ cutin "",255;
|
|
|
+ end;
|
|
|
+ case 2:
|
|
|
+ mes "[Nurse]";
|
|
|
+ mes "Yes, you must be busy.";
|
|
|
+ mes "Oh, well.";
|
|
|
+ mes "I'll let you be on your way.";
|
|
|
+ mes "Don't mind me. *Sob*";
|
|
|
+ emotion e_sob;
|
|
|
+ cutin "malaya_nurseA03",2;
|
|
|
+ close2;
|
|
|
+ cutin "",255;
|
|
|
+ end;
|
|
|
+ }
|
|
|
+ } else if (malaya_bang == 1) {
|
|
|
+ if (countitem(930) > 1) {
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Oh......";
|
|
|
+ mes "I know they're effective but... Not so tempting.";
|
|
|
+ cutin "malaya_nurseA01",2;
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Rotten Bandages... A fit name for something that seems to have been cut fresh from a mummy.";
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "I'm having second thoughts looking at them, but as I am to be a professional nurse!!";
|
|
|
+ mes "Here goes nothing!!!";
|
|
|
+ mes "Ewwww!!";
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "*Squish*";
|
|
|
+ mes "*Squelch*";
|
|
|
+ delitem 930,2; //Rotten_Bandage
|
|
|
+ set malaya_bang,2;
|
|
|
+ close2;
|
|
|
+ cutin "",255;
|
|
|
+ end;
|
|
|
+ } else {
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Before that...";
|
|
|
+ mes "Could you get something to wrap my feet? I can't put my shoes on because I've got blisters.";
|
|
|
+ emotion e_hlp;
|
|
|
+ cutin "malaya_nurseA03",2;
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "2 Rotten Bandages should do to wrap both my feet. They may look dirty, but they have special liquid on that have with amazing effects.";
|
|
|
+ close2;
|
|
|
+ cutin "",255;
|
|
|
+ end;
|
|
|
+ }
|
|
|
+ } else if (malaya_bang == 2) {
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Ahhhhh...";
|
|
|
+ mes "My feet feel a lot better now, but it smells funny.";
|
|
|
+ cutin "malaya_nurseA01",2;
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Oh...... the smell......";
|
|
|
+ mes "My new shoes will be ruined...";
|
|
|
+ emotion e_swt2;
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Okay!!!!!!";
|
|
|
+ mes "I don't know if it's locked or stuck, let's try pushing it together!";
|
|
|
+ set malaya_bang,3;
|
|
|
+ changequest 11284,11285;
|
|
|
+ close2;
|
|
|
+ cutin "",255;
|
|
|
+ end;
|
|
|
+ } else if (malaya_bang == 3) {
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Okay!!!!!!";
|
|
|
+ mes "I don't know if it's locked or stuck, let's try pushing it together!";
|
|
|
+ cutin "malaya_nurseA01",2;
|
|
|
+ close2;
|
|
|
+ cutin "",255;
|
|
|
+ end;
|
|
|
+ } else if (malaya_bang == 4) {
|
|
|
+ mes "["+strcharinfo(0)+"]";
|
|
|
+ mes "We pushed and pulled, but it won't budge.";
|
|
|
+ emotion e_swt2,1;
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Strange~";
|
|
|
+ mes "They wouldn't have sent me to a closed down hospital.";
|
|
|
+ cutin "malaya_nurseA03",2;
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Hmmm!";
|
|
|
+ mes "I can't stand it anymore!";
|
|
|
+ emotion e_an;
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Could you ask the townsfolk about the hospital while I contact HQ?";
|
|
|
+ cutin "malaya_nurseA01",2;
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Hey, why don't you start with that girl over there?";
|
|
|
+ mes "Perhaps she'll tell you something.";
|
|
|
+ set malaya_bang,5;
|
|
|
+ changequest 11286,11287;
|
|
|
+ close2;
|
|
|
+ cutin "",255;
|
|
|
+ end;
|
|
|
+ } else if (malaya_bang == 5) {
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Could you ask the townsfolk about the hospital while I contact HQ?";
|
|
|
+ cutin "malaya_nurseA01",2;
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Hey, why don't you start with that girl over there?";
|
|
|
+ mes "Perhaps she'll tell you something.";
|
|
|
+ close2;
|
|
|
+ cutin "",255;
|
|
|
+ end;
|
|
|
+ } else if (malaya_bang == 6) {
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "What did she say?";
|
|
|
+ emotion e_what;
|
|
|
+ cutin "malaya_nurseA02",2;
|
|
|
+ next;
|
|
|
+ select("Tell her what she said.");
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Strange.";
|
|
|
+ mes "HQ confirmed that I am assigned here.";
|
|
|
+ cutin "malaya_nurseA01",2;
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Maybe that girl doesn't know about this place?";
|
|
|
+ mes "HQ couldn't have sent me here and be lying about it. Could you ask someone else in town?";
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "I'll contact HQ again for more info.";
|
|
|
+ mes "Hey, why not ask that man over there?";
|
|
|
+ mes "I'm sure he'll know something.";
|
|
|
+ set malaya_bang,7;
|
|
|
+ changequest 11288,11289;
|
|
|
+ close2;
|
|
|
+ cutin "",255;
|
|
|
+ end;
|
|
|
+ } else if (malaya_bang == 7) {
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "I'll contact HQ again for more info.";
|
|
|
+ mes "Hey, why not ask that man over there?";
|
|
|
+ mes "I'm sure he'll know something.";
|
|
|
+ cutin "malaya_nurseA01",2;
|
|
|
+ close2;
|
|
|
+ cutin "",255;
|
|
|
+ end;
|
|
|
+ } else if (malaya_bang == 8) {
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "An inn?";
|
|
|
+ mes "Good gracious!";
|
|
|
+ mes "If they'd have told me earlier I wouldn't have had to stand out here for so long!";
|
|
|
+ emotion e_pif;
|
|
|
+ cutin "malaya_nurseA01",2;
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Ummm......";
|
|
|
+ mes "......";
|
|
|
+ mes "......";
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Hey... you know what...";
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "I don't think I can move anymore because of my feet. Could you go to the inn for me?";
|
|
|
+ emotion e_swt2;
|
|
|
+ cutin "malaya_nurseA03",2;
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "I can't carry my bags around so I'll stay here and watch over them while I treat my feet.";
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "I have to be back here again anyway.";
|
|
|
+ mes "Thank you.";
|
|
|
+ set malaya_bang,9;
|
|
|
+ changequest 11290,11291;
|
|
|
+ close2;
|
|
|
+ cutin "",255;
|
|
|
+ end;
|
|
|
+ } else if (malaya_bang == 9) {
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "I don't think I can move anymore because of my feet. Could you go to the inn for me?";
|
|
|
+ emotion e_swt2;
|
|
|
+ cutin "malaya_nurseA03",2;
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "I can't carry my bags around so I'll stay here and watch over them while I treat my feet.";
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "I have to be back here again anyway.";
|
|
|
+ mes "Thank you.";
|
|
|
+ close2;
|
|
|
+ cutin "",255;
|
|
|
+ end;
|
|
|
+ } else if (malaya_bang == 10) {
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Hey~";
|
|
|
+ mes "How'd it go?";
|
|
|
+ cutin "malaya_nurseA02",2;
|
|
|
+ next;
|
|
|
+ select("Hand over the key and message.");
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Keys?";
|
|
|
+ mes "Well this is one step closer to my goals!";
|
|
|
+ mes "Let's open the door right now!";
|
|
|
+ set malaya_bang,11;
|
|
|
+ close2;
|
|
|
+ cutin "",255;
|
|
|
+ end;
|
|
|
+ } else if (malaya_bang == 11) {
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Keys?";
|
|
|
+ mes "Well this is one step closer to my goals!";
|
|
|
+ mes "Let's open the door right now!";
|
|
|
+ cutin "malaya_nurseA02",2;
|
|
|
+ close2;
|
|
|
+ cutin "",255;
|
|
|
+ end;
|
|
|
+ } else if (malaya_bang == 12) {
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "That's weird~!";
|
|
|
+ mes "The door's not locked?";
|
|
|
+ mes "How can this be?????";
|
|
|
+ mes "????";
|
|
|
+ emotion e_what;
|
|
|
+ emotion e_what,1;
|
|
|
+ cutin "malaya_nurseA04",2;
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Oh no!!!";
|
|
|
+ mes "Everything's falling apart.";
|
|
|
+ mes "Maybe we should wait for the doctor to come.....";
|
|
|
+ cutin "malaya_nurseA03",2;
|
|
|
+ next;
|
|
|
+ mes "[???]";
|
|
|
+ mes "...";
|
|
|
+ cutin "",255;
|
|
|
+ next;
|
|
|
+ mes "[???]";
|
|
|
+ mes "*Snigger*";
|
|
|
+ emotion e_what,1;
|
|
|
+ emotion e_what;
|
|
|
+ next;
|
|
|
+ mes "[???]";
|
|
|
+ mes "Hey "+((Sex)?"dude":"missy")+",";
|
|
|
+ mes "You're not getting in the hospital.";
|
|
|
+ next;
|
|
|
+ mes "["+strcharinfo(0)+"]";
|
|
|
+ mes "Who's there?!";
|
|
|
+ next;
|
|
|
+ mes "[???]";
|
|
|
+ mes "*Snigger*";
|
|
|
+ next;
|
|
|
+ mes "[???]";
|
|
|
+ mes "That's a secret~";
|
|
|
+ mes "My mom will kill me if she knew I was here!";
|
|
|
+ next;
|
|
|
+ switch(select("About entering the hospital.:About it's mom.:About ???:Quit.")) {
|
|
|
+ case 1:
|
|
|
+ mes "[???]";
|
|
|
+ mes "A few days ago, the old lady who lives near us went around the hospital sticking some kind of sticks into the ground.";
|
|
|
+ next;
|
|
|
+ mes "[???]";
|
|
|
+ mes "She was mumbling and looking around a lot.";
|
|
|
+ next;
|
|
|
+ mes "[???]";
|
|
|
+ mes "I was well hidden here because I wasn't supposed to be here.";
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 2:
|
|
|
+ mes "[???]";
|
|
|
+ mes "My mom once told me.";
|
|
|
+ mes "The old lady's daughter was hospitalized here.";
|
|
|
+ next;
|
|
|
+ mes "[???]";
|
|
|
+ mes "She never got out of it though...";
|
|
|
+ next;
|
|
|
+ mes "[???]";
|
|
|
+ mes "She wasn't the only one. There were many strange things going on at the hospital.";
|
|
|
+ next;
|
|
|
+ mes "[???]";
|
|
|
+ mes "That's why my mom doesn't want me coming around here.";
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 3:
|
|
|
+ mes "[???]";
|
|
|
+ mes "No way Jose!";
|
|
|
+ mes "I got a spanking last time I was caught around here!";
|
|
|
+ next;
|
|
|
+ mes "[???]";
|
|
|
+ mes "If I'm caught again, it won't end with a spanking....";
|
|
|
+ mes "So scary.";
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 4:
|
|
|
+ mes "[???]";
|
|
|
+ mes "Humph!!";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ mes "The voice seems to be coming from the bushes near the entrance of the hospital.";
|
|
|
+ specialeffect EF_STEAL,AREA,"Bushes#ma";
|
|
|
+ set malaya_bang,13;
|
|
|
+ changequest 11293,11294;
|
|
|
+ close;
|
|
|
+ } else if (malaya_bang == 13) {
|
|
|
+ mes "The voice seems to be coming from the bushes near the entrance of the hospital.";
|
|
|
+ mes "Let's check around.";
|
|
|
+ specialeffect EF_STEAL,AREA,"Bushes#ma";
|
|
|
+ close;
|
|
|
+ } else if (malaya_bang == 14) {
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Hmmm... Let's look around the hospital.";
|
|
|
+ cutin "malaya_nurseA01",2;
|
|
|
+ close2;
|
|
|
+ cutin "",255;
|
|
|
+ end;
|
|
|
+ } else if (malaya_bang == 15) {
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Hey... ummm...";
|
|
|
+ mes "You know...";
|
|
|
+ mes "Could you give that old lady a visit?";
|
|
|
+ cutin "malaya_nurseA04",2;
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Oh, me? I'll look be looking around here.";
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "As you know, my feet hurt...";
|
|
|
+ mes "Yes?";
|
|
|
+ mes "Yes?";
|
|
|
+ next;
|
|
|
+ switch(select("Go.:Don't go.")) {
|
|
|
+ case 1:
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Okay, off you go.";
|
|
|
+ mes "I think she lives on the west side of town.";
|
|
|
+ mes "Go on.";
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Hey you in the bushes, I'll tell on you if you don't go home now!";
|
|
|
+ set malaya_bang,16;
|
|
|
+ changequest 11296,11297;
|
|
|
+ close2;
|
|
|
+ cutin "",255;
|
|
|
+ end;
|
|
|
+ case 2:
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Why!?";
|
|
|
+ mes "Staying here won't solve anything.";
|
|
|
+ close2;
|
|
|
+ cutin "",255;
|
|
|
+ end;
|
|
|
+ }
|
|
|
+ } else if (malaya_bang == 16 || malaya_bang == 17) {
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Okay, off you go.";
|
|
|
+ mes "I think she lives on the west side of town.";
|
|
|
+ mes "Go on.";
|
|
|
+ cutin "malaya_nurseA04",2;
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Hey you in the bushes, I'll tell on you if you don't go home now!";
|
|
|
+ emotion e_omg,0,"Bushes#ma";
|
|
|
+ close2;
|
|
|
+ cutin "",255;
|
|
|
+ end;
|
|
|
+ } else if (malaya_bang == 18) {
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "How'd it go?";
|
|
|
+ mes "Did you meet the old lady?";
|
|
|
+ cutin "malaya_nurseA02",2;
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Oh by the way, when ["+strcharinfo(0)+"], you were gone, I tried the door.";
|
|
|
+ mes "It did open...";
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "But the way to the 2nd floor was blocked.";
|
|
|
+ mes "I thought the door opening was a break through, but turns out it wasn't.";
|
|
|
+ cutin "malaya_nurseA03",2;
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Anyway, the first floor door is open, so let's go inside.";
|
|
|
+ mes "Everything would be meaningless if the second floor door is not opened.";
|
|
|
+ emotion e_sob;
|
|
|
+ set malaya_bang,19;
|
|
|
+ changequest 11299,11300;
|
|
|
+ close2;
|
|
|
+ cutin "",255;
|
|
|
+ warp "ma_dun01",33,110;
|
|
|
+ end;
|
|
|
+ } else if (malaya_bang == 19) {
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Anyway, the first floor door is open, so let's go inside.";
|
|
|
+ mes "Everything would be meaningless if the second floor door is not opened.";
|
|
|
+ emotion e_sob;
|
|
|
+ cutin "malaya_nurseA01",2;
|
|
|
+ close2;
|
|
|
+ cutin "",255;
|
|
|
+ warp "ma_dun01",33,110;
|
|
|
+ end;
|
|
|
+ } else if (malaya_bang < 30) {
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Could you check the 2nd floor door again in case I missed something?";
|
|
|
+ cutin "malaya_nurseA01",2;
|
|
|
+ close2;
|
|
|
+ cutin "",255;
|
|
|
+ warp "ma_dun01",33,110;
|
|
|
+ end;
|
|
|
+ } else {
|
|
|
+ callfunc "F_Malaya_Nurse",1;
|
|
|
+ end;
|
|
|
+ }
|
|
|
+ mes "There's a nurse outside the hospital holding a large bag.";
|
|
|
+ mes "I don't think I can help her.";
|
|
|
+ close;
|
|
|
+}
|
|
|
+
|
|
|
+ma_dun01,35,108,4 script Nurse#ma_n2 569,{
|
|
|
+ if (malaya_bang < 19) {
|
|
|
+ // fall through
|
|
|
+ } else if (malaya_bang < 30) {
|
|
|
+ if (malaya_bang == 19) {
|
|
|
+ mes "The hospital is infested with monsters, like the old lady said.";
|
|
|
+ mes "How could she have gone back and forth to the 2nd floor with her feet like that....";
|
|
|
+ next;
|
|
|
+ set malaya_bang,20;
|
|
|
+ changequest 11300,11301;
|
|
|
+ }
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Could you check the 2nd floor door again in case I missed something?";
|
|
|
+ cutin "malaya_nurseA01",2;
|
|
|
+ next;
|
|
|
+ switch(select("Go outside.:Quit.")) {
|
|
|
+ case 1:
|
|
|
+ close2;
|
|
|
+ cutin "",255;
|
|
|
+ warp "malaya",58,76;
|
|
|
+ end;
|
|
|
+ case 2:
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Tsk...";
|
|
|
+ close2;
|
|
|
+ cutin "",255;
|
|
|
+ end;
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ callfunc "F_Malaya_Nurse",2;
|
|
|
+ end;
|
|
|
+ }
|
|
|
+ mes "[Nurse]";
|
|
|
+ mes "I want to be left alone.";
|
|
|
+ mes "Please leave.";
|
|
|
+ close2;
|
|
|
+ warp "malaya",58,76;
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+ma_dun01,152,23,4 script Suspicious Wooden Stick::MalayaStick0 858,{
|
|
|
+ if (malaya_bang == 20) {
|
|
|
+ mes "There's a talisman similar to the ones outside the hospital.";
|
|
|
+ mes "Let's look around for something else.";
|
|
|
+ set malaya_bang,30;
|
|
|
+ changequest 11301,11302;
|
|
|
+ close;
|
|
|
+ } else if (malaya_bang == 30) {
|
|
|
+ mes "There's a talisman similar to the ones outside the hospital.";
|
|
|
+ mes "Let's look around for something else.";
|
|
|
+ close;
|
|
|
+ } else if (malaya_bang == 35) {
|
|
|
+ mes "After sticking on the talisman over the other one, the dark feeling lifted away, just like Las said.";
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "*Snigger*";
|
|
|
+ cutin "malaya_nurseA05",2;
|
|
|
+ next;
|
|
|
+ mes "["+strcharinfo(0)+"]";
|
|
|
+ mes "?!";
|
|
|
+ cutin "",255;
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Yes, yes!";
|
|
|
+ cutin "malaya_nurseA05",2;
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "The annoying talismans are gone!";
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "*Giggle*";
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "Human's are so dumb. You show them a pretty little helpless look and they fall for it.";
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "*Snigger*";
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "For your work, I shall take you to my room...";
|
|
|
+ mes "Darn...";
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "......";
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "No no no!";
|
|
|
+ mes "You still have those annoying talismans!!!";
|
|
|
+ next;
|
|
|
+ mes "[Nurse Las]";
|
|
|
+ mes "This is your lucky day!";
|
|
|
+ mes "*Snigger*";
|
|
|
+ set malaya_bang,36;
|
|
|
+ changequest 11307,11308;
|
|
|
+ close2;
|
|
|
+ cutin "",255;
|
|
|
+ warp "malaya",58,76;
|
|
|
+ end;
|
|
|
+ } else if (malaya_bang > 35) {
|
|
|
+ mes "Cannot feel anything evil about the talisman.";
|
|
|
+ mes "Only the bitter taste of being fooled around Las remains...";
|
|
|
+ close;
|
|
|
+ } else {
|
|
|
+ mes "No power can be felt.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+malaya,48,76,4 script Hospital Door#ma_n1 844,{
|
|
|
+ if (malaya_bang == 3) {
|
|
|
+ mes "Pushed hard on the door, but it won't open.";
|
|
|
+ mes "It doesn't feel like it's locked or stuck, but encased by a layer of something.";
|
|
|
+ set malaya_bang,4;
|
|
|
+ changequest 11285,11286;
|
|
|
+ close;
|
|
|
+ } else if (malaya_bang == 4) {
|
|
|
+ mes "Pushed hard on the door, but it won't open.";
|
|
|
+ mes "It doesn't feel like it's locked or stuck, but encased by a layer of something.";
|
|
|
+ close;
|
|
|
+ } else if (malaya_bang == 11) {
|
|
|
+ mes "Put the key inside the lock of the hospital door...";
|
|
|
+ mes "But it's not locked as expected.";
|
|
|
+ next;
|
|
|
+ mes "Then why is the door not opening?";
|
|
|
+ set malaya_bang,12;
|
|
|
+ changequest 11292,11293;
|
|
|
+ close;
|
|
|
+ } else if (malaya_bang == 12) {
|
|
|
+ mes "Put the key inside the lock of the hospital door...";
|
|
|
+ mes "But it's not locked as expected.";
|
|
|
+ next;
|
|
|
+ mes "Then why is the door not opening?";
|
|
|
+ close;
|
|
|
+ } else if (malaya_bang > 18) {
|
|
|
+ if(select("Enter the hospital.:Quit.") == 1)
|
|
|
+ warp "ma_dun01",33,110;
|
|
|
+ end;
|
|
|
+ } else {
|
|
|
+ mes "The hospital door seems to be closed.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+malaya,64,78,4 script Village Woman#mab 583,{
|
|
|
+ if (malaya_hi < 20) {
|
|
|
+ mes "[Village Woman]";
|
|
|
+ mes "......";
|
|
|
+ next;
|
|
|
+ mes "Seems very cautious about you.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ if (malaya_bang == 5) {
|
|
|
+ mes "[Village Woman]";
|
|
|
+ mes "Oh~Are you an adventurer?";
|
|
|
+ mes "It seems like we have a lot of them in town lately.";
|
|
|
+ next;
|
|
|
+ mes "[Village Woman]";
|
|
|
+ mes "I was born here and never went far away from here, so I always feel like going on my adventures when I hear the stories they bring.";
|
|
|
+ next;
|
|
|
+ switch(select("Ask about the hospital.:End conversation.")) {
|
|
|
+ case 1:
|
|
|
+ mes "[Village Woman]";
|
|
|
+ mes "The hospital?";
|
|
|
+ mes "It's been closed for a very long time.";
|
|
|
+ mes "They don't talk about it around here.";
|
|
|
+ next;
|
|
|
+ mes "[Village Woman]";
|
|
|
+ mes "I never had to go to the hospital.";
|
|
|
+ mes "I've been there once when I had a stomach ache as a child. I remember the place being creepy.";
|
|
|
+ next;
|
|
|
+ mes "[Village Woman]";
|
|
|
+ mes "Children never like hospitals.";
|
|
|
+ next;
|
|
|
+ select("Ask about the nurse.");
|
|
|
+ mes "[Village Woman]";
|
|
|
+ mes "The new nurse?";
|
|
|
+ mes "I don't know.";
|
|
|
+ mes "I haven't given it a thought.";
|
|
|
+ mes "It is strange to have a new nurse coming to a closed hospital.";
|
|
|
+ set malaya_bang,6;
|
|
|
+ changequest 11287,11288;
|
|
|
+ close;
|
|
|
+ case 2:
|
|
|
+ mes "[Village Woman]";
|
|
|
+ mes "Have a nice day~";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ } else if (malaya_bang == 6) {
|
|
|
+ mes "[Village Woman]";
|
|
|
+ mes "The new nurse?";
|
|
|
+ mes "I don't know.";
|
|
|
+ mes "I haven't given it a thought.";
|
|
|
+ mes "It is strange to have a new nurse coming to a closed hospital.";
|
|
|
+ set malaya_bang,6;
|
|
|
+ changequest 11287,11288;
|
|
|
+ close;
|
|
|
+ } else {
|
|
|
+ mes "[Village Woman]";
|
|
|
+ mes "Oh~Are you an adventurer?";
|
|
|
+ mes "It seems like we have a lot of them in town lately.";
|
|
|
+ next;
|
|
|
+ mes "[Village Woman]";
|
|
|
+ mes "I was born here and never went far away from here, so I always feel like going on my adventures when I hear the stories they bring.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+malaya,62,37,4 script Village Man#mab 582,{
|
|
|
+ if (malaya_hi < 20) {
|
|
|
+ mes "[Village Man]";
|
|
|
+ mes "Hmmm! Haven't seen you around?";
|
|
|
+ mes "What brings you to our town?";
|
|
|
+ next;
|
|
|
+ mes "Seems very cautious about you.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ if (malaya_bang == 7) {
|
|
|
+ mes "[Village Man]";
|
|
|
+ mes "*Laughs*";
|
|
|
+ mes "An adventurer, are you?";
|
|
|
+ mes "When you have time, come and take a look around my pineapple farm.";
|
|
|
+ next;
|
|
|
+ mes "[Village Man]";
|
|
|
+ mes "Just a little bit~";
|
|
|
+ mes "far from the village, but I'll give you all the pineapple you want in exchange for a good story of yours!";
|
|
|
+ next;
|
|
|
+ switch(select("Ask about the hospital.:End conversation.")) {
|
|
|
+ case 1:
|
|
|
+ mes "[Village Man]";
|
|
|
+ mes "Ummm......";
|
|
|
+ mes "You mean that hospital?";
|
|
|
+ next;
|
|
|
+ mes "[Village Man]";
|
|
|
+ mes "It was closed down because of an accident.";
|
|
|
+ mes "But I wouldn't trouble an outsider with the details......";
|
|
|
+ mes "There's not much I can tell you.";
|
|
|
+ next;
|
|
|
+ select("Ask about the nurse.");
|
|
|
+ mes "[Village Man]";
|
|
|
+ mes "Oh!!!";
|
|
|
+ mes "Did you meet the nurse?!";
|
|
|
+ next;
|
|
|
+ mes "["+strcharinfo(0)+"]";
|
|
|
+ mes "She was standing in front of the hospital.";
|
|
|
+ mes "Oh!";
|
|
|
+ mes "She must have gone to contact HQ.";
|
|
|
+ next;
|
|
|
+ mes "[Village Man]";
|
|
|
+ mes "We requested 'the nurse', and she's already here! We're saved!";
|
|
|
+ next;
|
|
|
+ select("The nurse?");
|
|
|
+ mes "[Village Man]";
|
|
|
+ mes "She was invited here to save our hospital.";
|
|
|
+ next;
|
|
|
+ mes "[Village Man]";
|
|
|
+ mes "Now I have to spread the good news! Could you bring her to the inn at the center of town?";
|
|
|
+ next;
|
|
|
+ mes "[Village Man]";
|
|
|
+ mes "That's where the doctor is staying.";
|
|
|
+ mes "He's been there ever since the hospital was closed.";
|
|
|
+ set malaya_bang,8;
|
|
|
+ changequest 11289,11290;
|
|
|
+ close;
|
|
|
+ case 2:
|
|
|
+ mes "[Village Man]";
|
|
|
+ mes "Whoopeee!";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ } else if (malaya_bang == 8) {
|
|
|
+ mes "[Village Man]";
|
|
|
+ mes "Now I have to spread the good news! Could you bring her to the inn at the center of town?";
|
|
|
+ next;
|
|
|
+ mes "[Village Man]";
|
|
|
+ mes "That's where the doctor is staying.";
|
|
|
+ mes "He's been there ever since the hospital was closed.";
|
|
|
+ close;
|
|
|
+ } else {
|
|
|
+ mes "[Village Man]";
|
|
|
+ mes "Whoopeee!";
|
|
|
+ mes "An adventurer, are you?";
|
|
|
+ mes "When you have time, come and take a look around my pineapple farm.";
|
|
|
+ next;
|
|
|
+ mes "[Village Man]";
|
|
|
+ mes "Just a little bit~";
|
|
|
+ mes "far from the village, but I'll give you all the pineapple you want in exchange for a good story of yours!";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+malaya,210,200,5 script Dr. Boon#ma 865,{
|
|
|
+ if (malaya_hi < 20) {
|
|
|
+ mes "[Dr. Boon]";
|
|
|
+ mes "......";
|
|
|
+ next;
|
|
|
+ mes "Seems very cautious about you.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ if (malaya_bang == 9) {
|
|
|
+ mes "[Dr. Boon]";
|
|
|
+ mes "So~ You're the new nurse?";
|
|
|
+ next;
|
|
|
+ switch(select("Yes.:No.")) {
|
|
|
+ case 1:
|
|
|
+ mes "[Dr. Boon]";
|
|
|
+ mes "Nothing's more important for a nurse than their white uniform.";
|
|
|
+ mes "Go get changed!";
|
|
|
+ close;
|
|
|
+ case 2:
|
|
|
+ mes "[Dr. Boon]";
|
|
|
+ mes "Oh! I'm sorry.";
|
|
|
+ mes "We're waiting for a new nurse.";
|
|
|
+ mes "My bad.";
|
|
|
+ next;
|
|
|
+ select("Explain the situation.");
|
|
|
+ mes "[Dr. Boon]";
|
|
|
+ mes "Aha~";
|
|
|
+ mes "So that's what happened.";
|
|
|
+ mes "Oh, dear. I guess there was a misunderstanding.";
|
|
|
+ next;
|
|
|
+ mes "[Dr. Boon]";
|
|
|
+ mes "You see, I've been treating patients at the inn after what happened to the hospital.";
|
|
|
+ next;
|
|
|
+ mes "[Dr. Boon]";
|
|
|
+ mes "Even so, I must apologize for making her stand there so long.";
|
|
|
+ next;
|
|
|
+ mes "[Dr. Boon]";
|
|
|
+ mes "I can't leave right now because I have patients to look after. Why don't you go over and hand over this key?";
|
|
|
+ next;
|
|
|
+ mes "[Dr. Boon]";
|
|
|
+ mes "And give her a message with the key saying, 'I'll leave it to your own discretion'.";
|
|
|
+ next;
|
|
|
+ mes "[Dr. Boon]";
|
|
|
+ mes "I'll be there as soon as I'm done here.";
|
|
|
+ mes "Good luck~";
|
|
|
+ set malaya_bang,10;
|
|
|
+ changequest 11291,11292;
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ } else if (malaya_bang == 10) {
|
|
|
+ mes "[Dr. Boon]";
|
|
|
+ mes "I can't leave right now because I have patients to look after. Why don't you go over and hand over this key?";
|
|
|
+ next;
|
|
|
+ mes "[Dr. Boon]";
|
|
|
+ mes "And give her a message with the key saying, 'I'll leave it to your own discretion'.";
|
|
|
+ next;
|
|
|
+ mes "[Dr. Boon]";
|
|
|
+ mes "I'll be there as soon as I'm done here.";
|
|
|
+ mes "Good luck~";
|
|
|
+ close;
|
|
|
+ } else {
|
|
|
+ mes "[Dr. Boon]";
|
|
|
+ mes "*Sigh*";
|
|
|
+ mes "The work... It never ends...";
|
|
|
+ mes "How am I supposed to handle all these patients on my own?";
|
|
|
+ next;
|
|
|
+ mes "[Dr. Boon]";
|
|
|
+ mes "What? What's a doctor doing in an inn?";
|
|
|
+ mes "Well, why not?";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+malaya,53,68,4 script Bushes#ma 844,{
|
|
|
+ if (malaya_bang < 13) {
|
|
|
+ mes "It's just a bush.";
|
|
|
+ mes "A sweet scent of wood rises when shaken.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ if (malaya_bang == 13) {
|
|
|
+ mes "[???]";
|
|
|
+ mes "Don't come any closer!";
|
|
|
+ mes "Old "+((Sex)?"man":"lady")+"!";
|
|
|
+ mes "How'd you know I was here?";
|
|
|
+ emotion e_omg;
|
|
|
+ next;
|
|
|
+ mes "["+strcharinfo(0)+"]";
|
|
|
+ mes "I'm not old.";
|
|
|
+ emotion e_an,1;
|
|
|
+ next;
|
|
|
+ switch(select("About entering the hospital.:About its mom.:About ???.:Ask about the old lady.:Ask about the hospital grounds.:Quit.")) {
|
|
|
+ case 1:
|
|
|
+ mes "[???]";
|
|
|
+ mes "A few days ago, the old lady who lives near us went around the hospital sticking some kind of sticks into the ground.";
|
|
|
+ next;
|
|
|
+ mes "[???]";
|
|
|
+ mes "She was mumbling and looking around a lot.";
|
|
|
+ next;
|
|
|
+ mes "[???]";
|
|
|
+ mes "I was well hidden here because I wasn't supposed to be here.";
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 2:
|
|
|
+ mes "[???]";
|
|
|
+ mes "My mom once told me.";
|
|
|
+ mes "The old lady's daughter was hospitalized here.";
|
|
|
+ next;
|
|
|
+ mes "[???]";
|
|
|
+ mes "She never got out of it though...";
|
|
|
+ next;
|
|
|
+ mes "[???]";
|
|
|
+ mes "She wasn't the only one. There were many strange things going on at the hospital.";
|
|
|
+ next;
|
|
|
+ mes "[???]";
|
|
|
+ mes "That's why my mom doesn't want me coming around here.";
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 3:
|
|
|
+ mes "[???]";
|
|
|
+ mes "No way Jose!";
|
|
|
+ mes "I got a spanking last time I was caught around here!";
|
|
|
+ next;
|
|
|
+ mes "[???]";
|
|
|
+ mes "If I'm caught again, it won't end with a spanking....";
|
|
|
+ mes "So scary.";
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 4:
|
|
|
+ mes "[???]";
|
|
|
+ mes "It's the lady who lives next door to us.";
|
|
|
+ next;
|
|
|
+ mes "[???]";
|
|
|
+ mes "I saw her a few days ago doing something around the hospital.";
|
|
|
+ next;
|
|
|
+ mes "[???]";
|
|
|
+ mes "I couldn't see what she was doing from here, but I found some sticks there after she'd left.";
|
|
|
+ set malaya_bang,14;
|
|
|
+ changequest 11294,11295;
|
|
|
+ close;
|
|
|
+ case 5:
|
|
|
+ mes "[???]";
|
|
|
+ mes "I dunno.";
|
|
|
+ mes "Nothing's different except for the sticks.";
|
|
|
+ next;
|
|
|
+ mes "[???]";
|
|
|
+ mes "The old lady comes back once in a while to check on the sticks.";
|
|
|
+ mes "My heart races when that happens!";
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 6:
|
|
|
+ mes "[???]";
|
|
|
+ mes "Humph!!";
|
|
|
+ emotion e_pif;
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ mes "[???]";
|
|
|
+ mes "Promise me you won't tell anyone that you saw me!!!";
|
|
|
+ mes "Promise?!";
|
|
|
+ close;
|
|
|
+ } else if (malaya_bang == 14) {
|
|
|
+ mes "[???]";
|
|
|
+ mes "I couldn't see what she was doing from here, but I found some sticks there after she'd left.";
|
|
|
+ close;
|
|
|
+ } else if (malaya_bang == 15) {
|
|
|
+ mes "[???]";
|
|
|
+ mes "Don't come any closer!";
|
|
|
+ mes "Old "+((Sex)?"man":"lady")+"!";
|
|
|
+ mes "How'd you know I was here?";
|
|
|
+ emotion e_omg;
|
|
|
+ next;
|
|
|
+ mes "["+strcharinfo(0)+"]";
|
|
|
+ mes "I'm not old.";
|
|
|
+ emotion e_an,1;
|
|
|
+ close;
|
|
|
+ } else {
|
|
|
+ mes "There's a trace of a young child.";
|
|
|
+ mes "Think the child's gone home now.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+- script Suspicious Wooden Stick::MalayaStick -1,{
|
|
|
+ if (checkweight(1201,1) == 0) {
|
|
|
+ mes "- Wait !! -";
|
|
|
+ mes "- You have too many items. -";
|
|
|
+ mes "- Cannot receive item. -";
|
|
|
+ mes "- Please lighten your bag -";
|
|
|
+ mes "- and try again. -";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ if (MaxWeight - Weight < 1000) {
|
|
|
+ mes "- Wait !! -";
|
|
|
+ mes "- You are carrying too many items. -";
|
|
|
+ mes "- Cannot receive item. -";
|
|
|
+ mes "- Please lighten your bag -";
|
|
|
+ mes "- and try again. -";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ if (malaya_bang == 14) {
|
|
|
+ mes "A strange stick is planted on the ground.";
|
|
|
+ mes "A mysterious force can be felt.";
|
|
|
+ next;
|
|
|
+ switch(select("Pull it out.:Leave it.")) {
|
|
|
+ case 1:
|
|
|
+ if (rand(1,5) == 4) {
|
|
|
+ mes "Pulled out the deeply planted stick.";
|
|
|
+ mes "The hospital seems to have become more gloomy.";
|
|
|
+ if (rand(2)) {
|
|
|
+ set malaya_bang,15;
|
|
|
+ changequest 11295,11296;
|
|
|
+ getitem 6497,1; //Lesser_Agimat
|
|
|
+ donpcevent "Tent"+replacestr(strnpcinfo(3),"MalayaStick","")+"#ma::OnEnable";
|
|
|
+ next;
|
|
|
+ mes "Better show Las the talisman.";
|
|
|
+ close;
|
|
|
+ } else {
|
|
|
+ getitem 6497,1; //Lesser_Agimat
|
|
|
+ donpcevent "Tent"+replacestr(strnpcinfo(3),"MalayaStick","")+"#ma::OnEnable";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ mes "After pulling out the deeply planted stick, an uneasy feeling washes over.";
|
|
|
+ donpcevent "Tent"+replacestr(strnpcinfo(3),"MalayaStick","")+"#ma::OnEnable";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ case 2:
|
|
|
+ mes "It looks ominous. Better leave it alone.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ mes "There's a strange looking stick.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ end;
|
|
|
+OnEnable:
|
|
|
+ enablenpc strnpcinfo(3); // NPC name is too long for strnpcinfo(0).
|
|
|
+ end;
|
|
|
+OnDisable:
|
|
|
+ disablenpc strnpcinfo(3);
|
|
|
+ end;
|
|
|
+}
|
|
|
+malaya,40,52,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick1 858
|
|
|
+malaya,31,42,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick2 858
|
|
|
+malaya,34,36,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick3 858
|
|
|
+malaya,40,32,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick4 858
|
|
|
+malaya,50,85,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick5 858
|
|
|
+malaya,46,93,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick6 858
|
|
|
+malaya,36,98,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick7 858
|
|
|
+malaya,48,79,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick8 858
|
|
|
+malaya,50,46,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick9 858
|
|
|
+malaya,59,84,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick10 858
|
|
|
+
|
|
|
+- script Tent#ma -1,{ //557
|
|
|
+ end;
|
|
|
+OnInit:
|
|
|
+ disablenpc strnpcinfo(0);
|
|
|
+ end;
|
|
|
+OnEnable:
|
|
|
+ enablenpc strnpcinfo(0);
|
|
|
+ initnpctimer;
|
|
|
+ end;
|
|
|
+OnDisable:
|
|
|
+ stopnpctimer;
|
|
|
+ disablenpc strnpcinfo(0);
|
|
|
+ end;
|
|
|
+OnTimer1000:
|
|
|
+ donpcevent "MalayaStick"+replacestr(strnpcinfo(1),"Tent","")+"::OnDisable";
|
|
|
+ end;
|
|
|
+OnTimer30000:
|
|
|
+ donpcevent "MalayaStick"+replacestr(strnpcinfo(1),"Tent","")+"::OnEnable";
|
|
|
+ donpcevent strnpcinfo(0)+"::OnDisable";
|
|
|
+ end;
|
|
|
+}
|
|
|
+- duplicate(Tent#ma) Tent1#ma -1
|
|
|
+- duplicate(Tent#ma) Tent2#ma -1
|
|
|
+- duplicate(Tent#ma) Tent3#ma -1
|
|
|
+- duplicate(Tent#ma) Tent4#ma -1
|
|
|
+- duplicate(Tent#ma) Tent5#ma -1
|
|
|
+- duplicate(Tent#ma) Tent6#ma -1
|
|
|
+- duplicate(Tent#ma) Tent7#ma -1
|
|
|
+- duplicate(Tent#ma) Tent8#ma -1
|
|
|
+- duplicate(Tent#ma) Tent9#ma -1
|
|
|
+- duplicate(Tent#ma) Tent10#ma -1
|
|
|
+
|
|
|
+malaya,114,183,3 script Bent Old Lady#ma 575,{
|
|
|
+ if (malaya_bang == 16) {
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "Ho ho ho ho~~";
|
|
|
+ next;
|
|
|
+ mes "["+strcharinfo(0)+"]";
|
|
|
+ mes "Ma'am, excuse me, but can I ask you a question?";
|
|
|
+ next;
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "Ho ho ho ho~~";
|
|
|
+ next;
|
|
|
+ mes "["+strcharinfo(0)+"]";
|
|
|
+ mes "Ma'am?";
|
|
|
+ next;
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "Ho ho ho ho~~";
|
|
|
+ next;
|
|
|
+ mes "["+strcharinfo(0)+"]";
|
|
|
+ mes "Ma'am?";
|
|
|
+ next;
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "Ho ho ho ho~~";
|
|
|
+ next;
|
|
|
+ mes "["+strcharinfo(0)+"]";
|
|
|
+ mes "Ma'am!!!!!!!!!";
|
|
|
+ next;
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "Who? What?";
|
|
|
+ next;
|
|
|
+ mes "["+strcharinfo(0)+"]";
|
|
|
+ mes "Excuse me, but can I ask you something?";
|
|
|
+ next;
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "What? I can't hear you.";
|
|
|
+ mes "Speak up!";
|
|
|
+ next;
|
|
|
+ mes "["+strcharinfo(0)+"]";
|
|
|
+ mes "I! Have! Something! To! Ask! You!";
|
|
|
+ next;
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "Oh~Yes dear~";
|
|
|
+ mes "I'll tell you everything I know, dear~";
|
|
|
+ next;
|
|
|
+ mes "["+strcharinfo(0)+"]";
|
|
|
+ mes "Do you know anything about the hospital?";
|
|
|
+ next;
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "Hospital?";
|
|
|
+ mes "........";
|
|
|
+ next;
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "Hospital?!?!?!?";
|
|
|
+ next;
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "That hospital is cursed!";
|
|
|
+ mes "Something wicked is living there!";
|
|
|
+ next;
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "The thing took away my poor little girl.";
|
|
|
+ next;
|
|
|
+ switch(select("Ask about the hospital.:Ask about her daughter.")) {
|
|
|
+ case 1:
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "Everybody was happy to hear about the hospital being built.";
|
|
|
+ next;
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "We no longer had to go to other towns for medical care.";
|
|
|
+ next;
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "But the one they built didn't work out so well.";
|
|
|
+ mes "It couldn't cure people.";
|
|
|
+ mes "I knew this would happen when they chopped down the old tree to build it.";
|
|
|
+ next;
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "But the administrator wouldn't listen.";
|
|
|
+ mes "Far from curing people, they started to die.";
|
|
|
+ mes "So did my daughter...";
|
|
|
+ set malaya_bang,17;
|
|
|
+ changequest 11297,11298;
|
|
|
+ close;
|
|
|
+ case 2:
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "She suffered from nothing life threatening.";
|
|
|
+ mes "It was...";
|
|
|
+ mes "Just a cold......";
|
|
|
+ next;
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "The wicked thing.... My daughter...";
|
|
|
+ mes "There's something in that hospital.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ } else if (malaya_bang == 17) {
|
|
|
+ select("Show her the stick.");
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "What?";
|
|
|
+ mes "Arghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh";
|
|
|
+ emotion e_omg;
|
|
|
+ next;
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "Arghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh";
|
|
|
+ emotion e_omg;
|
|
|
+ next;
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "Arghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh";
|
|
|
+ emotion e_omg;
|
|
|
+ next;
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "Arghhhhhhhhhh!!!!!!!!!!!";
|
|
|
+ emotion e_omg;
|
|
|
+ next;
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "What have you done!";
|
|
|
+ mes "That... That was a talisman to stop the wicked thing!";
|
|
|
+ next;
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "If you pull them up, it will go after people again!";
|
|
|
+ next;
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "I saw it!";
|
|
|
+ mes "I saw it when they closed the hospital saying that everybody had died.";
|
|
|
+ next;
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "But they all knew.";
|
|
|
+ mes "The patients weren't all dead.";
|
|
|
+ next;
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "Taken alive...";
|
|
|
+ mes "By the thing that took my daughter...";
|
|
|
+ next;
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "Oh dear.";
|
|
|
+ next;
|
|
|
+ mes "Nurse Las may be in danger, standing alone in front of the hospital.";
|
|
|
+ mes "If I don't return quickly...";
|
|
|
+ set malaya_bang,18;
|
|
|
+ changequest 11298,11299;
|
|
|
+ close;
|
|
|
+ } else if (malaya_bang == 18) {
|
|
|
+ mes "Nurse Las may be in danger, standing alone in front of the hospital.";
|
|
|
+ mes "If I don't return quickly...";
|
|
|
+ close;
|
|
|
+ } else if (malaya_bang == 32) {
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "Yes? The talisman?";
|
|
|
+ mes "I asked the shaman up north of the village to make them,";
|
|
|
+ next;
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "Not famous, but a talented shaman.";
|
|
|
+ set malaya_bang,33;
|
|
|
+ changequest 11304,11305;
|
|
|
+ close;
|
|
|
+ } else {
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "Ho ho ho ho~~";
|
|
|
+ next;
|
|
|
+ mes "["+strcharinfo(0)+"]";
|
|
|
+ mes "Ma'am, excuse me, but can I ask you a question?";
|
|
|
+ next;
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "Ho ho ho ho~~";
|
|
|
+ next;
|
|
|
+ mes "["+strcharinfo(0)+"]";
|
|
|
+ mes "Ma'am?";
|
|
|
+ next;
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "Ho ho ho ho~~";
|
|
|
+ next;
|
|
|
+ mes "["+strcharinfo(0)+"]";
|
|
|
+ mes "Ma'am?";
|
|
|
+ next;
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "Ho ho ho ho~~";
|
|
|
+ next;
|
|
|
+ mes "["+strcharinfo(0)+"]";
|
|
|
+ mes "Ma'am!!!!!!!!!";
|
|
|
+ next;
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "Who? What?";
|
|
|
+ next;
|
|
|
+ mes "["+strcharinfo(0)+"]";
|
|
|
+ mes "Excuse me, but can I ask you something?";
|
|
|
+ next;
|
|
|
+ mes "[Bent Old Lady]";
|
|
|
+ mes "What? I can't hear you.";
|
|
|
+ mes "Speak up!";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+malaya,276,367,4 script Bent Shaman#ma 782,{
|
|
|
+ if (malaya_hi < 20) {
|
|
|
+ mes "[Bent Shaman]";
|
|
|
+ mes "Urgh Urgh Urghhhhhh";
|
|
|
+ next;
|
|
|
+ mes "Doesn't give even a glance...";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ mes "[Bent Shaman]";
|
|
|
+ mes "Hmmmm...";
|
|
|
+ mes "I feel, feel....";
|
|
|
+ next;
|
|
|
+ mes "[Bent Shaman]";
|
|
|
+ mes "I feel something bad from you...";
|
|
|
+ if (malaya_bang == 33) {
|
|
|
+ next;
|
|
|
+ mes "[Bent Shaman]";
|
|
|
+ mes "No no...";
|
|
|
+ mes "You need not say anything!";
|
|
|
+ mes "You'll be needing this.";
|
|
|
+ next;
|
|
|
+ mes "[Bent Shaman]";
|
|
|
+ mes "It's okay.";
|
|
|
+ mes "No need for money.";
|
|
|
+ mes "It's the karma this village must face...";
|
|
|
+ set malaya_bang,34;
|
|
|
+ changequest 11305,11306;
|
|
|
+ }
|
|
|
+ close;
|
|
|
+}
|
|
|
+
|
|
|
+// Pintados Festival :: pintados
|
|
|
+//============================================================
|
|
|
+/*
|
|
|
+Description
|
|
|
+-----------
|
|
|
+The Pintados Festival begins when players have accumulated 1000 Lesser Agimats,
|
|
|
+1000 Silver Crosses, and 300 dyestuffs, and lasts for 7 days. During that time,
|
|
|
+players are able to create a tattoo.
|
|
|
+
|
|
|
+Global Variables
|
|
|
+----------------
|
|
|
+$malaya_pintados_00 - Festival time limit, in 30-minute intervals. (range: 0~344)
|
|
|
+$malaya_pintados_01 - Number of Lesser Agimats collected. (range: 0~1000)
|
|
|
+$malaya_pintados_02 - Number of Silver Crosses collected. (range: 0~1000)
|
|
|
+$malaya_pintados_03 - Number of dyestuffs collected. (range: 0~300)
|
|
|
+$malaya_pintados_04$ - Last player to create a tattoo.
|
|
|
+*/
|
|
|
+
|
|
|
+ma_fild01,1,1,4 script Pintados Manager#pin 894,{
|
|
|
+
|
|
|
+ if (!getgmlevel()) end;
|
|
|
+
|
|
|
+ input .@input;
|
|
|
+ if (.@input == 1854) {
|
|
|
+ mes "Bingo!";
|
|
|
+ next;
|
|
|
+ } else {
|
|
|
+ mes "Error occurred.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ mes "Hi, I'm the Pintados Festival Manager. Please select an item.";
|
|
|
+ mes "Time Value: ("+$malaya_pintados_00+"/344)";
|
|
|
+ mes "Lesser Agimat Value: ("+$malaya_pintados_01+"/1,000)";
|
|
|
+ mes "Cross Value: ("+$malaya_pintados_02+"/1,000)";
|
|
|
+ mes "Dyestuffs Value: ("+$malaya_pintados_03+"/300)";
|
|
|
+ mes "Recent Tattoo Creator: "+$malaya_pintados_04$;
|
|
|
+ next;
|
|
|
+ switch(select("Eastern Medicine Button ? Start & End:Detail Button ? Adjust Value:Start Timer:End Timer")) {
|
|
|
+ case 1:
|
|
|
+ mes "This is the Eastern Medicine Control Button.";
|
|
|
+ mes "You can set the Start or End values for the festival.";
|
|
|
+ next;
|
|
|
+ switch(select("Start Pintados Festival:End Pintados Festival:NPC_ON:NPC_OFF")) {
|
|
|
+ case 1:
|
|
|
+ set $malaya_pintados_00,1;
|
|
|
+ donpcevent "Pintados Manager#pin::OnEnable";
|
|
|
+ mes "Start the Pintados Festival.";
|
|
|
+ close;
|
|
|
+ case 2:
|
|
|
+ donpcevent "Pintados Manager#pin::OnDisable";
|
|
|
+ mes "End the Pintados Festival.";
|
|
|
+ close;
|
|
|
+ case 3:
|
|
|
+ donpcevent "Pintados Manager#pin::OnEnableNPC";
|
|
|
+ mes "Add an NPC.";
|
|
|
+ close;
|
|
|
+ case 4:
|
|
|
+ donpcevent "Pintados Manager#pin::OnDisableNPC";
|
|
|
+ mes "Remove an NPC.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ case 2:
|
|
|
+ mes "Adjust the global value. Please select the value to adjust.";
|
|
|
+ next;
|
|
|
+ while(1) {
|
|
|
+ switch(select("Complete Adjustment:Time ("+$malaya_pintados_00+"):Lesser Agimat ("+$malaya_pintados_01+"):Silver Cross ("+$malaya_pintados_02+"):Dyestuffs ("+$malaya_pintados_03+")")) {
|
|
|
+ case 1:
|
|
|
+ mes "Completed global adjustment.";
|
|
|
+ close;
|
|
|
+ case 2:
|
|
|
+ mes "Adjust Time [0~344]";
|
|
|
+ mes "Global Increase by 1/30 min.";
|
|
|
+ mes "1 - 49 -> Day 1";
|
|
|
+ mes "50 - 98 -> Day 2";
|
|
|
+ mes "99 - 147 -> Day 3";
|
|
|
+ mes "148 - 196 -> Day 4";
|
|
|
+ mes "197 - 245 -> Day 5";
|
|
|
+ mes "246 - 294 -> Day 6";
|
|
|
+ mes "295 - 343 -> Day 7";
|
|
|
+ mes "Global 1 = 1 hr.";
|
|
|
+ next;
|
|
|
+ input .@input;
|
|
|
+ if (.@input < 0 || .@input > 344)
|
|
|
+ close;
|
|
|
+ set $malaya_pintados_00, .@input;
|
|
|
+ break;
|
|
|
+ case 3:
|
|
|
+ mes "Adjust the accumulated value for the Lesser Agimat.";
|
|
|
+ mes "Values can be adjusted between 0 to 1000.";
|
|
|
+ next;
|
|
|
+ input .@input;
|
|
|
+ if (.@input < 0 || .@input > 1000)
|
|
|
+ close;
|
|
|
+ set $malaya_pintados_01, .@input;
|
|
|
+ break;
|
|
|
+ case 4:
|
|
|
+ mes "Adjust the accumulated value of the Silver Cross.";
|
|
|
+ mes "Values can be adjusted between 0 to 1000.";
|
|
|
+ next;
|
|
|
+ input .@input;
|
|
|
+ if (.@input < 0 || .@input > 1000)
|
|
|
+ close;
|
|
|
+ set $malaya_pintados_02, .@input;
|
|
|
+ break;
|
|
|
+ case 5:
|
|
|
+ mes "Adjust the accumulated value for the Dyestuff.";
|
|
|
+ mes "Values can be adjusted between 0 to 300.";
|
|
|
+ next;
|
|
|
+ input .@input;
|
|
|
+ if (.@input < 0 || .@input > 300)
|
|
|
+ close;
|
|
|
+ set $malaya_pintados_03, .@input;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ mes "Time Value: ("+$malaya_pintados_00+"/344)";
|
|
|
+ mes "Lesser Agimat Value: ("+$malaya_pintados_01+"/1,000)";
|
|
|
+ mes "Cross Value: ("+$malaya_pintados_02+"/1,000)";
|
|
|
+ mes "Dyestuffs Value: ("+$malaya_pintados_03+"/300)";
|
|
|
+ mes "This is the current value. Do you want to adjust it?";
|
|
|
+ next;
|
|
|
+ }
|
|
|
+ case 3:
|
|
|
+ initnpctimer;
|
|
|
+ break;
|
|
|
+ case 4:
|
|
|
+ stopnpctimer;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ end;
|
|
|
+
|
|
|
+// Moved to individual NPCs for smoother processing.
|
|
|
+//OnInit:
|
|
|
+// if ($malaya_pintados_00 > 0)
|
|
|
+// donpcevent "Pintados Manager#pin::OnEnableNPC";
|
|
|
+// end;
|
|
|
+
|
|
|
+OnTimer1800000:
|
|
|
+ set $malaya_pintados_00, $malaya_pintados_00;
|
|
|
+ if ($malaya_pintados_00 > 0 && $malaya_pintados_00 < 344) {
|
|
|
+ set $malaya_pintados_00,$malaya_pintados_00+1;
|
|
|
+ stopnpctimer;
|
|
|
+ initnpctimer;
|
|
|
+ } else {
|
|
|
+ set $malaya_pintados_00,0;
|
|
|
+ donpcevent "Pintados Manager#pin::OnDisable";
|
|
|
+ }
|
|
|
+ end;
|
|
|
+OnEnable:
|
|
|
+ initnpctimer;
|
|
|
+ donpcevent "Pintados Manager#pin::OnEnableNPC";
|
|
|
+ announce "The 'Pintados Festival' will be held for a week in Baryo Mahiwaga.",bc_all,"0xFB9D04",FW_NORMAL,12;
|
|
|
+ end;
|
|
|
+OnDisable:
|
|
|
+ stopnpctimer;
|
|
|
+ set $malaya_pintados_00,0;
|
|
|
+ set $malaya_pintados_01,0;
|
|
|
+ set $malaya_pintados_02,0;
|
|
|
+ set $malaya_pintados_03,0;
|
|
|
+ donpcevent "Pintados Manager#pin::OnDisableNPC";
|
|
|
+ announce "The 'Pintados Festival' ended with great success.",bc_all,"0xFB9D04",FW_NORMAL,12;
|
|
|
+ end;
|
|
|
+OnEnableNPC:
|
|
|
+ set .@str$, "::OnEnable";
|
|
|
+OnDisableNPC:
|
|
|
+ if (.@str$ == "")
|
|
|
+ set .@str$, "::OnDisable";
|
|
|
+ donpcevent "Tourist#pin01"+.@str$;
|
|
|
+ donpcevent "Tourist#pin02"+.@str$;
|
|
|
+ donpcevent "Tourist#pin03"+.@str$;
|
|
|
+ donpcevent "Young Tattooist#pin04"+.@str$;
|
|
|
+ donpcevent "Tourist#pin05"+.@str$;
|
|
|
+ donpcevent "Drumming Young Man#pin06"+.@str$;
|
|
|
+ donpcevent "Drumming Young Man#pin07"+.@str$;
|
|
|
+ donpcevent "Drumming Young Man#pin08"+.@str$;
|
|
|
+ donpcevent "Beat Catching Boy#pin09"+.@str$;
|
|
|
+ donpcevent "Beat Catching Boy#pin10"+.@str$;
|
|
|
+ donpcevent "Beat Catching Boy#pin11"+.@str$;
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+ma_fild01,179,260,2 script Festival Helper Boy#pin 577,{
|
|
|
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
|
|
|
+ mes "Cannot proceed because you have too many items in your possession.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ if ($malaya_pintados_00 == 0) {
|
|
|
+ if ($malaya_pintados_01 > 999 && $malaya_pintados_02 > 999 && $malaya_pintados_03 > 299) {
|
|
|
+ set $malaya_pintados_00,1;
|
|
|
+ donpcevent "Pintados Manager#pin::OnEnable";
|
|
|
+ emotion e_lv;
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "Many adventurers helped find festival items that I returned to the village.";
|
|
|
+ next;
|
|
|
+ emotion e_ho;
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "He he... Now we can hold the '^7A96E0Pintados Festival^000000'.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ // fall through
|
|
|
+ } else {
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "He he... The fun '^7A96E0Pintados Festival^000000' is in full swing.";
|
|
|
+ next;
|
|
|
+ if ($malaya_pintados_00 > 0 && $malaya_pintados_00 < 50) {
|
|
|
+ emotion e_ho;
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "Today's the first day of the '^7A96E0Pintados Festival^000000'. The festival is held for 7 days, so have fun.";
|
|
|
+ close;
|
|
|
+ } else if ($malaya_pintados_00 > 49 && $malaya_pintados_00 < 99) {
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "Oh! Did you know?";
|
|
|
+ mes "Village tattooists draw tattoos only during the '^7A96E0Pintados Festival^000000'.";
|
|
|
+ close;
|
|
|
+ } else if ($malaya_pintados_00 > 98 && $malaya_pintados_00 < 148) {
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "Today's the third day of the '^7A96E0Pintados Festival^000000'.";
|
|
|
+ next;
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "Villagers say that an adventurer named "+$malaya_pintados_04$+" got a tattoo at the festival.";
|
|
|
+ close;
|
|
|
+ } else if ($malaya_pintados_00 > 147 && $malaya_pintados_00 < 197) {
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "Villagers say that an adventurer named "+$malaya_pintados_04$+" got a tattoo at the festival.";
|
|
|
+ next;
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "The Tattooist is scary and doesn't draw tattoos for just anyone so the adventurer must be special.";
|
|
|
+ close;
|
|
|
+ } else if ($malaya_pintados_00 > 196 && $malaya_pintados_00 < 246) {
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "An adventurer named "+$malaya_pintados_04$+" is famous in the village.";
|
|
|
+ next;
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "Have you every seen ^FF8440Bakonawa^000000, the monster known to swallow the moon? They say he is really ferocious.";
|
|
|
+ close;
|
|
|
+ } else if ($malaya_pintados_00 > 245 && $malaya_pintados_00 < 295) {
|
|
|
+ emotion e_sob;
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "I'm so sad. Many adventurers helped to hold the '^7A96E0Pintados Festival^000000' and now only one day is left.";
|
|
|
+ close;
|
|
|
+ } else {
|
|
|
+ emotion e_sob;
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "Oh gosh! It's already the last day of the '^7A96E0Pintados Festival^000000'. Can't believe there won't be more festivities.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ emotion e_spin;
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "Oh no. What will we do with the festival coming to an end.";
|
|
|
+ next;
|
|
|
+ switch(select("What is it?:How many did you collect?:Brought back a lost belonging.")) {
|
|
|
+ case 1:
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "There is a traditional festival held since ancient times";
|
|
|
+ mes "in Baryo Mahiwaga called the '^7A96E0Pintados Festival^000000'.";
|
|
|
+ next;
|
|
|
+ emotion e_otl;
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "I don't think I'll make it to the festival this time.";
|
|
|
+ next;
|
|
|
+ select("Why?");
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "I was going back to the village delivering 1000 Lesser Agimats, 1000 Silver Crosses, and 300 Dyestuffs as an errand from Port Malaya.";
|
|
|
+ next;
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "But '^FF8440Bongisungisu^000000' appeared out of nowhere and took the items away from me.";
|
|
|
+ next;
|
|
|
+ select("Are you hurt?");
|
|
|
+ emotion e_sigh;
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "Fortunately not.";
|
|
|
+ next;
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "But I'm in deep trouble. The '^7A96E0Pintados Festival^000000' can't be held without those items. What should I do.";
|
|
|
+ close;
|
|
|
+ case 2:
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "Many adventurers are helping out but only collected...";
|
|
|
+ next;
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "Lesser Agimat "+$malaya_pintados_01+", Silver Cross "+$malaya_pintados_02+", Dyestuff "+$malaya_pintados_03+" so far.";
|
|
|
+ next;
|
|
|
+ emotion e_sigh;
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "Sigh... We are still short of materials to start the '^7A96E0Pintados Festival^000000'.";
|
|
|
+ close;
|
|
|
+ case 3:
|
|
|
+ set .@str$, (Sex)?"Bro":"Sis";
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ emotion e_lv;
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "Oh~ Really? Wow!";
|
|
|
+ mes "Thanks! "+strcharinfo(0)+" "+.@str$+"!!";
|
|
|
+ mes "He he. What did you bring?";
|
|
|
+ next;
|
|
|
+ set .@i, select(
|
|
|
+ "Lesser Agimat (^FF0000"+(($malaya_pintados_01 > 999)?"Collection complete":(1000 - $malaya_pintados_01)+" short")+"^000000):"+
|
|
|
+ "Silver Cross (^FF0000"+(($malaya_pintados_02 > 999)?"Collection complete":(1000 - $malaya_pintados_02)+" short")+"^000000):"+
|
|
|
+ "Dyestuff (^FF0000"+(($malaya_pintados_03 > 299)?"Collection complete":(300 - $malaya_pintados_03)+" short")+"^000000)"
|
|
|
+ );
|
|
|
+ switch(.@i) {
|
|
|
+ case 1:
|
|
|
+ set .@item,6497; //Lesser_Agimat
|
|
|
+ set .@name$,"Lesser Agimats";
|
|
|
+ set .@total,1000;
|
|
|
+ break;
|
|
|
+ case 2:
|
|
|
+ set .@item,6502; //Silver_Cross
|
|
|
+ set .@name$,"Silver Crosses";
|
|
|
+ set .@total,1000;
|
|
|
+ break;
|
|
|
+ case 3:
|
|
|
+ setarray .@items[0],975,976,978,979,980,981,982,983;
|
|
|
+ set .@name$,"Dyestuffs";
|
|
|
+ set .@total,300;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "Wow! "+.@str$+" You've brought "+.@name$+"!";
|
|
|
+ next;
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "Wait. One... two...";
|
|
|
+ if (getd("$malaya_pintados_0"+.@i) >= .@total) {
|
|
|
+ mes "Eh... oh? I already have all the "+.@name$+" I need. "+.@str$+"! But thank you for helping.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ if (.@i < 3) {
|
|
|
+ mes "I am "+(.@total - getd("$malaya_pintados_0"+.@i))+" short of "+.@name$+". How many did you bring?";
|
|
|
+ next;
|
|
|
+ switch(select("One?!:Enter quantity.")) {
|
|
|
+ case 1:
|
|
|
+ set .@amount,1;
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "He he... You've brought back one.";
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 2:
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "He he... I'm slow with numbers. I get lost when it's over 50. How many will you give me?";
|
|
|
+ next;
|
|
|
+ input .@amount;
|
|
|
+ if (.@amount < 1 || .@amount > 50) {
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "Sigh~ I'm lost! I can't count if the numbers are weird.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ if (countitem(.@item) < .@amount) {
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "Sigh~ "+.@str$+"! Where is the "+getitemname(.@item)+"?";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ mes "I am "+(.@total - getd("$malaya_pintados_0"+.@i))+" short of Dyestuffs. What kind of Dyestuff did you bring?";
|
|
|
+ next;
|
|
|
+ for(set .@j,0; .@j<getarraysize(.@items); set .@j,.@j+1)
|
|
|
+ set .@menu$, .@menu$+getitemname(.@items[.@j])+" (^FF0000"+countitem(.@items[.@j])+"^000000):";
|
|
|
+ set .@item, .@items[select(.@menu$)-1];
|
|
|
+ if (countitem(.@item) == 0) {
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "Sigh~ You don't have any "+getitemname(.@item)+".";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ mes "[Isco]";
|
|
|
+ mes .@str$+"! How many Scarlet Dyestuffs can you give me from the "+countitem(.@item)+" you have?";
|
|
|
+ next;
|
|
|
+ switch(select("Enter Quantity:All")) {
|
|
|
+ case 1:
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "He he... I'm slow with numbers. I get lost when it's over 50. How many will you give me?";
|
|
|
+ next;
|
|
|
+ input .@amount;
|
|
|
+ if (.@amount < 1 || .@amount > 50) {
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "Sigh~ I told you I'm not good with numbers.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case 2:
|
|
|
+ set .@amount, countitem(.@item);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ if (countitem(.@item) < .@amount) {
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "Sigh... I'm short of "+getitemname(.@item)+".";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ delitem .@item,.@amount;
|
|
|
+ setd "$malaya_pintados_0"+.@i, getd("$malaya_pintados_0"+.@i)+.@amount;
|
|
|
+ set .@amount_left, .@total - getd("$malaya_pintados_0"+.@i);
|
|
|
+ mes "[Isco]";
|
|
|
+ mes "He he... Thanks. "+.@str$+"!";
|
|
|
+ if (.@amount_left <= 0)
|
|
|
+ mes "Whoa! We've collected all the "+.@name$+" we need. Happy~!";
|
|
|
+ else
|
|
|
+ mes "I only need "+.@amount_left+" more "+.@name$+".";
|
|
|
+ close;
|
|
|
+}
|
|
|
+
|
|
|
+ma_fild01,172,223,6 script Tattooist#pin 574,{
|
|
|
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
|
|
|
+ mes "Cannot proceed because you have too many items in your possession.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ emotion e_what;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "Why do you want a Tattoo?";
|
|
|
+ next;
|
|
|
+ switch(select("What is a Tattoo?:I'm curious about the effect of Tattoos.:I need a Tattoo.")) {
|
|
|
+ case 1:
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "A Tattoo of a powerful monster is said to increase the ability of the holder.";
|
|
|
+ next;
|
|
|
+ select("Awesome. How can I get one?");
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "Drawing a Tattoo is a very holy task.";
|
|
|
+ next;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "10 Ancient Grudges to protect me while I draw Tattoos.";
|
|
|
+ next;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "1 Doll that looks like a powerful monster.";
|
|
|
+ next;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "And last but not least, 1 Spirit Piece to imbue the energy of a powerful monster into the Tattoo.";
|
|
|
+ next;
|
|
|
+ select("What kind of Tattoo will you draw?");
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "I can draw 3 kinds of Tattoos.";
|
|
|
+ next;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "Bangungot Agimat Tattoo for a powerful monster that comes from an old gigantic tree in Port Malaya.";
|
|
|
+ next;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "Bakonawa Agimat Tattoo for a huge monster that can swallow the moon.";
|
|
|
+ next;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "Buwaya Agimat Tattoo for a giant alligator that kidnaps people.";
|
|
|
+ next;
|
|
|
+ select("Where can I get the Spirit Pieces and Doll?");
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "You can get these powerful items from Buwaya, Bangungot, and Bakonawa themselves but it won't be an easy task.";
|
|
|
+ next;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "This holy task isn't done every day. Tattoos are drawn only during the '^7A96E0Pintados Festival^000000'.";
|
|
|
+ close;
|
|
|
+ case 2:
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "Which Tattoo's effect are you curious about?";
|
|
|
+ next;
|
|
|
+ while(1) {
|
|
|
+ switch (select("Bangungot Agimat Tattoo:Buwaya Agimat Tattoo:Bakonawa Agimat Tattoo:I have no questions.")) {
|
|
|
+ case 1:
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "Need 10 Ancient Grudges, 1 Piece of Bangungot's Spirit, and 1 Bangungot Doll to create";
|
|
|
+ next;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "The Bangungot Agimat Tattoo holds the energy of an old gigantic tree in Port Malaya.";
|
|
|
+ next;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "Increases the effect of healing others by 4% and healing from others by 7%.";
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 2:
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "Need 10 Ancient Grudges, 1 Piece of Buwaya's Spirit, and 1 Buwaya Doll to create";
|
|
|
+ next;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "The Buwaya Agimat Tattoo contains the energy from a giant alligator.";
|
|
|
+ next;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "Increases MATK by +7% and decreases Fixed Casting by 7%.";
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 3:
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "Need 10 Ancient Grudges, 1 Piece of Bakonawa's Spirit, and 1 Bakonawa Doll to create";
|
|
|
+ next;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "The Bakonawa Agimat Tattoo holds the energy from a gigantic monster that can swallow the moon.";
|
|
|
+ next;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "Increases ATK by +7% and ASPD by 10%.";
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 4:
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "Looks like you've got all the answers. Hope you enjoy your journey.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "Do you have any questions about other Tattoo effects?";
|
|
|
+ next;
|
|
|
+ }
|
|
|
+ case 3:
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ if ($malaya_pintados_00 == 0) {
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "The holy task of drawing Tattoos is only done during the '^7A96E0Pintados Festival^000000'. Sorry but looks like the festival is not on.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "You've come right on time during the '^7A96E0Pintados Festival^000000'.";
|
|
|
+ next;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "There is no time like during the holy '^7A96E0Pintados Festival^000000' to draw Tattoos.";
|
|
|
+ next;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "The festival doesn't last long so I should start drawing. What Tattoo do you need?";
|
|
|
+ next;
|
|
|
+ switch(select("I will think it over.:Bangungot Agimat Tattoo:Buwaya Agimat Tattoo:Bakonawa Agimat Tattoo")) {
|
|
|
+ case 1:
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "Hope you enjoy the '^7A96E0Pintados Festival^000000'.";
|
|
|
+ close;
|
|
|
+ case 2:
|
|
|
+ set .@tattoo,2911; //Bangungot_Tattoo
|
|
|
+ set .@doll,6517; //Bangungot_Doll
|
|
|
+ set .@spirit,6524; //Bangungot_Spirit_Piece
|
|
|
+ set .@name$,"Bangungot";
|
|
|
+ break;
|
|
|
+ case 3:
|
|
|
+ set .@tattoo,2907; //Buwaya_Tattoo
|
|
|
+ set .@doll,6518; //Buwaya_Doll
|
|
|
+ set .@spirit,6525; //Buwaya_Spirit_Piece
|
|
|
+ set .@name$,"Buwaya";
|
|
|
+ break;
|
|
|
+ case 4:
|
|
|
+ set .@tattoo,2910; //Bakonawa_Tattoo
|
|
|
+ set .@doll,6516; //Bakonawa_Doll
|
|
|
+ set .@spirit,6523; //Bakonawa_Spirit_Piece
|
|
|
+ set .@name$,"Bakonawa";
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ if (countitem(6499) < 10 || countitem(.@spirit) == 0 || countitem(.@doll) == 0) {
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "I think you are short on materials.";
|
|
|
+ mes "Need 10 Ancient Grudges, 1 Piece of "+.@name$+"'s Spirit, and 1 "+.@name$+" Doll to create a ^EE1D11"+.@name$+" Agimat Tattoo^000000.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ emotion e_flash;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "The materials are full with holy energy. I'm sure we'll get a great Tattoo using these.";
|
|
|
+ next;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "Please don't interrupt while I'm working on drawing a holy Tattoo if you want it to come out right.";
|
|
|
+ next;
|
|
|
+ mes "The Tattooist placed the Ancient Grudges around the workplace.";
|
|
|
+ next;
|
|
|
+ specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#01";
|
|
|
+ specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#02";
|
|
|
+ specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#03";
|
|
|
+ specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#04";
|
|
|
+ specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#05";
|
|
|
+ mes "The Ancient Grudge lit up and tools starts to glow. He smiled satisfyingly at the glowing tools and materials.";
|
|
|
+ next;
|
|
|
+ mes "And then "+.@name$+" stared intensely at the doll as if to remember every detail of it in his head.";
|
|
|
+ next;
|
|
|
+ if(select("Aren't you going to start?:... ... ..") == 1) {
|
|
|
+ emotion e_an;
|
|
|
+ delitem 6499,5; //Ancient_Grudge
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "Oh no, now you ruined it.";
|
|
|
+ mes "I cannot draw a Tattoo for someone like you who doesn't understand art. You can take back the remaining materials.";
|
|
|
+ next;
|
|
|
+ mes "Received back 5 Ancient Grudges, "+.@name$+" Doll, and Piece of "+.@name$+"'s Spirit.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ emotion e_bzz;
|
|
|
+ mes "Think he will melt the doll with his eyes?";
|
|
|
+ next;
|
|
|
+ specialeffect EF_SONICBLOWHIT;
|
|
|
+ mes "He closed and opened his eyes slowly as if to memorize the doll in his head and then held up a glowing tool to start drawing.";
|
|
|
+ next;
|
|
|
+ mes "The "+.@name$+" Tattoo was completed almost instantly.";
|
|
|
+ next;
|
|
|
+ emotion e_an;
|
|
|
+ mes "But he kept on looking at each corner of the drawing as if he didn't like some of its details.";
|
|
|
+ next;
|
|
|
+ if(select("Looks good to me.:... ... ..") == 1) {
|
|
|
+ emotion e_an;
|
|
|
+ emotion e_ag;
|
|
|
+ delitem 6499,5; //Ancient_Grudge
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "Ergh! I told you not to interrupt!";
|
|
|
+ next;
|
|
|
+ mes "The Tattooist ripped up the drawing irritably.";
|
|
|
+ next;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "I can't continue like this. Maybe another time. You can take back the remaining materials.";
|
|
|
+ next;
|
|
|
+ mes "Received back 5 Ancient Grudges, "+.@name$+" Doll, and Piece of "+.@name$+"'s Spirit.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ mes "He looked at the drawing intensely for a long time and then nodded with a satisfied smile.";
|
|
|
+ next;
|
|
|
+ mes "Looks like he is satisfied with the "+.@name$+" drawing.";
|
|
|
+ next;
|
|
|
+ emotion e_dum;
|
|
|
+ mes "But now he is staring at the sky without doing anything else. What is he waiting for?";
|
|
|
+ next;
|
|
|
+ if(select("When will it be done?:... ... ..") == 1) {
|
|
|
+ emotion e_an;
|
|
|
+ emotion e_ag;
|
|
|
+ delitem 6499,5; //Ancient_Grudge
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "Ergh! I told you not to interrupt!";
|
|
|
+ next;
|
|
|
+ mes "The Tattooist ripped up the drawing irritably.";
|
|
|
+ next;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "I can't continue like this. Maybe another time. You can take back the remaining materials.";
|
|
|
+ next;
|
|
|
+ mes "Received back 5 Ancient Grudges, "+.@name$+" Doll, and Piece of "+.@name$+"'s Spirit.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ emotion e_dots;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes ".";
|
|
|
+ next;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes ". .";
|
|
|
+ next;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes ". . .";
|
|
|
+ next;
|
|
|
+ emotion e_dots;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes ". . . .";
|
|
|
+ next;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes ". . . . .";
|
|
|
+ next;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes ". . . . . .";
|
|
|
+ next;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes ". . . . . . .";
|
|
|
+ next;
|
|
|
+ emotion e_flash;
|
|
|
+ mes "The Tattooist's eyes started to shine after staring at the sky for awhile, then he broke the Piece of "+.@name$+"'s Spirit with both his hands.";
|
|
|
+ next;
|
|
|
+ specialeffect EF_DETOXICATION;
|
|
|
+ mes "The Piece of "+.@name$+"'s Spirit is shattered into powder. The Tattooist's hands are glowing.";
|
|
|
+ next;
|
|
|
+ if(select("Why did you break the pieces...:... ... ..") == 1) {
|
|
|
+ delitem 6499,5; //Ancient_Grudge
|
|
|
+ delitem .@spirit,1;
|
|
|
+ emotion e_an;
|
|
|
+ emotion e_ag;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "Ergh! I told you not to interrupt!";
|
|
|
+ next;
|
|
|
+ mes "The glowing light from his hands faded away. He starred at his hands for a while and then ripped up the drawing irritably.";
|
|
|
+ next;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "I was this close to completing a wonderful piece but you ruined it. Not in a good mood. You can take the remaining materials.";
|
|
|
+ next;
|
|
|
+ mes "Received back 5 Ancient Grudges and the doll.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ mes "He held up the powder in both hands and then blew it onto the drawing.";
|
|
|
+ next;
|
|
|
+ specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#01";
|
|
|
+ specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#02";
|
|
|
+ specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#03";
|
|
|
+ specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#04";
|
|
|
+ specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#05";
|
|
|
+ mes "All Ancient Grudges started to burn and then the glowing light from the "+.@name$+" drawing faded away.";
|
|
|
+ next;
|
|
|
+ specialeffect EF_LIGHTSPHERE;
|
|
|
+ mes "Blinking light on top of the drawing.";
|
|
|
+ next;
|
|
|
+ mes "Light faded away and the "+.@name$+" drawing is no longer the simple one it was before.";
|
|
|
+ next;
|
|
|
+ mes "The "+.@name$+" drawing looks as if it is... alive.";
|
|
|
+ next;
|
|
|
+ mes "The Tattooist is finally satisfied and is all smiles.";
|
|
|
+ next;
|
|
|
+ emotion e_heh;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "Ha ha. It came out great.";
|
|
|
+ next;
|
|
|
+ delitem 6499,10; //Ancient_Grudge
|
|
|
+ delitem .@spirit,1;
|
|
|
+ delitem .@doll,1;
|
|
|
+ getitem .@tattoo,1;
|
|
|
+ set $malaya_pintados_04$, strcharinfo(0);
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "I'm sorry you had to wait for a long time. But it was worth it cause I haven't created a Tattoo of this quality in a long time.";
|
|
|
+ next;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "The ^EE1D11"+.@name$+" Agimat Tattoo^000000 you've waited for is now completed.";
|
|
|
+ next;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "Hope you enjoy the '^7A96E0Pintados Festival^000000'.";
|
|
|
+ close;
|
|
|
+}
|
|
|
+
|
|
|
+ma_fild01,171,224,0 script Ancient Grudge#01 139,{ end; }
|
|
|
+ma_fild01,173,224,0 duplicate(Ancient Grudge#01) Ancient Grudge#02 139
|
|
|
+ma_fild01,173,223,0 duplicate(Ancient Grudge#01) Ancient Grudge#03 139
|
|
|
+ma_fild01,172,222,0 duplicate(Ancient Grudge#01) Ancient Grudge#04 139
|
|
|
+ma_fild01,171,223,0 duplicate(Ancient Grudge#01) Ancient Grudge#05 139
|
|
|
+
|
|
|
+ma_fild01,192,200,8 script Tourist#pin01 58,{
|
|
|
+ mes "[Tourist]";
|
|
|
+ mes "I came from afar and dropped everything to come and enjoy the 'Pintados Festival'.";
|
|
|
+ next;
|
|
|
+ mes "[Tourist]";
|
|
|
+ mes "I don't regret visiting but...";
|
|
|
+ next;
|
|
|
+ mes "[Tourist]";
|
|
|
+ mes "I don't like the Tattoo I got after all I've gone through to get it.";
|
|
|
+ next;
|
|
|
+ mes "[Tourist]";
|
|
|
+ mes "I've looked at it in the light but I think the Tattooist made a mistake.";
|
|
|
+ next;
|
|
|
+ mes "[Tourist]";
|
|
|
+ mes "This ruined my whole visit.";
|
|
|
+ next;
|
|
|
+ mes "[Tourist]";
|
|
|
+ mes "Tsk!";
|
|
|
+ close;
|
|
|
+OnInit:
|
|
|
+ if (!$malaya_pintados_00)
|
|
|
+ disablenpc "Tourist#pin01";
|
|
|
+ end;
|
|
|
+OnEnable:
|
|
|
+ enablenpc "Tourist#pin01";
|
|
|
+ end;
|
|
|
+OnDisable:
|
|
|
+ disablenpc "Tourist#pin01";
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+ma_fild01,211,200,6 script Tourist#pin02 775,{
|
|
|
+ mes "[Tourist]";
|
|
|
+ mes "I heard of the 'Pintados Festival' and came all the way from Gonryun.";
|
|
|
+ next;
|
|
|
+ mes "[Tourist]";
|
|
|
+ mes "Just in case you might think otherwise, this is a mask on my face and not a tattoo.";
|
|
|
+ close;
|
|
|
+OnInit:
|
|
|
+ if (!$malaya_pintados_00)
|
|
|
+ disablenpc "Tourist#pin02";
|
|
|
+ end;
|
|
|
+OnEnable:
|
|
|
+ enablenpc "Tourist#pin02";
|
|
|
+ end;
|
|
|
+OnDisable:
|
|
|
+ disablenpc "Tourist#pin02";
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+ma_fild01,251,205,2 script Tourist#pin03 824,{
|
|
|
+ mes "[Tourist]";
|
|
|
+ mes "Hey, hear me. This isn't the Tattoo I wanted.";
|
|
|
+ next;
|
|
|
+ mes "[Tourist]";
|
|
|
+ mes "I asked for a Bakonawa Tattoo but the more I look at it, this is Bangungot.";
|
|
|
+ next;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "No... you said that you wanted that one. Don't be so difficult.";
|
|
|
+ next;
|
|
|
+ mes "[Tourist]";
|
|
|
+ mes "Don't you know that customer is king? Huh? Do you want a bad reputation?";
|
|
|
+ next;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "Ugh... Can't believe this.";
|
|
|
+ close;
|
|
|
+OnInit:
|
|
|
+ if (!$malaya_pintados_00)
|
|
|
+ disablenpc "Tourist#pin03";
|
|
|
+ end;
|
|
|
+OnEnable:
|
|
|
+ enablenpc "Tourist#pin03";
|
|
|
+ end;
|
|
|
+OnDisable:
|
|
|
+ disablenpc "Tourist#pin03";
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+ma_fild01,249,206,6 script Young Tattooist#pin04 582,{
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "Ah... I can't work with customers like this.";
|
|
|
+ next;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "How many times do I have to tell you, you said you wanted a Bangungot.";
|
|
|
+ next;
|
|
|
+ mes "[Tattooist]";
|
|
|
+ mes "Ouch, my throat... Shouting will get me nowhere.";
|
|
|
+ close;
|
|
|
+OnInit:
|
|
|
+ if (!$malaya_pintados_00)
|
|
|
+ disablenpc "Young Tattooist#pin04";
|
|
|
+ end;
|
|
|
+OnEnable:
|
|
|
+ enablenpc "Young Tattooist#pin04";
|
|
|
+ end;
|
|
|
+OnDisable:
|
|
|
+ disablenpc "Young Tattooist#pin04";
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+ma_fild01,162,235,6 script Tourist#pin05 815,{
|
|
|
+ mes "[Tourist]";
|
|
|
+ mes "They say the Pintados Festival will only be held for one week.";
|
|
|
+ next;
|
|
|
+ mes "[Tourist]";
|
|
|
+ mes "I came from Louyang without knowing about the festival. Must be my lucky day.";
|
|
|
+ close;
|
|
|
+OnInit:
|
|
|
+ if (!$malaya_pintados_00)
|
|
|
+ disablenpc "Tourist#pin05";
|
|
|
+ end;
|
|
|
+OnEnable:
|
|
|
+ enablenpc "Tourist#pin05";
|
|
|
+ end;
|
|
|
+OnDisable:
|
|
|
+ disablenpc "Tourist#pin05";
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+ma_fild01,164,234,6 script Drumming Young Man#pin06 578,{
|
|
|
+ mes "ba-dum-DUM- ba-dum-DUM";
|
|
|
+ next;
|
|
|
+ mes "[Drumming Young Man]";
|
|
|
+ mes "The Pintados Festival wouldn't be a festival without a drummer.";
|
|
|
+ next;
|
|
|
+ mes "[Drumming Young Man]";
|
|
|
+ mes "Why don't you join?";
|
|
|
+ close;
|
|
|
+OnInit:
|
|
|
+ if (!$malaya_pintados_00)
|
|
|
+ disablenpc "Drumming Young Man#pin06";
|
|
|
+ end;
|
|
|
+OnEnable:
|
|
|
+ enablenpc "Drumming Young Man#pin06";
|
|
|
+ end;
|
|
|
+OnDisable:
|
|
|
+ disablenpc "Drumming Young Man#pin06";
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+ma_fild01,170,231,4 script Drumming Young Man#pin07 578,{
|
|
|
+ mes "ba-dum-DUM- ba-dum-DUM";
|
|
|
+ next;
|
|
|
+ mes "[Drumming Young Man]";
|
|
|
+ mes "The Pintados from Pintados Festival means painted in our language.";
|
|
|
+ next;
|
|
|
+ mes "[Drumming Young Man]";
|
|
|
+ mes "So that is probably why we have people drawing special Tattoos during the festival.";
|
|
|
+ close;
|
|
|
+OnInit:
|
|
|
+ if (!$malaya_pintados_00)
|
|
|
+ disablenpc "Drumming Young Man#pin07";
|
|
|
+ end;
|
|
|
+OnEnable:
|
|
|
+ enablenpc "Drumming Young Man#pin07";
|
|
|
+ end;
|
|
|
+OnDisable:
|
|
|
+ disablenpc "Drumming Young Man#pin07";
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+ma_fild01,164,228,6 script Drumming Young Man#pin08 578,{
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+ mes "ba-dum-DUM- ba-dum-DUM";
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+ next;
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+ mes "[Drumming Young Man]";
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+ mes "I don't remember it accurately, but they say the Pintados Festival was to celebrate a rich harvest.";
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+ close;
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|
+OnInit:
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|
+ if (!$malaya_pintados_00)
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|
+ disablenpc "Drumming Young Man#pin08";
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|
+ end;
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|
+OnEnable:
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|
+ enablenpc "Drumming Young Man#pin08";
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|
+ end;
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|
+OnDisable:
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|
+ disablenpc "Drumming Young Man#pin08";
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|
+ end;
|
|
|
+}
|
|
|
+
|
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|
+ma_fild01,170,234,4 script Beat Catching Boy#pin09 577,{
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+ mes "ba-dum-TSH- ba-dum-TSH-";
|
|
|
+ next;
|
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|
+ mes "[Beat Catching Boy]";
|
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|
+ mes "I always get energetic when I hear drums and sticks in a rhythmic beat.";
|
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|
+ next;
|
|
|
+ mes "[Beat Catching Boy]";
|
|
|
+ mes "ba-dum-TSH- ba-dum-TSH- So much fun!";
|
|
|
+ close;
|
|
|
+OnInit:
|
|
|
+ if (!$malaya_pintados_00)
|
|
|
+ disablenpc "Beat Catching Boy#pin09";
|
|
|
+ end;
|
|
|
+OnEnable:
|
|
|
+ enablenpc "Beat Catching Boy#pin09";
|
|
|
+ end;
|
|
|
+OnDisable:
|
|
|
+ disablenpc "Beat Catching Boy#pin09";
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+ma_fild01,164,231,6 script Beat Catching Boy#pin10 577,{
|
|
|
+ mes "ba-dum-TSH- ba-dum-TSH-";
|
|
|
+ next;
|
|
|
+ mes "[Beat Catching Boy]";
|
|
|
+ mes "I may be using sticks to catch the beat right now but you never know if I'll grow big enough to play the drums, right?";
|
|
|
+ close;
|
|
|
+OnInit:
|
|
|
+ if (!$malaya_pintados_00)
|
|
|
+ disablenpc strnpcinfo(0);
|
|
|
+ end;
|
|
|
+OnEnable:
|
|
|
+ enablenpc strnpcinfo(0);
|
|
|
+ end;
|
|
|
+OnDisable:
|
|
|
+ disablenpc strnpcinfo(0);
|
|
|
+ end;
|
|
|
+}
|
|
|
+ma_fild01,170,228,4 duplicate(Beat Catching Boy#pin10) Beat Catching Boy#pin11 577
|