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* Port Malaya updates.
- Added "Nurse in Port Malaya" quest.
- Added "Pintados Festival" quest.
- Updated all quest_db entries with correct delays and mobs.
- Corrected placeholder VIP checks: when VIP is disabled, the VIP reward is always given.

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

Euphy 11 years ago
parent
commit
e4e8566b19
3 changed files with 2626 additions and 49 deletions
  1. 12 12
      db/quest_db.txt
  2. 2 2
      npc/re/instances/BakonawaLake.txt
  3. 2612 35
      npc/re/quests/quests_malaya.txt

+ 12 - 12
db/quest_db.txt

@@ -583,7 +583,7 @@
 4226,10800,0,0,0,0,0,0,"91-99 Mission Board Timer"
 4226,10800,0,0,0,0,0,0,"91-99 Mission Board Timer"
 4227,10800,0,0,0,0,0,0,"91-99 Mission Board Timer"
 4227,10800,0,0,0,0,0,0,"91-99 Mission Board Timer"
 
 
-4229,86400,0,0,0,0,0,0,"Devil in the Cave"
+4229,82800,0,0,0,0,0,0,"Devil in the Cave"
 
 
 4254,0,0,0,0,0,0,0,"Fairy with a stomache"
 4254,0,0,0,0,0,0,0,"Fairy with a stomache"
 4255,0,0,0,0,0,0,0,"Revenge!"
 4255,0,0,0,0,0,0,0,"Revenge!"
@@ -1111,7 +1111,7 @@
 7364,0,0,0,0,0,0,0,"Deliver Holy Item to Middle-aged Man"
 7364,0,0,0,0,0,0,0,"Deliver Holy Item to Middle-aged Man"
 7365,0,0,0,0,0,0,0,"Better than My Old Button-2"
 7365,0,0,0,0,0,0,0,"Better than My Old Button-2"
 7366,0,0,0,0,0,0,0,"Traditional Spiritual Protection and Impudent Girl-1"
 7366,0,0,0,0,0,0,0,"Traditional Spiritual Protection and Impudent Girl-1"
-7367,900,0,0,0,0,0,0,"Traditional Spiritual Protection and Impudent Girl-2"
+7367,600,0,0,0,0,0,0,"Traditional Spiritual Protection and Impudent Girl-2"
 7368,0,0,0,0,0,0,0,"Deliver Spiritual Protection-Pedro"
 7368,0,0,0,0,0,0,0,"Deliver Spiritual Protection-Pedro"
 7369,0,0,0,0,0,0,0,"Deliver Spiritual Protection-Nardo"
 7369,0,0,0,0,0,0,0,"Deliver Spiritual Protection-Nardo"
 7370,0,0,0,0,0,0,0,"Deliver Spiritual Protection-Pandoi"
 7370,0,0,0,0,0,0,0,"Deliver Spiritual Protection-Pandoi"
@@ -1119,13 +1119,13 @@
 7372,0,0,0,0,0,0,0,"Deliver Spiritual Protection-Talah"
 7372,0,0,0,0,0,0,0,"Deliver Spiritual Protection-Talah"
 7373,0,0,0,0,0,0,0,"Deliver Spiritual Protection-Romel"
 7373,0,0,0,0,0,0,0,"Deliver Spiritual Protection-Romel"
 7374,0,0,0,0,0,0,0,"Love and Spiritual Protection for All"
 7374,0,0,0,0,0,0,0,"Love and Spiritual Protection for All"
-7375,86400,0,0,0,0,0,0,"Love and Spiritual Protection Continues"
+7375,82800,0,0,0,0,0,0,"Love and Spiritual Protection Continues"
 7376,0,0,0,0,0,0,0,"Old Man and Cast-Iron Caldron-1"
 7376,0,0,0,0,0,0,0,"Old Man and Cast-Iron Caldron-1"
 7377,0,0,0,0,0,0,0,"Old Man and Cast-Iron Caldron-2"
 7377,0,0,0,0,0,0,0,"Old Man and Cast-Iron Caldron-2"
-7378,86400,0,0,0,0,0,0,"Old Man and Cast-Iron Caldron-Regular Trades"
+7378,82800,0,0,0,0,0,0,"Old Man and Cast-Iron Caldron-Regular Trades"
 7379,0,0,0,0,0,0,0,"Peace Preacher"
 7379,0,0,0,0,0,0,0,"Peace Preacher"
 7380,0,0,0,0,0,0,0,"To Smith a Traditional Spiritual Protection"
 7380,0,0,0,0,0,0,0,"To Smith a Traditional Spiritual Protection"
-7381,86400,0,0,0,0,0,0,"High Demand on Spiritual Protection Material"
+7381,82800,0,0,0,0,0,0,"High Demand on Spiritual Protection Material"
 7382,0,0,0,0,0,0,0,"Deliver to Pedro"
 7382,0,0,0,0,0,0,0,"Deliver to Pedro"
 7383,0,0,0,0,0,0,0,"Deliver to Nardo"
 7383,0,0,0,0,0,0,0,"Deliver to Nardo"
 7384,0,0,0,0,0,0,0,"Deliver to Pandoi"
 7384,0,0,0,0,0,0,0,"Deliver to Pandoi"
@@ -1134,27 +1134,27 @@
 7387,0,0,0,0,0,0,0,"Deliver to Romel"
 7387,0,0,0,0,0,0,0,"Deliver to Romel"
 7388,0,0,0,0,0,0,0,"Maries's Child"
 7388,0,0,0,0,0,0,0,"Maries's Child"
 7389,0,0,0,0,0,0,0,"Give the Shirt to Maries's Child"
 7389,0,0,0,0,0,0,0,"Give the Shirt to Maries's Child"
-7390,86400,0,0,0,0,0,0,"Worried about Maries's Child"
+7390,82800,0,0,0,0,0,0,"Worried about Maries's Child"
 7391,0,0,0,0,0,0,0,"Jejeling and Jejellopy"
 7391,0,0,0,0,0,0,0,"Jejeling and Jejellopy"
 7392,86400,0,0,0,0,0,0,"Collect Jejellopy Regularly"
 7392,86400,0,0,0,0,0,0,"Collect Jejellopy Regularly"
 7393,0,2314,10,2311,10,0,0,"Shiny Silver Blade"
 7393,0,2314,10,2311,10,0,0,"Shiny Silver Blade"
-7394,86400,0,0,0,0,0,0,"Shiny Tomorrow"
+7394,82800,0,0,0,0,0,0,"Shiny Tomorrow"
 7395,0,0,0,0,0,0,0,"Ghost on the Ferry Ship"
 7395,0,0,0,0,0,0,0,"Ghost on the Ferry Ship"
 7396,0,0,0,0,0,0,0,"Angry Soul on Ferry Ship"
 7396,0,0,0,0,0,0,0,"Angry Soul on Ferry Ship"
 7397,0,0,0,0,0,0,0,"Mumbaki Phong's Advice"
 7397,0,0,0,0,0,0,0,"Mumbaki Phong's Advice"
 7398,0,0,0,0,0,0,0,"Offering Bouquet Recommended by Mumbaki"
 7398,0,0,0,0,0,0,0,"Offering Bouquet Recommended by Mumbaki"
 7399,0,0,0,0,0,0,0,"Soul Diwata's Story"
 7399,0,0,0,0,0,0,0,"Soul Diwata's Story"
 7400,0,0,0,0,0,0,0,"Mumbaki of Port Malaya"
 7400,0,0,0,0,0,0,0,"Mumbaki of Port Malaya"
-7401,86400,0,0,0,0,0,0,"All Aboard for Perry Sailing"
+7401,82800,0,0,0,0,0,0,"All Aboard for Perry Sailing"
 7402,0,0,0,0,0,0,0,"Bouquet for Diwata"
 7402,0,0,0,0,0,0,0,"Bouquet for Diwata"
 7403,0,0,0,0,0,0,0,"Stabilized Perry"
 7403,0,0,0,0,0,0,0,"Stabilized Perry"
 7404,0,2316,20,0,0,0,0,"Get Rid of Jejeling"
 7404,0,2316,20,0,0,0,0,"Get Rid of Jejeling"
-7405,86400,0,0,0,0,0,0,"Get Rid of Jejeling - Same Time Tomorrow"
+7405,82800,0,0,0,0,0,0,"Get Rid of Jejeling - Same Time Tomorrow"
 7406,0,0,0,0,0,0,0,"Agree to Collecting Bones!"
 7406,0,0,0,0,0,0,0,"Agree to Collecting Bones!"
 7407,0,0,0,0,0,0,0,"Purified Bone"
 7407,0,0,0,0,0,0,0,"Purified Bone"
-7408,86400,0,0,0,0,0,0,"Agree to Come Back Tomorrow?"
+7408,82800,0,0,0,0,0,0,"Agree to Come Back Tomorrow?"
 7409,0,2309,10,0,0,0,0,"Cannot Meet Eyes with Him!"
 7409,0,2309,10,0,0,0,0,"Cannot Meet Eyes with Him!"
-7410,86400,0,0,0,0,0,0,"Teach Another Lesson Tomorrow!"
+7410,82800,0,0,0,0,0,0,"Teach Another Lesson Tomorrow!"
 
 
 // Eclage
 // Eclage
 7411,0,0,0,0,0,0,0,"The traveler, Fome's story"
 7411,0,0,0,0,0,0,0,"The traveler, Fome's story"
@@ -1968,7 +1968,7 @@
 11306,0,0,0,0,0,0,0,"Nurse at Port Malaya-23"
 11306,0,0,0,0,0,0,0,"Nurse at Port Malaya-23"
 11307,0,0,0,0,0,0,0,"Nurse at Port Malaya-24"
 11307,0,0,0,0,0,0,0,"Nurse at Port Malaya-24"
 11308,0,0,0,0,0,0,0,"Nurse at Port Malaya-25"
 11308,0,0,0,0,0,0,0,"Nurse at Port Malaya-25"
-11309,0,0,0,0,0,0,0,"Nurse at Port Malaya-26"
+11309,0,2327,1,0,0,0,0,"Nurse at Port Malaya-26"
 
 
 11310,0,0,0,0,0,0,0,"Eclage's Entrance"
 11310,0,0,0,0,0,0,0,"Eclage's Entrance"
 11311,0,0,0,0,0,0,0,"Eclage's Entrance"
 11311,0,0,0,0,0,0,0,"Eclage's Entrance"

+ 2 - 2
npc/re/instances/BakonawaLake.txt

@@ -460,9 +460,9 @@ OnMobSpawn:
 		mes "[Taho]";
 		mes "[Taho]";
 		mes "This was found from Bakonawa's corpse. It would be better if you take this.";
 		mes "This was found from Bakonawa's corpse. It would be better if you take this.";
 //		if (IsPremiumPcCafe == 10)
 //		if (IsPremiumPcCafe == 10)
-//			getitem 6499,7; //Ancient_Grudge
+			getitem 6499,7; //Ancient_Grudge
 //		else
 //		else
-			getitem 6499,5; //Ancient_Grudge
+//			getitem 6499,5; //Ancient_Grudge
 		getexp 0,100000;
 		getexp 0,100000;
 		next;
 		next;
 	}
 	}

+ 2612 - 35
npc/re/quests/quests_malaya.txt

@@ -3,7 +3,7 @@
 //===== By: ==================================================
 //===== By: ==================================================
 //= Euphy
 //= Euphy
 //===== Current Version: =====================================
 //===== Current Version: =====================================
-//= 0.5
+//= 1.0
 //===== Compatible With: =====================================
 //===== Compatible With: =====================================
 //= rAthena SVN
 //= rAthena SVN
 //===== Description: =========================================
 //===== Description: =========================================
@@ -11,16 +11,16 @@
 //= Quest NPCs related to Port Malaya:
 //= Quest NPCs related to Port Malaya:
 //== Cautious Village, Port Malaya Daily Quests,
 //== Cautious Village, Port Malaya Daily Quests,
 //== Secret in the Woods, Bakonawa Extermination
 //== Secret in the Woods, Bakonawa Extermination
+//== Nurse in Port Malaya, Pintados Festival
 //= Merchants:
 //= Merchants:
 //== Traders, Upgrade Boss Equipment
 //== Traders, Upgrade Boss Equipment
-//= Not yet implemented:
-//== Nurse in Port Malaya, Pintados Festival
 //===== Additional Comments: =================================
 //===== Additional Comments: =================================
 //= 0.1 Traders only. Adapted from Masao's conversion. [Euphy]
 //= 0.1 Traders only. Adapted from Masao's conversion. [Euphy]
 //= 0.2 Added Tribe Blacksmith [DeadlySilence]
 //= 0.2 Added Tribe Blacksmith [DeadlySilence]
 //= 0.3 Added "Secret in the Woods" quest [DeadlySilence]
 //= 0.3 Added "Secret in the Woods" quest [DeadlySilence]
 //= 0.4 Added "Cautious Village" and subsequent quests [DeadlySilence]
 //= 0.4 Added "Cautious Village" and subsequent quests [DeadlySilence]
 //= 0.5 Added "Bakonawa Extermination" quest. [Euphy]
 //= 0.5 Added "Bakonawa Extermination" quest. [Euphy]
+//= 1.0 Added "Nurse in Port Malaya" and "Pintados Festival" quests. [Euphy]
 //============================================================
 //============================================================
 
 
 // Cautious Village & Daily Quests :: hi_malaya
 // Cautious Village & Daily Quests :: hi_malaya
@@ -152,9 +152,9 @@ malaya,266,76,3	script	Rodel the Guard#malaya	570,4,4,{
 				mes "[Rodel the Guard]";
 				mes "[Rodel the Guard]";
 				mes "I think there will be more Jejeling hunts in the future. Please join us again next time.";
 				mes "I think there will be more Jejeling hunts in the future. Please join us again next time.";
 //				if (IsPremiumPcCafe == 10)
 //				if (IsPremiumPcCafe == 10)
-//					getitem 6497, 2; // Lesser_Agimat
+					getitem 6497, 2; // Lesser_Agimat
 //				else
 //				else
-					getitem 6497, 1; // Lesser_Agimat
+//					getitem 6497, 1; // Lesser_Agimat
 				getexp 200000,200000;
 				getexp 200000,200000;
 				erasequest 7404;
 				erasequest 7404;
 				setquest 7405;
 				setquest 7405;
@@ -705,9 +705,9 @@ malaya,169,350,5	script	Imelda#malaya	475,{
 		erasequest 7379;
 		erasequest 7379;
 		setquest 7375;
 		setquest 7375;
 //		if (IsPremiumPcCafe == 10)
 //		if (IsPremiumPcCafe == 10)
-//			getitem 6497, 2; // Lesser_Agimat
+			getitem 6497, 2; // Lesser_Agimat
 //		else
 //		else
-			getitem 6497, 1; // Lesser_Agimat
+//			getitem 6497, 1; // Lesser_Agimat
 		getexp 200000,200000;
 		getexp 200000,200000;
 		if (rand(1))
 		if (rand(1))
 			$malayaNames$[0] = strcharinfo(0);
 			$malayaNames$[0] = strcharinfo(0);
@@ -743,9 +743,9 @@ malaya,169,350,5	script	Imelda#malaya	475,{
 				erasequest 7380;
 				erasequest 7380;
 				setquest 7381;
 				setquest 7381;
 //				if (IsPremiumPcCafe == 10)
 //				if (IsPremiumPcCafe == 10)
-//					getitem 6497, 2; // Lesser_Agimat
+					getitem 6497, 2; // Lesser_Agimat
 //				else
 //				else
-					getitem 6497, 1; // Lesser_Agimat
+//					getitem 6497, 1; // Lesser_Agimat
 				getexp 200000,200000;
 				getexp 200000,200000;
 				close;
 				close;
 			} else {
 			} else {
@@ -811,9 +811,9 @@ malaya,169,350,5	script	Imelda#malaya	475,{
 				erasequest 7374;
 				erasequest 7374;
 				erasequest 7379;
 				erasequest 7379;
 //				if (IsPremiumPcCafe == 10)
 //				if (IsPremiumPcCafe == 10)
-//					getitem 6497, 2; // Lesser_Agimat
+					getitem 6497, 2; // Lesser_Agimat
 //				else
 //				else
-					getitem 6497, 1; // Lesser_Agimat
+//					getitem 6497, 1; // Lesser_Agimat
 				getexp 200000,200000;
 				getexp 200000,200000;
 				if (rand(1))
 				if (rand(1))
 					$malayaNames$[0] = strcharinfo(0);
 					$malayaNames$[0] = strcharinfo(0);
@@ -1113,9 +1113,9 @@ malaya,181,353,5	script	Old Man Nardo#malaya	574,{
 					setquest 7378;
 					setquest 7378;
 					erasequest 7377;
 					erasequest 7377;
 //					if (IsPremiumPcCafe == 10)
 //					if (IsPremiumPcCafe == 10)
-//						getitem 6497, 2; // Lesser_Agimat
+						getitem 6497, 2; // Lesser_Agimat
 //					else
 //					else
-						getitem 6497, 1; // Lesser_Agimat
+//						getitem 6497, 1; // Lesser_Agimat
 					getexp 200000,200000;
 					getexp 200000,200000;
 					if (!rand(3))
 					if (!rand(3))
 						$malayaNames$[2] = strcharinfo(0);
 						$malayaNames$[2] = strcharinfo(0);
@@ -1727,9 +1727,9 @@ malaya,295,171,3	script	Collection Dealer Woeon	582,{
 					setquest 7392;
 					setquest 7392;
 					erasequest 7391;
 					erasequest 7391;
 //					if (IsPremiumPcCafe == 10)
 //					if (IsPremiumPcCafe == 10)
-//						getitem 6497, 2; // Lesser_Agimat
+						getitem 6497, 2; // Lesser_Agimat
 //					else
 //					else
-						getitem 6497, 1; // Lesser_Agimat
+//						getitem 6497, 1; // Lesser_Agimat
 					getexp 200000,200000;
 					getexp 200000,200000;
 					set .@memo_name, rand(1,3);
 					set .@memo_name, rand(1,3);
 					if (!rand(3))
 					if (!rand(3))
@@ -1961,9 +1961,9 @@ malaya,119,217,3	script	Blacksmith Pandoi	538,{
 				setquest 7394;
 				setquest 7394;
 				erasequest 7393;
 				erasequest 7393;
 //				if (IsPremiumPcCafe == 10)
 //				if (IsPremiumPcCafe == 10)
-//					getitem 6497, 2; // Lesser_Agimat
+					getitem 6497, 2; // Lesser_Agimat
 //				else
 //				else
-					getitem 6497, 1; // Lesser_Agimat
+//					getitem 6497, 1; // Lesser_Agimat
 				getexp 200000,200000;
 				getexp 200000,200000;
 				if (!rand(3))
 				if (!rand(3))
 					$malayaNames$[1] = strcharinfo(0);
 					$malayaNames$[1] = strcharinfo(0);
@@ -2373,9 +2373,9 @@ malaya,326,68,2	script	Pedro the Sailor	100,{
 			erasequest 7399;
 			erasequest 7399;
 			setquest 7401;
 			setquest 7401;
 //			if (IsPremiumPcCafe == 10)
 //			if (IsPremiumPcCafe == 10)
-//				getitem 6497, 2; // Lesser_Agimat
+				getitem 6497, 2; // Lesser_Agimat
 //			else
 //			else
-				getitem 6497, 1; // Lesser_Agimat
+//				getitem 6497, 1; // Lesser_Agimat
 			getexp 200000,200000;
 			getexp 200000,200000;
 			if (!rand(3))
 			if (!rand(3))
 				$malayaNames$[0] = strcharinfo(0);
 				$malayaNames$[0] = strcharinfo(0);
@@ -2436,9 +2436,9 @@ malaya,326,68,2	script	Pedro the Sailor	100,{
 				setquest 7401;
 				setquest 7401;
 				erasequest 7403;
 				erasequest 7403;
 //				if (IsPremiumPcCafe == 10)
 //				if (IsPremiumPcCafe == 10)
-//					getitem 6497, 2; // Lesser_Agimat
+					getitem 6497, 2; // Lesser_Agimat
 //				else
 //				else
-					getitem 6497, 1; // Lesser_Agimat
+//					getitem 6497, 1; // Lesser_Agimat
 				getexp 200000,200000;
 				getexp 200000,200000;
 				if (!rand(3))
 				if (!rand(3))
 					$malayaNames$[0] = strcharinfo(0);
 					$malayaNames$[0] = strcharinfo(0);
@@ -2927,9 +2927,9 @@ ma_fild01,239,253,3	script	Dhong the Guard	570,{
 				setquest 7408;
 				setquest 7408;
 				erasequest 7407;
 				erasequest 7407;
 //				if (IsPremiumPcCafe == 10)
 //				if (IsPremiumPcCafe == 10)
-//					getitem 6497, 2; // Lesser_Agimat
+					getitem 6497, 2; // Lesser_Agimat
 //				else
 //				else
-					getitem 6497, 1; // Lesser_Agimat
+//					getitem 6497, 1; // Lesser_Agimat
 				getexp 200000,200000;
 				getexp 200000,200000;
 				if (!rand(0, 2))
 				if (!rand(0, 2))
 					$malayaNames$[2] = strcharinfo(0);
 					$malayaNames$[2] = strcharinfo(0);
@@ -3023,9 +3023,9 @@ ma_fild01,200,190,3	script	Maries#malaya	579,{
 			setquest 7390;
 			setquest 7390;
 			erasequest 7389;
 			erasequest 7389;
 //			if (IsPremiumPcCafe == 10)
 //			if (IsPremiumPcCafe == 10)
-//				getitem 6497, 2; // Lesser_Agimat
+				getitem 6497, 2; // Lesser_Agimat
 //			else
 //			else
-				getitem 6497, 1; // Lesser_Agimat
+//				getitem 6497, 1; // Lesser_Agimat
 			getexp 200000,200000;
 			getexp 200000,200000;
 			if (!rand(3))
 			if (!rand(3))
 				$malayaNames$[2] = strcharinfo(0);
 				$malayaNames$[2] = strcharinfo(0);
@@ -3262,9 +3262,9 @@ ma_fild02,241,39,5	script	Good Capre Budidai	572,{
 					setquest 7410;
 					setquest 7410;
 					erasequest 7409;
 					erasequest 7409;
 //					if (IsPremiumPcCafe == 10)
 //					if (IsPremiumPcCafe == 10)
-//						getitem 6497, 2; // Lesser_Agimat
+						getitem 6497, 2; // Lesser_Agimat
 //					else
 //					else
-						getitem 6497, 1; // Lesser_Agimat
+//						getitem 6497, 1; // Lesser_Agimat
 					getexp 200000,200000;
 					getexp 200000,200000;
 					if (!rand(3))
 					if (!rand(3))
 						$malayaNames$[1] = strcharinfo(0);
 						$malayaNames$[1] = strcharinfo(0);
@@ -4235,9 +4235,9 @@ ma_in01,47,101,3	script	Totoy#buwaya	577,7,7,{
 		close;
 		close;
 	} else if (malaya_buwaya == 13) {
 	} else if (malaya_buwaya == 13) {
 //		if (IsPremiumPcCafe == 10)
 //		if (IsPremiumPcCafe == 10)
-//			.@amount = 10;
+			.@amount = 10;
 //		else
 //		else
-			.@amount = 5;
+//			.@amount = 5;
 		if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) {
 		if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) {
 			mes "- Wait!! -";
 			mes "- Wait!! -";
 			mes "- You have too many items on you. -";
 			mes "- You have too many items on you. -";
@@ -4688,9 +4688,9 @@ malaya,290,340,3	script	Guard Leader#buwaya	571,{
 			erasequest 2281;
 			erasequest 2281;
 		} else if (.@hunting == 2) {
 		} else if (.@hunting == 2) {
 //			if (IsPremiumPcCafe == 10)
 //			if (IsPremiumPcCafe == 10)
-//				.@amount = 10;
+				.@amount = 10;
 //			else
 //			else
-				.@amount = 5;
+//				.@amount = 5;
 			mes "[Guard Leader]";
 			mes "[Guard Leader]";
 			mes "Can't believe you really got rid of Buwaya!";
 			mes "Can't believe you really got rid of Buwaya!";
 			mes "You aren't just any ordinary youth, aren't you? People of Port Malaya can now sleep at night.";
 			mes "You aren't just any ordinary youth, aren't you? People of Port Malaya can now sleep at night.";
@@ -5220,7 +5220,10 @@ malaya,285,332,4	script	Old Legend Teller#bako1	574,{
 			mes "Please get rid of this monster for us.";
 			mes "Please get rid of this monster for us.";
 			erasequest 1179;
 			erasequest 1179;
 			set malaya_bakona1,7;
 			set malaya_bakona1,7;
-			getitem 6499,5; //Ancient_Grudge
+//			if (IsPremiumPcCafe == 10)
+				getitem 6499,5; //Ancient_Grudge
+//			else
+//				getitem 6499,3; //Ancient_Grudge
 			getexp 500000,200000;
 			getexp 500000,200000;
 			close;
 			close;
 		}
 		}
@@ -5737,7 +5740,10 @@ malaya,283,265,4	script	Village Chief#bako2	580,{
 		erasequest 1184;
 		erasequest 1184;
 		setquest 1185;
 		setquest 1185;
 		set malaya_bakona2,6;
 		set malaya_bakona2,6;
-		getitem 12700,7; //Insideout_Shirt
+//		if (IsPremiumPcCafe == 10)
+			getitem 12700,7; //Insideout_Shirt
+//		else
+//			getitem 12700,5; //Insideout_Shirt
 		close;
 		close;
 	} else if (malaya_bakona2 == 6) {
 	} else if (malaya_bakona2 == 6) {
 		mes "[Village Chief]";
 		mes "[Village Chief]";
@@ -5840,7 +5846,10 @@ malaya,283,265,4	script	Village Chief#bako2	580,{
 		erasequest 1193;
 		erasequest 1193;
 		set malaya_bakona2,15;
 		set malaya_bakona2,15;
 		getexp 1000000,600000;
 		getexp 1000000,600000;
-		getitem 6497,7; //Lesser_Agimat
+//		if (IsPremiumPcCafe == 10)
+			getitem 6497,7; //Lesser_Agimat
+//		else
+//			getitem 6497,5; //Lesser_Agimat
 		close;
 		close;
 	} else if (malaya_bakona2 == 15) {
 	} else if (malaya_bakona2 == 15) {
 		mes "[Village Chief]";
 		mes "[Village Chief]";
@@ -6121,7 +6130,10 @@ malaya,289,364,4	script	Young Fortune Teller	583,{
 			erasequest 1186;
 			erasequest 1186;
 			setquest 1187;
 			setquest 1187;
 			set malaya_bakona2,8;
 			set malaya_bakona2,8;
-			getitem 12699,7; //Tikbalang_Belt
+//			if (IsPremiumPcCafe == 10)
+				getitem 12699,7; //Tikbalang_Belt
+//			else
+//				getitem 12699,5; //Tikbalang_Belt
 			close;
 			close;
 		} else {
 		} else {
 			mes "[Young Fortune Teller]";
 			mes "[Young Fortune Teller]";
@@ -6490,3 +6502,2568 @@ OnTouch:
 	}
 	}
 	end;
 	end;
 }
 }
+
+// Nurse in Port Malaya :: bang
+//============================================================
+function	script	F_Malaya_Nurse	{
+	if (malaya_bang == 30) {
+		mes "[Nurse Las]";
+		mes "A talisman?";
+		mes "I think you should search for something else.";
+		cutin "malaya_nurseA01",2;
+		callsub L_Warp, getarg(0);
+	} else if (malaya_bang == 31) {
+		mes "[Nurse Las]";
+		mes "A talisman and a person?";
+		cutin "malaya_nurseA01",2;
+		next;
+		mes "[Nurse Las]";
+		mes "I did see the talisman but I didn't go near it because I got a bad feeling about it.";
+		next;
+		mes "[Nurse Las]";
+		mes "Oh!";
+		mes "Speaking of talismans, wouldn't that old lady know about them, since she put some around the village?";
+		mes "I think it'll be a good idea to ask her.";
+		set malaya_bang,32;
+		changequest 11303,11304;
+		callsub L_Warp, getarg(0), 1;
+	} else if (malaya_bang == 32) {
+		mes "[Nurse Las]";
+		mes "Oh!";
+		mes "Speaking of talismans, wouldn't that old lady know about them, since she put some around the hospital?";
+		mes "I think it'll be a good idea to ask her.";
+		cutin "malaya_nurseA01",2;
+		callsub L_Warp, getarg(0), 1;
+	} else if (malaya_bang == 33) {
+		mes "[Nurse Las]";
+		mes "A shaman... Best if we met her.";
+		cutin "malaya_nurseA01",2;
+		callsub L_Warp, getarg(0), 1;
+	} else if (malaya_bang == 34) {
+		mes "[Nurse Las]";
+		mes "Oh!";
+		mes "You must have met her.";
+		mes "I feel something strong...";
+		cutin "malaya_nurseA01",2;
+		next;
+		select("Tell her about the talisman.");
+		mes "[Nurse Las]";
+		mes "Yes!";
+		mes "I have an idea.";
+		mes "How about we stick that one over the one we saw on the 2nd floor door?";
+		emotion e_ic;
+		next;
+		mes "[Nurse Las]";
+		mes "Maybe it will block the bad energy it's giving out.";
+		set malaya_bang,35;
+		changequest 11306,11307;
+		callsub L_Warp, getarg(0), 1;
+	} else if (malaya_bang == 35) {
+		mes "[Nurse Las]";
+		mes "Yes!";
+		mes "I have an idea.";
+		mes "How about we stick that one over the one we saw on the 2nd floor door?";
+		emotion e_ic;
+		cutin "malaya_nurseA01",2;
+		next;
+		mes "[Nurse Las]";
+		mes "Maybe it will block the bad energy it's giving out.";
+		callsub L_Warp, getarg(0), 1;
+	} else if (malaya_bang == 36) {
+		callsub L_Weight;
+		mes "[Nurse Maenne]";
+		mes "*Sigh*...";
+		mes "I thought it strange when you were standing behind me....";
+		cutin "malaya_nurseB",2;
+		next;
+		mes "[Nurse Maenne]";
+		mes "I didn't think you'd do something like this.";
+		emotion e_dots;
+		next;
+		mes "[Nurse Maenne]";
+		mes "We were just about to enter Bangungot's room, before we were thrown out...";
+		next;
+		switch(select("Bangungot?:Nurse Maenne?")) {
+		case 1:
+			callsub L_Bangungot;
+			select("Nurse Maenne");
+			callsub L_Maenne;
+			break;
+		case 2:
+			callsub L_Maenne;
+			select("Bangungot");
+			callsub L_Bangungot;
+			break;
+		}
+		callsub L_Incomplete;
+		set malaya_bang,42;
+		changequest 11308,11309;
+		callsub L_Reward;
+		callsub L_Warp, getarg(0), 1;
+	} else if (malaya_bang == 40) {
+		callsub L_Weight;
+		if (checkquest(11309,HUNTING) == 2) {
+			callsub L_Complete;
+			set malaya_bang,41;
+			completequest 11309;
+			callsub L_Reward;
+			callsub L_Warp, getarg(0), 1;
+		} else {
+			callsub L_Incomplete;
+			set malaya_bang,42;
+			callsub L_Reward;
+			callsub L_Warp, getarg(0);
+		}
+	} else if (malaya_bang > 40) {
+		if (malaya_bang == 42) {
+			if (checkquest(11309,HUNTING) == 2) {
+				callsub L_Complete;
+				set malaya_bang,41;
+				completequest 11309;
+				callsub L_Warp, getarg(0), 1;
+			} else {
+				callsub L_Incomplete;
+				callsub L_Warp, getarg(0);
+			}
+		}
+		callsub L_Incomplete;
+		switch(getarg(0)) {
+		case 1:
+			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,{
+	mes "ba-dum-DUM- ba-dum-DUM";
+	next;
+	mes "[Drumming Young Man]";
+	mes "I don't remember it accurately, but they say the Pintados Festival was to celebrate a rich harvest.";
+	close;
+OnInit:
+	if (!$malaya_pintados_00)
+		disablenpc "Drumming Young Man#pin08";
+	end;
+OnEnable:
+	enablenpc "Drumming Young Man#pin08";
+	end;
+OnDisable:
+	disablenpc "Drumming Young Man#pin08";
+	end;
+}
+
+ma_fild01,170,234,4	script	Beat Catching Boy#pin09	577,{
+	mes "ba-dum-TSH- ba-dum-TSH-";
+	next;
+	mes "[Beat Catching Boy]";
+	mes "I always get energetic when I hear drums and sticks in a rhythmic beat.";
+	next;
+	mes "[Beat Catching Boy]";
+	mes "ba-dum-TSH- ba-dum-TSH- So much fun!";
+	close;
+OnInit:
+	if (!$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