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* Implemented remaining Brasilis NPCs.
* Added remaining database modifications for Brasilis.
- Added the skills for the Brasilis monsters.
- Added remaining entries for Bathroom Ghost quest.
- Added stats for the Suspicious Hydra monsters.
- Corrected the capture rate for Suspicious Hydra.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@14928 54d463be-8e91-2dee-dedb-b68131a5f0ec

L0ne_W0lf 13 年之前
父节点
当前提交
ebfc42b8d5

+ 6 - 0
db/Changelog.txt

@@ -8,6 +8,12 @@
 	1475 Equestrian's Spear:	NEED INFO.
 	13005 Angelic Wing Dagger:	NEED INFO.
 =======================
+2011/08/09
+	* Rev. 14928 Added remaining database modifications for Brasilis.
+	- Added the skills for the Brasilis monsters.
+	- Added remaining entries for Bathroom Ghost quest.
+	- Added stats for the Suspicious Hydra monsters.
+	- Corrected the capture rate for Suspicious Hydra.
 2011/08/07
 	* Rev. 14926 Minor item-related updates, and a couple quest database updates. [L0ne_W0lf]
 2011/07/11

+ 1 - 1
db/mob_db.txt

@@ -1134,7 +1134,7 @@
 //2078,S_SUCCUBUS,Succubus,Succubus,1,50,0,0,0,1,7,10,0,5,1,1,1,1,6,30,10,12,1,3,21,0x120,400,1872,672,480,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
 //2079,CRYSTAL_H,Crystal,Crystal,1,50,0,0,0,1,7,10,0,5,1,1,1,1,6,30,10,12,1,3,21,0x120,400,1872,672,480,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
 //2080,CRYSTAL_L,Crystal,Crystal,1,50,0,0,0,1,7,10,0,5,1,1,1,1,6,30,10,12,1,3,21,0x120,400,1872,672,480,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
-2081,E_HYDRA,Hydra,Hydra,1,50,0,0,0,1,7,10,0,5,1,1,1,1,6,30,10,12,1,3,21,0x120,400,1872,672,480,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
+2081,E_HYDRA,Suspicious Hydra,Strange Hydra,34,854,1,0,0,7,1,2,100,100,1,1,1,1,1,1,10,12,0,3,41,0x0,1000,800,432,600,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
 2082,G_PIRANHA,Piranha,Piranha,75,4522,0,0,0,1,182,223,2,10,69,45,30,30,66,35,10,12,1,5,61,0x3295,200,768,768,384,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
 //2083,HORN_SCARABA,Scaraba,Scaraba,1,50,0,0,0,1,7,10,0,5,1,1,1,1,6,30,10,12,1,3,21,0x120,400,1872,672,480,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
 //2084,HORN_SCARABA2,Scaraba,Scaraba,1,50,0,0,0,1,7,10,0,5,1,1,1,1,6,30,10,12,1,3,21,0x120,400,1872,672,480,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

+ 81 - 2
db/mob_skill_db.txt

@@ -4859,8 +4859,9 @@
 1894,Pouring@WZ_WATERBALL,attack,86,10,10000,500,5000,no,target,always,0,,,,,,,
 1894,Pouring@WZ_WATERBALL,chase,86,10,10000,500,5000,no,target,always,0,,,,,,,
 
-1904,Bomb Poring@NPC_SELFDESTRUCTION,attack,173,2,10000,3000,0,no,self,always,0,,,,,,,
-1904,Bomb Poring@NPC_SELFDESTRUCTION,chase,173,2,10000,3000,0,no,self,always,0,,,,,,,
+1904,Bomb Poring@NPC_SELFDESTRUCTION,idle,173,1,1000,3000,0,no,self,always,0,,,,,,,
+1904,Bomb Poring@NPC_SELFDESTRUCTION,attack,173,1,1000,3000,0,no,self,always,0,,,,,,,
+1904,Bomb Poring@NPC_SELFDESTRUCTION,chase,173,1,1000,3000,0,no,self,always,0,,,,,,,
 
 // Satan Morroc (12.1)
 //5% HP - Dragon Fear
@@ -5702,3 +5703,81 @@
 2027,Dark Shadow@NPC_EMOTION,idle,197,1,2000,0,5000,yes,self,always,0,9,,,,,,
 2027,Dark Shadow@NPC_FIREATTACK,attack,186,3,500,500,5000,no,target,always,0,,,,,,,
 2027,Dark Shadow@NPC_DARKNESSBREATH,attack,658,1,500,1000,5000,no,target,always,0,,,,,,,
+
+// Brasilis
+2068,Boitata@AL_TELEPORT,idle,26,1,10000,0,0,yes,self,rudeattacked,0,,,,,,,
+2068,Boitata@MG_FIREBALL,idle,17,5,10000,0,5000,yes,randomtarget,always,0,,,,,,,
+2068,Boitata@MG_FIREBALL,chase,17,5,10000,0,5000,yes,target,always,0,,,,,,,
+2068,Boitata@CR_REFLECTSHIELD,idle,252,3,1000,0,200000,no,self,always,0,,,,,,,
+2068,Boitata@CR_REFLECTSHIELD,attack,252,3,1000,0,200000,no,self,always,0,,,,,,,
+2068,Boitata@NPC_FIREATTACK,attack,186,5,2000,1000,200000,no,target,always,0,,,,,,,
+2068,Boitata@NPC_BLEEDING,attack,660,3,500,500,10000,no,target,always,0,,,,,,,
+2068,Boitata@AS_SONICBLOW,attack,136,10,1000,0,10000,yes,target,always,0,,,,,,,
+2068,Boitata@SM_MAGNUM,attack,7,7,1000,0,10000,yes,self,attackpcge,2,,,,,,,
+2068,Boitata@KN_TWOHANDQUICKEN,attack,60,20,2000,0,300000,yes,self,myhpltmaxrate,40,,,,,,,
+2068,Boitata@NPC_CRITICALSLASH,attack,170,1,2000,0,5000,yes,target,always,0,,,,,,,
+2068,Boitata@NPC_WIDEBLEEDING,attack,665,2,10000,500,100000,no,self,myhpltmaxrate,20,,,,,,,
+2068,Boitata@NPC_POWERUP,attack,349,5,10000,0,30000,yes,self,myhpltmaxrate,20,,,,,,6,
+2068,Boitata@NPC_SUMMONSLAVE,attack,196,5,10000,1000,30000,no,self,slavele,1,2082,,,,,,
+2068,Boitata@NPC_SUMMONSLAVE,idle,196,5,10000,1000,30000,no,self,slavele,1,2082,,,,,,
+2068,Boitata@NPC_SUMMONSLAVE,chase,196,5,10000,1000,30000,no,self,slavele,1,2082,,,,,,
+2068,Boitata@NPC_CALLSLAVE,attack,352,1,10000,0,30000,yes,self,always,0,,,,,,,
+2068,Boitata@NPC_CALLSLAVE,idle,352,1,10000,0,30000,yes,self,always,0,,,,,,,
+2069,Iara@NPC_WATERATTACK,attack,184,3,500,0,5000,no,target,always,0,,,,,,6,
+2069,Iara@PR_LEXDIVINA,attack,76,5,500,1000,5000,yes,target,always,0,,,,,,2,
+2069,Iara@PR_LEXDIVINA,chase,76,5,500,1000,5000,yes,target,always,0,,,,,,2,
+2069,Iara@NPC_EMOTION,chase,197,1,2000,0,5000,yes,self,always,0,3,,,,,,
+2069,Iara@WZ_WATERBALL,attack,86,3,500,1000,5000,yes,target,always,0,,,,,,6,
+2069,Iara@SM_BASH,attack,5,5,500,800,5000,no,target,always,0,,,,,,,
+2069,Iara@NPC_STOP,attack,342,1,500,0,30000,yes,target,always,0,,,,,,,
+2069,Iara@MG_FROSTDIVER,attack,15,5,500,1000,5000,yes,target,always,0,,,,,,,
+2069,Iara@MG_FROSTDIVER,chase,15,10,500,1000,5000,yes,target,always,0,,,,,,,
+2070,Piranha@NPC_WATERATTACK,attack,184,2,500,0,5000,no,target,always,0,,,,,,6,
+2070,Piranha@NPC_CRITICALSLASH,attack,170,1,500,500,5000,no,target,always,0,,,,,,6,
+2070,Piranha@NPC_CRITICALSLASH,angry,170,1,500,500,5000,no,target,always,0,,,,,,6,
+2070,Piranha@NPC_CRITICALWOUND,attack,673,1,50,0,10000,yes,target,always,0,,,,,,,
+2070,Piranha@NPC_BLEEDING,attack,660,3,500,0,5000,yes,target,always,0,,,,,,,
+2070,Piranha@MG_COLDBOLT,attack,14,3,500,1000,5000,yes,target,always,0,,,,,,,
+2070,Piranha@MG_COLDBOLT,chase,14,3,500,1000,5000,yes,target,always,0,,,,,,,
+2070,Piranha@WZ_WATERBALL,attack,86,3,500,1000,5000,yes,target,always,0,,,,,,6,
+2070,Piranha@NPC_BLOODDRAIN,attack,199,1,500,0,5000,yes,target,always,0,,,,,,,
+2071,Headless Mule@NPC_CURSEATTACK,attack,181,1,1000,800,5000,yes,target,always,0,,,,,,,
+2071,Headless Mule@NPC_CURSEATTACK,chase,181,1,1000,800,5000,yes,target,always,0,,,,,,,
+2071,Headless Mule@NPC_FIREATTACK,attack,186,3,500,500,5000,no,target,always,0,,,,,,7,
+2071,Headless Mule@MG_FIREBOLT,attack,19,5,2000,1500,5000,yes,target,always,0,,,,,,,
+2071,Headless Mule@MG_FIREBOLT,chase,19,5,2000,1500,5000,yes,target,always,0,,,,,,,
+2071,Headless Mule@NPC_BLEEDING,attack,660,3,500,0,5000,yes,target,always,0,,,,,,,
+2071,Headless Mule@NPC_SILENCEATTACK,attack,178,3,500,700,5000,no,target,always,0,,,,,,,
+2071,Headless Mule@MG_FIREWALL,chase,18,5,500,500,5000,yes,target,always,0,,,,,,,
+2071,Headless Mule@SM_BASH,attack,5,5,500,800,5000,no,target,always,0,,,,,,,
+2072,Jaguar@NPC_GROUNDATTACK,attack,185,3,500,500,5000,no,target,always,0,,,,,,,
+2072,Jaguar@NPC_COMBOATTACK,attack,171,1,500,500,5000,no,target,always,0,,,,,,6,
+2072,Jaguar@AS_SONICBLOW,attack,136,3,500,800,5000,no,target,always,0,,,,,,0,
+2072,Jaguar@NPC_DARKNESSATTACK,attack,190,1,2000,0,5000,yes,target,always,0,,,,,,,
+2072,Jaguar@NPC_EMOTION,idle,197,1,2000,0,5000,yes,self,always,0,7,0x3195,,,,,
+2072,Jaguar@AL_TELEPORT,idle,26,1,10000,0,0,yes,self,rudeattacked,0,,,,,,,
+2073,Toucan@NPC_EMOTION,walk,197,1,2000,0,5000,yes,self,always,0,2,,,,,,
+2073,Toucan@NPC_EMOTION,chase,197,1,200,0,5000,yes,self,always,0,19,0x81,,,,,
+2073,Toucan@NPC_EMOTION,idle,197,1,2000,0,5000,yes,self,always,0,7,0x3195,,,,,
+2073,Toucan@NPC_TELEKINESISATTACK,chase,191,5,500,0,5000,yes,target,always,0,,,,,,,
+2073,Toucan@NPC_WINDATTACK,attack,187,3,500,500,5000,no,target,always,0,,,,,,6,
+2073,Toucan@NPC_STOP,attack,342,1,500,500,5000,no,target,always,0,,,,,,30,
+2073,Toucan@NPC_SILENCEATTACK,attack,178,3,500,700,5000,no,target,always,0,,,,,,,
+2074,Curupira@NPC_GROUNDATTACK,attack,185,2,500,500,5000,no,target,always,0,,,,,,6,
+2074,Curupira@SA_REVERSEORCISH,attack,294,1,50,0,30000,yes,target,always,0,,,,,,18,
+2074,Curupira@SA_REVERSEORCISH,chase,294,1,50,0,30000,yes,target,always,0,,,,,,18,
+2074,Curupira@NPC_BLINDATTACK,attack,177,3,500,0,5000,yes,target,always,0,,,,,,,
+2074,Curupira@MG_STONECURSE,idle,16,5,10000,0,5000,yes,target,always,0,,,,,,11,
+2074,Curupira@MG_STONECURSE,attack,16,5,10000,0,5000,yes,target,always,0,,,,,,11,
+2074,Curupira@AL_INCAGI,chase,29,1,500,700,60000,no,self,always,0,,,,,,6,
+//2080,Crystal@AL_TELEPORT,attack,26,1,3000,0,10000,yes,self,always,0,,,,,,29,
+//2080,Crystal@AL_TELEPORT,idle,26,1,4000,0,10000,yes,self,always,0,,,,,,29,
+2082,Piranha@NPC_WATERATTACK,attack,184,2,500,0,5000,no,target,always,0,,,,,,6,
+2082,Piranha@NPC_CRITICALSLASH,attack,170,1,500,500,5000,no,target,always,0,,,,,,6,
+2082,Piranha@NPC_CRITICALSLASH,angry,170,1,500,500,5000,no,target,always,0,,,,,,6,
+2082,Piranha@NPC_CRITICALWOUND,attack,673,1,50,0,10000,yes,target,always,0,,,,,,,
+2082,Piranha@NPC_BLEEDING,attack,660,3,500,0,5000,yes,target,always,0,,,,,,,
+2082,Piranha@MG_COLDBOLT,attack,14,3,500,1000,5000,yes,target,always,0,,,,,,,
+2082,Piranha@MG_COLDBOLT,chase,14,3,500,1000,5000,yes,target,always,0,,,,,,,
+2082,Piranha@WZ_WATERBALL,attack,86,3,500,1000,5000,yes,target,always,0,,,,,,6,
+2082,Piranha@NPC_BLOODDRAIN,attack,199,1,500,0,5000,yes,target,always,0,,,,,,,

+ 2 - 2
db/pet_db.txt

@@ -121,5 +121,5 @@
 1837,IMP,Fire Imp,12374,9056,10038,6114,80,60,10,100,250,20,200,150,0,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }
 
 // Brasilis Quest - Suspicious Beach [UNHATCHABLE]
-2057,E_CRAMP,Strange Cramp,12408,6221,0,0,0,0,0,0,0,50,0,0,0,0,350,400,800,{},{} // kRO version
-2081,E_HYDRA,Strange Hydra,12408,6221,0,0,0,0,0,0,0,50,0,0,0,0,350,400,800,{},{} // iRO/cRO version
+2057,E_CRAMP,Strange Cramp,12408,6221,0,0,0,0,0,0,0,0,50,0,0,0,350,400,800,{},{} // kRO version
+2081,E_HYDRA,Strange Hydra,12408,6221,0,0,0,0,0,0,0,0,50,0,0,0,350,400,800,{},{} // iRO/cRO version

+ 17 - 10
db/quest_db.txt

@@ -189,14 +189,14 @@
 2198,0,0,0,0,0,0,0,"Guarana quest"
 2199,0,0,0,0,0,0,0,"Guarana quest"
 2200,0,0,0,0,0,0,0,"Guarana quest"
-2201,0,0,0,0,0,0,0,"Fortunate training"
-2202,0,0,0,0,0,0,0,"Fortunate training"
-2203,0,0,0,0,0,0,0,"Fortunate training"
-2204,0,0,0,0,0,0,0,"Fortunate training"
-2205,0,0,0,0,0,0,0,"Fortunate training"
-2206,0,0,0,0,0,0,0,"Fortunate training"
-2207,0,0,0,0,0,0,0,"Fortunate training"
-2208,0,0,0,0,0,0,0,"Ghost of bathroom"
+2201,0,0,0,0,0,0,0,"Brasilis Water Lily"
+2202,0,0,0,0,0,0,0,"Brasilis Water Lily"
+2203,0,0,0,0,0,0,0,"Brasilis Water Lily"
+2204,0,0,0,0,0,0,0,"Brasilis Water Lily"
+2205,0,0,0,0,0,0,0,"Brasilis Water Lily"
+2206,0,0,0,0,0,0,0,"Brasilis Water Lily"
+2207,0,0,0,0,0,0,0,"Brasilis Water Lily"
+2208,0,0,0,0,0,0,0,"Bathroom Ghost"
 
 2209,0,0,0,0,0,0,0,"Generic Job Change Quest"
 2210,0,0,0,0,0,0,0,"Generic Job Change Quest"
@@ -487,8 +487,8 @@
 7051,0,0,0,0,0,0,0,"Thanatos Tower - Sealed Tower"
 7052,0,0,0,0,0,0,0,"Thanatos Tower - Sealed Tower"
 7053,0,0,0,0,0,0,0,"Thanatos Tower - What they want is.."
-7054,0,0,0,0,0,0,0,"Myu's Favor - Teach them a lesson!"
-7055,0,0,0,0,0,0,0,"Myu's Favor - Not the cat!"
+7054,0,1282,1000,0,0,0,0,"Myu's Favor - Teach them a lesson!"
+7055,0,1261,1,0,0,0,0,"Myu's Favor - Not the cat!"
 7056,0,0,0,0,0,0,0,"Messenger - Arc's Favor"
 7057,0,0,0,0,0,0,0,"Messenger - Arc's Favor"
 7058,0,0,0,0,0,0,0,"Messenger - Arc's Favor"
@@ -1776,3 +1776,10 @@
 60308,0,1713,200,0,0,0,0,"Dragon Hunting"
 60309,0,1716,100,0,0,0,0,"Dragon Hunting"
 60310,0,1716,200,0,0,0,0,"Dragon Hunting"
+
+// iRO expanded upon the log entries of this quest.
+60351,0,0,0,0,0,0,0,"Bathroom Ghost"
+60352,0,0,0,0,0,0,0,"Bathroom Ghost"
+60353,0,0,0,0,0,0,0,"Bathroom Ghost"
+60354,0,0,0,0,0,0,0,"Bathroom Ghost"
+60355,0,0,0,0,0,0,0,"Bathroom Ghost"

+ 2 - 0
npc/Changelog.txt

@@ -1,5 +1,7 @@
 Date		Added
 ======
+2011/08/09
+	* Rev. 14928 Implemented the rest of Brasilis, and updated existing Brasilis NPCs. [L0ne_W0lf]
 2011/07/16
 	* Rev. 14912 Updated dialog in monster_race.txt [L0ne_W0lf]
 2011/07/16

+ 109 - 38
npc/cities/brasilis.txt

@@ -3,7 +3,7 @@
 //===== By: ================================================== 
 //= L0ne_W0lf
 //===== Current Version: =====================================
-//= 1.1
+//= 1.2
 //===== Compatible With: ===================================== 
 //= eAthena SVN
 //===== Description: ========================================= 
@@ -12,79 +12,150 @@
 //===== Additional Comments: ================================= 
 //= 1.0 First version. Transportation and Basic NPCs.
 //= 1.1 Fixed Zeny not being removed for payment. [Kisuka]
+//= 1.2 Updated dialog, added Ice Cream Maker. [L0ne_W0lf]
 //============================================================ 
 
-alberta,247,115,3	script	Brute Sailor#bra2	100,{
-	mes "[Brute Sailor]";
-	mes "Hey, have you heard of the place called Brasilis?";
-	mes "It's a place that's as hot as the Morroc desert, and as dense as the forests of Payon.";
+alberta,247,115,3	script	Crewman#bra2	100,{
+	mes "[Crewman]";
+	mes "Hey, have you heard of a place called Brasilis?";
+	mes "It's a tropical city that's hot like the desert but also rainy. It is a very mysterious place.";
 	next;
-	mes "[Brute Sailor]";
-	mes "I have a map to get there, if you want I can take you to Brasilis.";
-	mes "It will only cost you 10,000 zeny. What do you say?";
+	mes "[Crewman]";
+	mes "We recently found a new ocean route to get there easily.";
+	mes "It's just 10,000 zeny for a round trip! So do you want to go?";
 	next;
-	switch(select("Let's go to Brasilis!:Cancel.")) {
+	switch(select("Take me to Brasilis!:I'll stay here.")) {
 	case 1:
-		if (Zeny > 9999	) {
-			mes "[Brute Sailor]";
-			mes "Great! Let's Go!";
+		if (Zeny > 9999) {
+			mes "[Crewman]";
+			mes "Cool~!! Let's go~!";
+			set zeny,zeny-10000;
 			close2;
-			set Zeny,Zeny-10000;
 			warp "brasilis",314,60;
 			end;
 		}
 		else {
-			mes "[Brute Sailor]";
-			mes "I'm sorry but you don't have";
-			mes "enough zeny now";
-			mes "You need 10,000 zeny";
-			mes "to go to Brasilis";
-			mes "Thank you.";
+			mes "[Crewman]";
+			mes "I said 10,000 zeny.";
 			close;
 		}
 	case 2:
-		mes "[Brute Sailor]";
-		mes "Let me know if you change your mind.";
+		mes "[Crewman]";
+		mes "Well if you're ever interested, let me know and I can take you there.";
 		close;
 	}
 }
 
-brasilis,316,57,3	script	Brute Sailor#bra1	100,{
-	mes "[Brute Sailor]";
-	mes "My ship will be heading back to Alberta soon, would you like to go back?";
+brasilis,316,57,3	script	Crewman#bra1	100,{
+	mes "[Crewman]";
+	mes "My ship is going to back to Alberta, do you want to join us?";
 	next;
-	switch(select("Return to Alberta.:Cancel.")) {
+	switch(select("Go back to Alberta.:Not yet~.")) {
 	case 1:
-		mes "[Brute Sailor]";
-		mes "Alright, lets get going!";
+		mes "[Crewman]";
+		mes "I sure do miss home.";
 		close2;
 		warp "alberta",244,115;
 		end;
 	case 2:
-		mes "[Brute Sailor]";
-		mes "Let me know if you change your mind.";
+		mes "[Crewman]";
+		mes "Ok, suit yourself. We'll see you when we get back then.";
 		close;
 	}
 }
 
-brasilis,278,137,3	script	Bulletin Board#bra1	858,{
-	mes ":: Happy Toucan Inn ::";
+brasilis,155,165,3	script	Signpost#bra1	858,{
+	mes ":: Art Museum ::";
 	close;
 }
 
-brasilis,244,248,1	script	Bulletin Board#bra2	858,{
-	mes ":: Brasilis Market ::";
+brasilis,195,231,3	script	Signpost#bra2	858,{
+	mes ":: Verass Monument ::";
 	close;
 }
 
-brasilis,155,165,3	script	Bulletin Board#bra3	858,{
-	mes ":: Brasilis Art Museum ::";
+brasilis,240,247,3	script	Signpost#bra3	858,{
+	mes ":: Market ::";
+	mes " ";
+	mes "- For your Potions and Weaponry -";
 	close;
 }
 
-brasilis,303,309,3	script	Bulletin Board#bra4	858,{
+brasilis,303,309,3	script	Signpost#bra4	858,{
 	mes ":: Jungle Cable ::";
-	mes " ";
-	mes "- Not recommended for the faint hearted! -";
+	mes "";
+	mes "- Not for the faint of heart -";
+	close;
+}
+
+brasilis,278,137,3	script	Signpost#bra5	858,{
+	mes ":: Brasilis Hotel ::";
 	close;
 }
+
+brasilis,137,77,5	script	Ice-Cream Maker	85,{
+	mes "[Ice Cream Maker]";
+	mes "Come~come~";
+	mes "Ice cream is the perfect snack for a hot day~";
+	mes "It's just ^3355FF100 Zeny^000000~";
+	mes "Ice Cream~";
+	mes "Get 'yer Ice Cream!";
+	next;
+	switch(select("Give me one!:Ice Cream?:Cancel.")) {
+	case 1:
+		mes "[Ice Cream Maker]";
+		mes "Since there are so many people want to get a cool ice cream you can order only 5 at a time.";
+		mes "So how many d'ya want?";
+		next;
+		while(1) {
+			input .@input; //,1,5;
+			if (.@input == 0) {
+				mes "[Ice Cream Maker]";
+				mes "None?";
+				mes "Fine get outta the way, I have customers to serve.";
+				close;
+			}
+			else if ((.@input < 0) || (.@input > 5)) {
+				mes "[Ice Cream Maker]";
+				mes "Wow.";
+				mes "You ordered too much.";
+				mes "If you eat over 5 you might need to fight with a monster in your stomach. Calm down buddy.";
+				next;
+			}
+			else
+				break;
+		}
+		set .@icecream_hap,.@input*100;
+		if (Zeny < .@icecream_hap) {
+			mes "[Ice Cream Maker]";
+			mes "Dood~! You don't have enough money.";
+			mes "It's only ^3355FF100 Zeny^000000~ Seriously!";
+			close;
+		}
+		if (!checkweight(536,.@input)) {
+			mes "[Ice Cream Maker]";
+			mes "You seem to have too much stuff.";
+			mes "Lighten your pack before buying this.";
+			close;
+		}
+		set zeny,zeny-.@icecream_hap;
+		getitem 536,.@input; //Ice_Cream
+		close;
+	case 2:
+		mes "[Ice Cream Maker]";
+		mes "'Ice cream is...";
+		mes "Wait, don't you know";
+		mes "what Ice Cream is?";
+		mes "What rock have you";
+		mes "been living under?";
+		next;
+		mes "[Ice Cream Maker]";
+		mes "I'm not going to even start with how weird that sounds.";
+		mes "Anyway, get 'yer Ice Cream right here while it's nice and cold.";
+		close;
+	case 3:
+		mes "[Ice Cream Maker]";
+		mes "Don't miss your chance to eat the greatest Ice Cream in all the land~!";
+		close;
+	}
+}

+ 3 - 1
npc/guides/guides_brasilis.txt

@@ -3,7 +3,7 @@
 //===== By: ================================================== 
 //= L0ne_W0lf
 //===== Current Version: ===================================== 
-//= 1.0
+//= 1.1
 //===== Compatible With: ===================================== 
 //= eAthena  SVN
 //===== Description: ========================================= 
@@ -11,6 +11,7 @@
 //= Guide for the city of Brasilis
 //===== Additional Comments: ================================= 
 //= 1.0 First Version.
+//= 1.1 Added a missing close.
 //============================================================ 
 
 brasilis,219,97,3	script	Brasilis Guide	478,{
@@ -89,6 +90,7 @@ brasilis,219,97,3	script	Brasilis Guide	478,{
 			mes "mini-map' from the menu.";
 			close;
 		}
+		close;
 		break;
 	case 2:
 		viewpoint 2,273,149,2,0xFF0000;

+ 2 - 2
npc/instances/NydhoggsNest.txt

@@ -4,7 +4,7 @@
 //===== By: ================================================== 
 //= L0ne_W0lf, various sources
 //===== Current Version: ===================================== 
-//= 1.1
+//= 1.2
 //===== Compatible With: ===================================== 
 //= eAthena SVN
 //===== Description: ========================================= 
@@ -13,6 +13,7 @@
 //===== Additional Comments: ================================= 
 //= 1.0 First version.
 //= 1.1 Minor dialog updates.
+//= 1.2 No longer glitches when anyone but party leader talks to the first NPC.
 //============================================================ 
 
 nyd_dun02,100,201,3	script	Yggdrasil Gatekeeper	111,8,8,{
@@ -1867,7 +1868,6 @@ OnTouch_:
 						next;
 						mes "[World Tree Yggdrasil]";
 						mes "And... Be careful... Be careful of the shadow's power.";
-						set 'ins_nyd2,1;
 						close;
 					}
 				case 2:

+ 4 - 3
npc/kafras/kafras_brasilis.txt

@@ -3,7 +3,7 @@
 //===== By: =========================
 //= L0ne_W0lf
 //===== Current Version: ===================
-//= 1.0
+//= 1.1
 //===== Compatible With: =====================
 //= eAthena 1.0
 //===== Description: ============================================
@@ -16,7 +16,8 @@
 //=  arg(3): Cost of Storage service
 //=  arg(4): Cost of Rent a Pushcart service
 //===== Additional Comments: ==========================================
-//= v1.0 First version.
+//= 1.0 First version.
+//- 1.1 Updated save point coordinates.
 //=====================================================================
 
 brasilis,197,221,4	script	Kafra Employee::kaf_bra	117,{
@@ -30,6 +31,6 @@ brasilis,197,221,4	script	Kafra Employee::kaf_bra	117,{
 	callfunc "F_Kafra",5,3,0,80,700;
 
 	M_Save:
-		savepoint "brasilis",197,219;
+		savepoint "brasilis",195,259;
 		callfunc "F_KafEnd",0,1,"in the city of Brasilis";
 }

+ 22 - 26
npc/merchants/inn.txt

@@ -4,7 +4,7 @@
 //= Darkchild (1.1)
 //= Playtester (1.2)
 //===== Current Version: ===================================== 
-//= 3.0
+//= 3.0a
 //===== Compatible With: ===================================== 
 //= eAthena 1.0+
 //===== Description: ========================================= 
@@ -45,6 +45,7 @@
 //= 2.8 Removed Moscovia Inn; Its in quests/quest_moscovia.txt [Kisuka]
 //= 2.9 Added switch menus, updated to match AEGIS scripts. [Kisuka]
 //= 3.0 Added Brasilis inn receptionist. [L0ne_W0lf]
+//= 3.0a Updated dialog for Brasilis inn. [L0ne_W0lf]
 //============================================================ 
 
 
@@ -205,46 +206,41 @@ ve_in,157,219,5	script	Inn Master#Receptionist	709,{
 }
 
 //======================== Brasilis =================================
-bra_in01,27,24,3	script	Receptionist#bra	478,{
-	mes "[Receptionist]";
-	mes "Welcome to the 'Happy Toucan' Inn,";
-	mes "we have everything to make you feel at home.";
+bra_in01,27,24,3	script	Hotel Keeper#bra1	478,{
+	mes "[Hotel Keeper]";
+	mes "Welcome to the beautiful Brasilis Hotel.";
 	next;
-	switch(select("Save:Take Rest - 5,000 zeny:Cancel")) {
+	switch(select("Save:Rest -5000 zeny")) {
 	case 1:
-		mes "[Receptionist]";
-		mes "Would you like me to save your respawn point here?";
+		mes "[Hotel Keeper]";
+		mes "Do you want to save here at the Brasilis Hotel?";
 		next;
-		switch(select("No, thanks.:Sure!")) {
+		switch(select("No thank you.:Absolutely.")) {
 		case 1:
-			mes "[Receptionist]";
-			mes "Alright, please come back if you change your mind.";
+			mes "[Hotel Keeper]";
+			mes "Ok then, enjoy your stay.";
 			close;
 		case 2:
-			savepoint "bra_in01",143,68;
-			mes "[Receptionist]";
-			mes "Your respawn point has been saved.";
-			mes "Enjoy your stay in Brasilius and don't forget to check our natural beauties.";
+			mes "[Hotel Keeper]";
+			mes "Your respawn has been saved here at the hotel. I hope that you enjoy your stay here in Brasilis.";
+			savepoint "bra_in01",144,69;
 			close;
 		}
 	case 2:
-		if (Zeny < 5000) {
-			mes "[Receptionist]";
-			mes "I'm sorry, but the service charge is 5,000 zeny.";
-			mes "Please make sure that you have enough money to check in next time, okay?";
-			close;
-		}
-		else {
-			mes "[Receptionist]";
-			mes "I'll take you to your room.";
+		if (Zeny > 4999) {
+			mes "[Hotel Keeper]";
+			mes "I will show you a great room.";
 			close2;
 			set zeny,zeny-5000;
 			percentheal 100,100;
 			warp "bra_in01",144,69;
 			end;
 		}
-	case 3:
-		close;
+		else {
+			mes "[Hotel Keeper]";
+			mes "I'm sorry, but the service charge is 5,000 zeny per night.";
+			close;
+		}
 	}
 }
 

+ 5 - 5
npc/merchants/shops.txt

@@ -3,7 +3,7 @@
 //===== By: ================================================== 
 //= eAthena Dev Team
 //===== Current Version: ===================================== 
-//= 2.7b
+//= 2.8
 //===== Compatible With: ===================================== 
 //= eAthena 1.0+
 //===== Description: ========================================= 
@@ -31,6 +31,7 @@
 //=     Re-added Bill of Birds to Morroc Item Collectors.
 //= 2.7a Actually applied the right update to the comodo weapon shop. [L0ne_W0lf]
 //= 2.7b Corrected Brasilis Fruit Merchant. (bugreport:4278) [L0ne_W0lf]
+//= 2.8 Updates to Brasilis Merchants. [L0ne_W0lf]
 //============================================================ 
 
 //=======================================================
@@ -73,11 +74,10 @@ ayo_in01,90,160,1	shop	Armor Dealer#ayo	842,2211:-1,2401:-1,2403:-1,2501:-1,2503
 //=======================================================
 // Brasilis
 //=======================================================
-brasilis,252,257,5	shop	Tool Dealer#bra	478,645:-1,656:-1,601:-1,602:-1,1065:-1,1750:-1,610:-1
+brasilis,252,257,3	shop	Tool Dealer#bra	478,645:-1,656:-1,601:-1,602:-1,611:-1,1065:-1,610:-1
 brasilis,244,243,3	shop	Weapon Dealer#bra	477,1407:-1,1457:-1,1354:-1,1519:-1,13003:-1
-brasilis,201,309,4	shop	Pet Groomer#bra	476,537:-1,643:-1,10013:-1,10014:-1,554:-1,6113:-1,6114:-1,6115:-1
-// Apple -> Acai_Fruit
-brasilis,221,128,4	shop	Fruit Merchant#bra	476,11515:-1,513:-1,11516:-1
+brasilis,201,309,3	shop	Pet Groomer#bra	476,537:-1,643:-1
+brasilis,221,128,3	shop	Fruit Gardener#bra	477,11515:-1,513:-1,11516:-1
 
 //=======================================================
 // Comodo

+ 37 - 0
npc/mobs/dungeons/bra_dun.txt

@@ -0,0 +1,37 @@
+//===== eAthena Script ========================================
+//= Brasilis Dungeon Monster Spawn Script
+//===== By: ==================================================
+//= Kisuka
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= eAthena SVN
+//===== Description: =========================================
+//= Official monster spawns in Brasilis Dungeon.
+//===== Additional Comments: =================================
+//= 1.0 Official spawns from Aegis [Kisuka]
+//============================================================
+
+//==================================================
+// bra_dun01 - Behind the Waterfall
+//==================================================
+bra_dun01,0,0,0,0	monster	Piranha	2070,80,5000,0,0
+bra_dun01,0,0,0,0	monster	Iara	2069,30,5000,0,0
+bra_dun01,0,0,0,0	monster	Black Mushroom	1084,5,180000,90000,1
+bra_dun01,0,0,0,0	monster	Marina	1141,20,5000,0,0
+bra_dun01,0,0,0,0	monster	Kukre	1070,10,5000,0,0
+bra_dun01,0,0,0,0	monster	Plankton	1161,10,5000,0,0
+bra_dun01,0,0,0,0	monster	Hydra	1068,15,5000,0,0
+
+//==================================================
+// bra_dun02 - Behind the Waterfall
+//==================================================
+bra_dun02,0,0,0,0	monster	Piranha	2070,60,5000,0,0
+bra_dun02,0,0,0,0	monster	Iara	2069,110,5000,0,0
+bra_dun02,0,0,0,0	monster	Marina	1141,10,5000,0,0
+bra_dun02,0,0,0,0	monster	Kukre	1070,10,5000,0,0
+bra_dun02,0,0,0,0	monster	Plankton	1161,10,5000,0,0
+bra_dun02,0,0,0,0	monster	Hydra	1068,15,5000,0,0
+bra_dun02,0,0,0,0	monster	Shining Plant	1083,2,5000,0,0
+bra_dun02,0,0,0,0	monster	Black Mushroom	1084,5,5000,0,0
+bra_dun02,0,0,0,0	boss_monster	Boitata	2068,1,7200000,600000,1

+ 22 - 0
npc/mobs/fields/brasilis.txt

@@ -0,0 +1,22 @@
+//===== eAthena Script =======================================
+//= Brasilis Fields Monster Spawn Script
+//===== By: ==================================================
+//= Kisuka
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= eAthena SVN
+//===== Additional Comments: =================================
+//= 1.0 Official spawns from Aegis [Kisuka]
+//============================================================
+
+//==================================================
+// bra_fild01
+//==================================================
+bra_fild01,0,0,0,0	monster	Curupira	2074,50,5000,0,0
+bra_fild01,0,0,0,0	monster	Dokebi	1110,10,5000,0,0
+bra_fild01,0,0,0,0	monster	Savage	1166,5,5000,0,0
+bra_fild01,0,0,0,0	monster	Headless Mule	2071,40,5000,0,0
+bra_fild01,0,0,0,0	monster	Red Mushroom	1085,5,5000,0,0
+bra_fild01,0,0,0,0	monster	Jaguar	2072,55,5000,0,0
+bra_fild01,0,0,0,0	monster	Toucan	2073,60,5000,0,0

+ 16 - 0
npc/mobs/towns/brasilis.txt

@@ -0,0 +1,16 @@
+//===== eAthena Script =======================================
+//= Brasilis Quest Monsters
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= 1.0 First version
+//============================================================
+
+brasilis,283,88,6,6	monster	Strange Hydra	2081,5,5000,0,0
+brasilis,284,104,6,6	monster	Strange Hydra	2081,4,5000,0,0
+brasilis,215,80,6,6	monster	Strange Hydra	2081,4,5000,0,0
+brasilis,96,50,8,8	monster	Strange Hydra	2081,5,5000,0,0

+ 4600 - 0
npc/quests/quests_brasilis.txt

@@ -0,0 +1,4600 @@
+//===== eAthena Script =======================================
+//= Brasilis Qiests
+//===== By ===================================================
+//= L0ne_W0lf
+//===== Version ==============================================
+//= 1.0
+//===== Compatible With ======================================
+//= eAthena SVN
+//===== Description ==========================================
+//= [Aegis COnversion]
+//= Lost Puppies (Repeatable, 24 hours.)
+//= Suspicious Beach (Repeatable, 24 hours / iRO/cRO version.)
+//= Guarana Candy Quest
+//= Brasilis Water Lily Quest
+//= Brasilis Dungeon Access Quest
+//= Iara (Buff reward. Repeatable, 24 hours.)
+//===== Comments =============================================
+//= 1.0 First version.
+//============================================================
+
+// Lost Puppies, Original file: dogdog.sc
+//============================================================
+brasilis,297,307,5	script	Angelo#br	50,{
+	set .@pongku,checkquest(9032,PLAYTIME);
+	set .@br1,checkquest(9030);
+	set .@br2,checkquest(9031);
+	if (BaseLevel < 40) {
+		mes "[Angelo]";
+		mes "Pets went out the village~!!";
+		mes "Gosh... what can I do... ?";
+		close;
+	}
+	else {
+		if ((.@pongku == 0) || (.@pongku == 1)) {
+			mes "[Angelo]";
+			mes "The day is not finished yet.";
+			mes "You can only help once a day. Hehe.";
+			close;
+		}
+		else {
+			if (checkquest(9032) > -1) erasequest 9032;
+			if ((.@br1 == 0) || (.@br1 == 1)) {
+				mes "[Angelo]";
+				mes "My pets are in the field outside of the village.";
+				mes "Why did they leave? Please find them.";
+				close;
+			}
+			else {
+				if ((.@br2 == 0) || (.@br2 == 1)) {
+					mes "[Angelo]";
+					mes "Oh, thank you. You found all of 3 puppies.";
+					mes "Thanks a lot.";
+					mes "I hope this is useful to you. hoho.";
+					getexp 500000,0;
+					erasequest 9031;
+					setquest 9032;
+					set .@bosang,rand(1,10);
+					if (.@bosang < 5) {
+						specialeffect2 EF_ASSUMPTIO;
+						percentheal 100,100;
+						//ConsumeSpecialItem Yggdrasilberry
+					}
+					else if (.@bosang < 9) {
+						specialeffect2 EF_ASSUMPTIO;
+						//ConsumeSpecialItem Yggdrasilberry
+						percentheal 100,100;
+						getitem 504,2; //White_Potion
+					}
+					else {
+						specialeffect2 EF_ASSUMPTIO;
+						//ConsumeSpecialItem Yggdrasilberry
+						percentheal 100,100;
+						getitem 608,1; //Seed_Of_Yggdrasil
+					}
+					close;
+				}
+				else {
+					mes "[Angelo]";
+					mes "Are you an adventurer? You came here right on time.";
+					mes "Puppies have been disappearing.";
+					mes "And someone said that they saw them out on the field just outside the village....";
+					next;
+					mes "[Angelo]";
+					mes "It's pretty difficult and dangerous to find 'em.";
+					mes "You have to find ^0000FF3 puppies^000000.";
+					setquest 9030;
+					close;
+				}
+			}
+		}
+	}
+	end;
+
+OnInit:
+	initnpctimer;
+	end;
+
+OnTimer10000:
+	stopnpctimer;
+	donpcevent "Angelo#br::Ongo";
+	end;
+
+Ongo:
+	emotion e_gasp;
+	initnpctimer;
+	end;
+}
+
+//Puppya1
+bra_fild01,98,96,3	script	Puppy#a1	81,{
+	set .@br1,checkquest(9030);
+	if ((.@br1 == 0) || (.@br1 == 1)) {
+		if (brazil_kid < 3) {
+			mes "[Puppy]";
+			mes "bow wow bow wow!!";
+			next;
+			set brazil_kid,brazil_kid+1;
+			if (brazil_kid == 3) {
+				mes "["+strcharinfo(0)+"]";
+				mes "Good. I found all 3 puppies.";
+				mes "Now I need to go tell Angelo.";
+				set brazil_kid,0;
+				erasequest 9030;
+				setquest 9031;
+				set .@pk,rand(1,2);
+				if (.@pk == 1) {
+					donpcevent "Puppy#a2::OnEnable";
+					disablenpc "Puppy#a1";
+				}
+				else {
+					donpcevent "Puppy#a3::OnEnable";
+					disablenpc "Puppy#a1";
+				}
+				close;
+			}
+			else {
+				mes "["+strcharinfo(0)+"]";
+				mes "Ah... who's a good puppy?";
+				mes "Ok, where are the others?";
+				set .@pk,rand(1,2);
+				if (.@pk == 1) {
+					donpcevent "Puppy#a2::OnEnable";
+					disablenpc "Puppy#a1";
+				}
+				else {
+					donpcevent "Puppy#a3::OnEnable";
+					disablenpc "Puppy#a1";
+				}
+			}
+			close;
+		}
+		else {
+			mes "[Puppy]";
+			mes "bow! wow wow!";
+			close;
+		}
+	}
+	else {
+		mes "[Puppy]";
+		mes "bow! wow wow!";
+		close;
+	}
+	end;
+
+OnEnable:
+	enablenpc "Puppy#a1";
+	end;
+
+OnDisable:
+	disablenpc "Puppy#a1";
+	end;
+}
+
+//Puppya2
+bra_fild01,59,116,5	script	Puppy#a2	81,{
+	set .@br1,checkquest(9030);
+	set name,strcharinfo(0);
+	if ((.@br1 == 0) || (.@br1 == 1)) {
+		if (brazil_kid < 3) {
+			mes "[Puppy]";
+			mes "bow wow bow wow!!";
+			next;
+			set brazil_kid,brazil_kid+1;
+			if (brazil_kid == 3) {
+				mes "["+strcharinfo(0)+"]";
+				mes "Good. I found all 3 puppies.";
+				mes "Now I need to go tell Angelo.";
+				set brazil_kid,0;
+				erasequest 9030;
+				setquest 9031;
+				set .@pk,rand(1,2);
+				if (.@pk == 1) {
+					donpcevent "Puppy#a1::OnEnable";
+					disablenpc "Puppy#a2";
+				}
+				else {
+					donpcevent "Puppy#a3::OnEnable";
+					disablenpc "Puppy#a2";
+				}
+				close;
+			}
+			else {
+				mes "["+strcharinfo(0)+"]";
+				mes "Ah... who's a good puppy?";
+				mes "Ok, where are the others?";
+				set .@pk,rand(1,2);
+				if (.@pk == 1) {
+					donpcevent "Puppy#a1::OnEnable";
+					disablenpc "Puppy#a2";
+				}
+				else {
+					donpcevent "Puppy#a3::OnEnable";
+					disablenpc "Puppy#a2";
+				}
+			}
+			close;
+		}
+		else {
+			mes "[Puppy]";
+			mes "bow! wow wow!";
+			close;
+		}
+	}
+	else {
+		mes "[Puppy]";
+		mes "bow! wow wow!";
+		close;
+	}
+	end;
+
+OnInit:
+	disablenpc "Puppy#a2";
+	end;
+
+OnEnable:
+	enablenpc "Puppy#a2";
+	end;
+
+OnDisable:
+	disablenpc "Puppy#a2";
+	end;
+}
+
+//Puppya3
+bra_fild01,62,142,3	script	Puppy#a3	81,{
+	set .@br1,checkquest(9030);
+	if ((.@br1 == 0) || (.@br1 == 1)) {
+		if (brazil_kid < 3) {
+			mes "[Puppy]";
+			mes "bow wow bow wow!!";
+			next;
+			set brazil_kid,brazil_kid+1;
+			if (brazil_kid == 3) {
+				mes "["+strcharinfo(0)+"]";
+				mes "Good. I found all 3 puppies.";
+				mes "Now I need to go tell Angelo.";
+				set brazil_kid,0;
+				erasequest 9030;
+				setquest 9031;
+				set .@pk,rand(1,2);
+				if (.@pk == 1) {
+					donpcevent "Puppy#a1::OnEnable";
+					disablenpc "Puppy#a3";
+				}
+				else {
+					donpcevent "Puppy#a2::OnEnable";
+					disablenpc "Puppy#a3";
+				}
+				close;
+			}
+			else {
+				mes "["+strcharinfo(0)+"]";
+				mes "Ah... who's a good puppy?";
+				mes "Ok, where are the others?";
+				set .@pk,rand(1,2);
+				if (.@pk == 1) {
+					donpcevent "Puppy#a1::OnEnable";
+					disablenpc "Puppy#a3";
+				}
+				else {
+					donpcevent "Puppy#a2::OnEnable";
+					disablenpc "Puppy#a3";
+				}
+			}
+			close;
+		}
+		else {
+			mes "[Puppy]";
+			mes "bow! wow wow!";
+			close;
+		}
+	}
+	else {
+		mes "[Puppy]";
+		mes "bow! wow wow!";
+		close;
+	}
+	end;
+
+OnInit:
+	disablenpc "Puppy#a3";
+	end;
+
+OnEnable:
+	enablenpc "Puppy#a3";
+	end;
+
+OnDisable:
+	disablenpc "Puppy#a3";
+	end;
+}
+
+//Puppy b1
+bra_fild01,80,163,3	script	Puppy#b1	81,{
+	set .@br1,checkquest(9030);
+	if ((.@br1 == 0) || (.@br1 == 1)) {
+		if (brazil_kid < 3) {
+			mes "[Puppy]";
+			mes "bow wow bow wow!!";
+			next;
+			set brazil_kid,brazil_kid+1;
+			if (brazil_kid == 3) {
+				mes "["+strcharinfo(0)+"]";
+				mes "Good. I found all 3 puppies.";
+				mes "Now I need to go tell Angelo.";
+				set brazil_kid,0;
+				erasequest 9030;
+				setquest 9031;
+				set .@pk,rand(1,2);
+				if (.@pk == 1) {
+					donpcevent "Puppy#b2::OnEnable";
+					disablenpc "Puppy#b1";
+				}
+				else {
+					donpcevent "Puppy#b3::OnEnable";
+					disablenpc "Puppy#b1";
+				}
+				close;
+			}
+			else {
+				mes "["+strcharinfo(0)+"]";
+				mes "Ah... who's a good puppy?";
+				mes "Ok, where are the others?";
+				set .@pk,rand(1,2);
+				if (.@pk == 1) {
+					donpcevent "Puppy#b2::OnEnable";
+					disablenpc "Puppy#b1";
+				}
+				else {
+					donpcevent "Puppy#b3::OnEnable";
+					disablenpc "Puppy#b1";
+				}
+			}
+			close;
+		}
+		else {
+			mes "[Puppy]";
+			mes "bow! wow wow!";
+			close;
+		}
+	}
+	else {
+		mes "[Puppy]";
+		mes "bow! wow wow!";
+		close;
+	}
+	end;
+
+OnEnable:
+	enablenpc "Puppy#b1";
+	end;
+
+OnDisable:
+	disablenpc "Puppy#b1";
+	end;
+}
+
+//Puppy b2
+bra_fild01,73,210,3	script	Puppy#b2	81,{
+	set .@br1,checkquest(9030);
+	if ((.@br1 == 0) || (.@br1 == 1)) {
+		if (brazil_kid < 3) {
+			mes "[Puppy]";
+			mes "bow wow bow wow!!";
+			next;
+			set brazil_kid,brazil_kid+1;
+			if (brazil_kid == 3) {
+				mes "["+strcharinfo(0)+"]";
+				mes "Good. I found all 3 puppies.";
+				mes "Now I need to go tell Angelo.";
+				set brazil_kid,0;
+				erasequest 9030;
+				setquest 9031;
+				set .@pk,rand(1,2);
+				if (.@pk == 1) {
+					donpcevent "Puppy#b1::OnEnable";
+					disablenpc "Puppy#b2";
+				}
+				else {
+					donpcevent "Puppy#b3::OnEnable";
+					disablenpc "Puppy#b2";
+				}
+				close;
+			}
+			else {
+				mes "["+strcharinfo(0)+"]";
+				mes "Ah... who's a good puppy?";
+				mes "Ok, where are the others?";
+				set .@pk,rand(1,2);
+				if (.@pk == 1) {
+					donpcevent "Puppy#b1::OnEnable";
+					disablenpc "Puppy#b2";
+				}
+				else {
+					donpcevent "Puppy#b3::OnEnable";
+					disablenpc "Puppy#b2";
+				}
+			}
+			close;
+		}
+		else {
+			mes "[Puppy]";
+			mes "bow! wow wow!";
+			close;
+		}
+	}
+	else {
+		mes "[Puppy]";
+		mes "bow! wow wow!";
+		close;
+	}
+	end;
+
+OnInit:
+	disablenpc "Puppy#b2";
+	end;
+
+OnEnable:
+	enablenpc "Puppy#b2";
+	end;
+
+OnDisable:
+	disablenpc "Puppy#b2";
+	end;
+}
+
+//Puppy b3
+bra_fild01,80,210,3	script	Puppy#b3	81,{
+	set .@br1,checkquest(9030);
+	if ((.@br1 == 0) || (.@br1 == 1)) {
+		if (brazil_kid < 3) {
+			mes "[Puppy]";
+			mes "bow wow bow wow!!";
+			next;
+			set brazil_kid,brazil_kid+1;
+			if (brazil_kid == 3) {
+				mes "["+strcharinfo(0)+"]";
+				mes "Good. I found all 3 puppies.";
+				mes "Now I need to go tell Angelo.";
+				set brazil_kid,0;
+				erasequest 9030;
+				setquest 9031;
+				set .@pk,rand(1,2);
+				if (.@pk == 1) {
+					donpcevent "Puppy#b1::OnEnable";
+					disablenpc "Puppy#b3";
+				}
+				else {
+					donpcevent "Puppy#b2::OnEnable";
+					disablenpc "Puppy#b3";
+				}
+				close;
+			}
+			else {
+				mes "["+strcharinfo(0)+"]";
+				mes "Ah... who's a good puppy?";
+				mes "Ok, where are the others?";
+				set .@pk,rand(1,2);
+				if (.@pk == 1) {
+					donpcevent "Puppy#b1::OnEnable";
+					disablenpc "Puppy#b3";
+				}
+				else {
+					donpcevent "Puppy#b2::OnEnable";
+					disablenpc "Puppy#b3";
+				}
+			}
+			close;
+		}
+		else {
+			mes "[Puppy]";
+			mes "bow! wow wow!";
+			close;
+		}
+	}
+	else {
+		mes "[Puppy]";
+		mes "bow! wow wow!";
+		close;
+	}
+	end;
+
+OnInit:
+	disablenpc "Puppy#b3";
+	end;
+
+OnEnable:
+	enablenpc "Puppy#b3";
+	end;
+
+OnDisable:
+	disablenpc "Puppy#b3";
+	end;
+}
+
+//Puppyc1
+bra_fild01,38,235,3	script	Puppy#c1	81,{
+	set .@br1,checkquest(9030);
+	if ((.@br1 == 0) || (.@br1 == 1)) {
+		if (brazil_kid < 3) {
+			mes "[Puppy]";
+			mes "bow wow bow wow!!";
+			next;
+			set brazil_kid,brazil_kid+1;
+			if (brazil_kid == 3) {
+				mes "["+strcharinfo(0)+"]";
+				mes "Good. I found all 3 puppies.";
+				mes "Now I need to go tell Angelo.";
+				set brazil_kid,0;
+				erasequest 9030;
+				setquest 9031;
+				set .@pk,rand(1,2);
+				if (.@pk == 1) {
+					donpcevent "Puppy#c2::OnEnable";
+					disablenpc "Puppy#c1";
+				}
+				else {
+					donpcevent "Puppy#c3::OnEnable";
+					disablenpc "Puppy#c1";
+				}
+				close;
+			}
+			else {
+				mes "["+strcharinfo(0)+"]";
+				mes "Ah... who's a good puppy?";
+				mes "Ok, where are the others?";
+				set .@pk,rand(1,2);
+				if (.@pk == 1) {
+					donpcevent "Puppy#c2::OnEnable";
+					disablenpc "Puppy#c1";
+				}
+				else {
+					donpcevent "Puppy#c3::OnEnable";
+					disablenpc "Puppy#c1";
+				}
+			}
+			close;
+		}
+		else {
+			mes "[Puppy]";
+			mes "bow! wow wow!";
+			close;
+		}
+	}
+	else {
+		mes "[Puppy]";
+		mes "bow! wow wow!";
+		close;
+	}
+	end;
+
+OnEnable:
+	enablenpc "Puppy#c1";
+	end;
+
+OnDisable:
+	disablenpc "Puppy#c1";
+	end;
+}
+
+//Puppy c2
+bra_fild01,307,64,3	script	Puppy#c2	81,{
+	set .@br1,checkquest(9030);
+	if ((.@br1 == 0) || (.@br1 == 1)) {
+		if (brazil_kid < 3) {
+			mes "[Puppy]";
+			mes "bow wow bow wow!!";
+			next;
+			set brazil_kid,brazil_kid+1;
+			if (brazil_kid == 3) {
+				mes "["+strcharinfo(0)+"]";
+				mes "Good. I found all 3 puppies.";
+				mes "Now I need to go tell Angelo.";
+				set brazil_kid,0;
+				erasequest 9030;
+				setquest 9031;
+				set .@pk,rand(1,2);
+				if (.@pk == 1) {
+					donpcevent "Puppy#c1::OnEnable";
+					disablenpc "Puppy#c2";
+				}
+				else {
+					donpcevent "Puppy#c3::OnEnable";
+					disablenpc "Puppy#c2";
+				}
+				close;
+			}
+			else {
+				mes "["+strcharinfo(0)+"]";
+				mes "Ah... who's a good puppy?";
+				mes "Ok, where are the others?";
+				set .@pk,rand(1,2);
+				if (.@pk == 1) {
+					donpcevent "Puppy#c1::OnEnable";
+					disablenpc "Puppy#c2";
+				}
+				else {
+					donpcevent "Puppy#c3::OnEnable";
+					disablenpc "Puppy#c2";
+				}
+			}
+			close;
+		}
+		else {
+			mes "[Puppy]";
+			mes "bow! wow wow!";
+			close;
+		}
+	}
+	else {
+		mes "[Puppy]";
+		mes "bow! wow wow!";
+		close;
+	}
+	end;
+
+OnInit:
+	disablenpc "Puppy#c2";
+	end;
+
+OnEnable:
+	enablenpc "Puppy#c2";
+	end;
+
+OnDisable:
+	disablenpc "Puppy#c2";
+	end;
+}
+
+//Puppy c3
+bra_fild01,260,60,3	script	Puppy#c3	81,{
+	set .@br1,checkquest(9030);
+	if ((.@br1 == 0) || (.@br1 == 1)) {
+		if (brazil_kid < 3) {
+			mes "[Puppy]";
+			mes "bow wow bow wow!!";
+			next;
+			set brazil_kid,brazil_kid+1;
+			if (brazil_kid == 3) {
+				mes "["+strcharinfo(0)+"]";
+				mes "Good. I found all 3 puppies.";
+				mes "Now I need to go tell Angelo.";
+				set brazil_kid,0;
+				erasequest 9030;
+				setquest 9031;
+				set .@pk,rand(1,2);
+				if (.@pk == 1) {
+					donpcevent "Puppy#c1::OnEnable";
+					disablenpc "Puppy#c3";
+				}
+				else {
+					donpcevent "Puppy#c2::OnEnable";
+					disablenpc "Puppy#c3";
+				}
+				close;
+			}
+			else {
+				mes "["+strcharinfo(0)+"]";
+				mes "Ah... who's a good puppy?";
+				mes "Ok, where are the others?";
+				set .@pk,rand(1,2);
+				if (.@pk == 1) {
+					donpcevent "Puppy#c1::OnEnable";
+					disablenpc "Puppy#c3";
+				}
+				else {
+					donpcevent "Puppy#c2::OnEnable";
+					disablenpc "Puppy#c3";
+				}
+			}
+			close;
+		}
+		else {
+			mes "[Puppy]";
+			mes "bow! wow wow!";
+			close;
+		}
+	}
+	else {
+		mes "[Puppy]";
+		mes "bow! wow wow!";
+		close;
+	}
+	end;
+ OnInit:
+	disablenpc "Puppy#c3";
+	end;
+
+OnEnable:
+	enablenpc "Puppy#c3";
+	end;
+
+OnDisable:
+	disablenpc "Puppy#c3";
+	end;
+}
+
+//Puppyd1
+bra_fild01,234,101,3	script	Puppy#d1	81,{
+	set .@br1,checkquest(9030);
+	if ((.@br1 == 0) || (.@br1 == 1)) {
+		if (brazil_kid < 3) {
+			mes "[Puppy]";
+			mes "bow wow bow wow!!";
+			next;
+			set brazil_kid,brazil_kid+1;
+			if (brazil_kid == 3) {
+				mes "["+strcharinfo(0)+"]";
+				mes "Good. I found all 3 puppies.";
+				mes "Now I need to go tell Angelo.";
+				set brazil_kid,0;
+				erasequest 9030;
+				setquest 9031;
+				set .@pk,rand(1,2);
+				if (.@pk == 1) {
+					donpcevent "Puppy#d2::OnEnable";
+					disablenpc "Puppy#d1";
+				}
+				else {
+					donpcevent "Puppy#d3::OnEnable";
+					disablenpc "Puppy#d1";
+				}
+				close;
+			}
+			else {
+				mes "["+strcharinfo(0)+"]";
+				mes "Ah... who's a good puppy?";
+				mes "Ok, where are the others?";
+				set .@pk,rand(1,2);
+				if (.@pk == 1) {
+					donpcevent "Puppy#d2::OnEnable";
+					disablenpc "Puppy#d1";
+				}
+				else {
+					donpcevent "Puppy#d3::OnEnable";
+					disablenpc "Puppy#d1";
+				}
+			}
+			close;
+		}
+		else {
+			mes "[Puppy]";
+			mes "bow! wow wow!";
+			close;
+		}
+	}
+	else {
+		mes "[Puppy]";
+		mes "bow! wow wow!";
+		close;
+	}
+	end;
+
+OnEnable:
+	enablenpc "Puppy#d1";
+	end;
+
+OnDisable:
+	disablenpc "Puppy#d1";
+	end;
+}
+
+//Puppy d2
+bra_fild01,200,84,3	script	Puppy#d2	81,{
+	set .@br1,checkquest(9030);
+	if ((.@br1 == 0) || (.@br1 == 1)) {
+		if (brazil_kid < 3) {
+			mes "[Puppy]";
+			mes "bow wow bow wow!!";
+			next;
+			set brazil_kid,brazil_kid+1;
+			if (brazil_kid == 3) {
+				mes "["+strcharinfo(0)+"]";
+				mes "Good. I found all 3 puppies.";
+				mes "Now I need to go tell Angelo.";
+				set brazil_kid,0;
+				erasequest 9030;
+				setquest 9031;
+				set .@pk,rand(1,2);
+				if (.@pk == 1) {
+					donpcevent "Puppy#d1::OnEnable";
+					disablenpc "Puppy#d2";
+				}
+				else {
+					donpcevent "Puppy#d3::OnEnable";
+					disablenpc "Puppy#d2";
+				}
+				close;
+			}
+			else {
+				mes "["+strcharinfo(0)+"]";
+				mes "Ah... who's a good puppy?";
+				mes "Ok, where are the others?";
+				set .@pk,rand(1,2);
+				if (.@pk == 1) {
+					donpcevent "Puppy#d1::OnEnable";
+					disablenpc "Puppy#d2";
+				}
+				else {
+					donpcevent "Puppy#d3::OnEnable";
+					disablenpc "Puppy#d2";
+				}
+			}
+			close;
+		}
+		else {
+			mes "[Puppy]";
+			mes "bow! wow wow!";
+			close;
+		}
+	}
+	else {
+		mes "[Puppy]";
+		mes "bow! wow wow!";
+		close;
+	}
+	end;
+
+OnInit:
+	disablenpc "Puppy#d2";
+	end;
+
+OnEnable:
+	enablenpc "Puppy#d2";
+	end;
+
+OnDisable:
+	disablenpc "Puppy#d2";
+	end;
+}
+
+//Puppy d3
+bra_fild01,176,63,5	script	Puppy#d3	81,{
+	set .@br1,checkquest(9030);
+	if ((.@br1 == 0) || (.@br1 == 1)) {
+		if (brazil_kid < 3) {
+			mes "[Puppy]";
+			mes "bow wow bow wow!!";
+			next;
+			set brazil_kid,brazil_kid+1;
+			if (brazil_kid == 3) {
+				mes "["+strcharinfo(0)+"]";
+				mes "Good. I found all 3 puppies.";
+				mes "Now I need to go tell Angelo.";
+				set brazil_kid,0;
+				erasequest 9030;
+				setquest 9031;
+				set .@pk,rand(1,2);
+				if (.@pk == 1) {
+					donpcevent "Puppy#d1::OnEnable";
+					disablenpc "Puppy#d3";
+				}
+				else {
+					donpcevent "Puppy#d2::OnEnable";
+					disablenpc "Puppy#d3";
+				}
+				close;
+			}
+			else {
+				mes "["+strcharinfo(0)+"]";
+				mes "Ah... who's a good puppy?";
+				mes "Ok, where are the others?";
+				set .@pk,rand(1,2);
+				if (.@pk == 1) {
+					donpcevent "Puppy#d1::OnEnable";
+					disablenpc "Puppy#d3";
+				}
+				else {
+					donpcevent "Puppy#d2::OnEnable";
+					disablenpc "Puppy#d3";
+				}
+			}
+			close;
+		}
+		else {
+			mes "[Puppy]";
+			mes "bow! wow wow!";
+			close;
+		}
+	}
+	else {
+		mes "[Puppy]";
+		mes "bow! wow wow!";
+		close;
+	}
+	end;
+
+OnInit:
+	disablenpc "Puppy#d3";
+	end;
+
+OnEnable:
+	enablenpc "Puppy#d3";
+	end;
+
+OnDisable:
+	disablenpc "Puppy#d3";
+	end;
+}
+
+// Suspicious Beach, original file: Suspicious_Beach.sc
+//============================================================
+brasilis,192,133,6	script	Lucia#brasilis	478,{
+	/*
+	if (countitem(12408) > 0) {
+		delitem 12408,1; //Leaf_Cat_Ball
+		getitem 12408,1; //Leaf_Cat_Ball
+	}
+	else if (countitem(6221) > 0) {
+		delitem 6221,1; //Mystic_Leaf_Cat_Ball
+		getitem 6221,1; //Mystic_Leaf_Cat_Ball
+	}
+	*/
+	if (BaseLevel < 40) {
+		mes "[Lucia]";
+		mes "Hello.";
+		mes "I'm worried about ^FF0000Strange Hydra^000000's on";
+		mes "the south beach.";
+		mes "I hope some experienced adventurers";
+		mes "will come to help.";
+		emotion e_sigh;
+		close;
+	}
+	else {
+		set .@nQState1,checkquest(9028);
+		set .@nQState2,checkquest(9029);
+		if (.@nQState1 == 0) {
+			mes "[Lucia]";
+			mes "Hello.";
+			mes "Have you come here to hunt ^FF0000Strange Hydra^000000s?";
+			next;
+			switch(select("Yes.:No.:^006400What is happening here?^000000")) {
+			case 1:
+				setquest 9028;
+				getitem 12408,1; //Leaf_Cat_Ball
+				mes "[Lucia]";
+				mes "Here, take this ^006400Hydra Ball^000000.";
+				mes "Use it to capture a ^FF0000Strange Hydra^8B4513.^000000";
+				mes "I hope you can do it~!";
+				close;
+			case 2:
+				mes "[Lucia]";
+				mes "Ah, I misunderstood.";
+				mes "See you then.";
+				close;
+			case 3:
+				mes "[Lucia]";
+				mes "One day ^FF0000Strange Hydra^000000s";
+				mes "came here and surrounded the town.";
+				mes "We're not sure what attracted them but some say that it's because of you adventurers.";
+				next;
+				mes "[Lucia]";
+				mes "In any case, to contain the ^FF0000Strange Hydra^000000s,";
+				mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000";
+				next;
+				mes "[Lucia]";
+				mes "If you still have the ^006400Hydra Ball^000000,";
+				mes "please use it on the ^FF0000Strange Hydra^000000s that";
+				mes "you can find at the beach.";
+				mes "If you are lucky, the tool will work perfectly.";
+				next;
+				mes "[Lucia]";
+				mes "I hope many adventurers";
+				mes "volunteer for this job.";
+				mes " ";
+				mes "I really hate Hydra!";
+				emotion e_sob;
+				close;
+			}
+		}
+		else if ((.@nQState1 == 0) || (.@nQState1 == 1)) {
+			if (countitem(6221) > 0) {
+				mes "[Lucia]";
+				mes "Hello, you really did it!";
+				if (checkweight(11502,3)) {
+					//mes "I don't have enough ^006400Hydra Ball^000000s to give you."; //Poorly translated by iRO?
+					mes "I hope you will come";
+					mes "again to help me.";
+					mes "Have a nice day~!";
+					delitem 6221,1; //Mystic_Leaf_Cat_Ball
+					completequest 9028;
+					//recall_completequest 9029;
+					if (.@nQState2 > -1) erasequest 9029;
+					setquest 9029;
+					//ConsumeSpecialItem Yggdrasilberry
+					percentheal 100,100;
+					//ConsumeSpecialItem Luk_Dish05
+					sc_start SC_LUKFOOD, 1200000, 5; percentheal 5,2;
+					//ConsumeSpecialItem Vit_Dish05
+					sc_start SC_VITFOOD, 1200000, 5; percentheal 10,0;
+					//ConsumeSpecialItem Dex_Dish05
+					sc_start SC_DEXFOOD, 1200000, 5; percentheal 5,5;
+					getitem 11502,3; //Light_Blue_Pot
+					close;
+				}
+				else {
+					mes " ";
+					mes "I'd like to reward you,";
+					mes "however your bags are full.";
+					mes "Please make room and come back!";
+					close;
+				}
+			}
+			else {
+				mes "[Lucia]";
+				if (countitem(12408) < 1) {
+					mes "Did you need another ^006400Hydra Ball^000000?";
+					mes "I will give you one more.";
+					getitem 12408,1; //Leaf_Cat_Ball
+					close;
+				}
+				else {
+					mes "Any problems?";
+					next;
+					switch(select("No.:^006400Tell me again what happened^000000")) {
+					case 1:
+						mes "[Lucia]";
+						mes "Ok, please do me a favor.";
+						close;
+					case 2:
+						mes "[Lucia]";
+						mes "One day ^FF0000Strange Hydra^000000s";
+						mes "came here and surrounded the town.";
+						mes "We're not sure what attracted them but some say that it's because of you adventurers.";
+						next;
+						mes "[Lucia]";
+						mes "In any case, to contain the ^FF0000Strange Hydra^000000s,";
+						mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000";
+						next;
+						mes "[Lucia]";
+						mes "If you still have the ^006400Hydra Ball^000000,";
+						mes "please use it on the ^FF0000Strange Hydra^000000s that";
+						mes "you can find at the beach.";
+						mes "If you are lucky, the tool will work perfectly.";
+						next;
+						mes "[Lucia]";
+						mes "I hope many adventurers";
+						mes "volunteer for this job.";
+						mes " ";
+						mes "I really hate Hydra!";
+						emotion e_sob;
+						close;
+					}
+				}
+			}
+		}
+		else {
+			mes "[Lucia]";
+			mes "Oh, ^0000FF"+strcharinfo(0)+"^000000 you're back.";
+			set .@nCheckTime,checkquest(9029,PLAYTIME);
+			if ((.@nCheckTime == 0) || (.@nCheckTime == 1)) {
+				mes "I'm so grateful for your help.";
+				mes "Each ^006400Hydra Ball^000000 is provided ^006400every 24 hours^000000";
+				mes "Please come at the appropriate time.";
+				close;
+			}
+			else {
+				//recall_completequest 9028;
+				if (.@nQState1 > -1) erasequest 9028;
+				completequest 9029;
+				mes "Did you come here to hunt ^FF0000Strange Hydra^000000s?";
+				next;
+				switch(select("Yes.:No.:^006400What is happening here?^000000")) {
+				case 1:
+					setquest 9028;
+					getitem 12408,1; //Leaf_Cat_Ball
+					mes "[Lucia]";
+					mes "Here, take this ^006400Hydra Ball^000000.";
+					mes "Use it to capture a ^FF0000Strange Hydra^8B4513.^000000";
+					mes "I hope you can do it~!";
+					close;
+				case 2:
+					mes "[Lucia]";
+					mes "Ah, I misunderstood.";
+					mes "See you then.";
+					close;
+				case 3:
+					mes "[Lucia]";
+					mes "One day ^FF0000Strange Hydra^000000s";
+					mes "came here and surrounded the town.";
+					mes "We're not sure what attracted them but some say that it's because of you adventurers.";
+					next;
+					mes "[Lucia]";
+					mes "In any case, to contain the ^FF0000Strange Hydra^000000s,";
+					mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000";
+					next;
+					mes "[Lucia]";
+					mes "If you still have the ^006400Hydra Ball^000000,";
+					mes "please use it on the ^FF0000Strange Hydra^000000s that";
+					mes "you can find at the beach.";
+					mes "If you are lucky, the tool will work perfectly.";
+					next;
+					mes "[Lucia]";
+					mes "I hope many adventurers";
+					mes "volunteer for this job.";
+					mes " ";
+					mes "I really hate Hydra!";
+					emotion e_sob;
+					close;
+				}
+			}
+		}
+	}
+	end;
+
+OnInit:
+	initnpctimer;
+	end;
+
+OnTimer7000:
+	emotion e_gasp;
+	stopnpctimer;
+	initnpctimer;
+	end;
+}
+
+// Guarana Quest, Original file: brazil_tre.sc
+//============================================================
+brasilis,187,162,5	script	Candy Maker	476,{
+	if (!checkweight(1201,1)) {
+		mes "- You can't start the quest. Please reduce the weight in your inventory. -";
+		close;
+	}
+	if (brazil_gua == 0) {
+		mes "[Candy Maker]";
+		mes "Yo, do you know a berry called ^FF0000Guarana^000000?";
+		next;
+		mes "[Candy Maker]";
+		mes "Guarana is a really special berry raised in a specific area, it relieves physical fatigue, and gives power to the body. It even detoxes waste from the body.";
+		next;
+		mes "[Candy Maker]";
+		mes "I used to sell the candy made of it back in the day.";
+		mes "I got a prize sometimes every year in the <annual best product contest>. Those were the good 'ol days.";
+		next;
+		mes "[Candy Maker]";
+		mes "Since then, the output of that fruit has reduced and the price has gone up so now candy ingredients were changed to coconuts or other tropical fruits instead. I miss the guarana candy.";
+		next;
+		switch(select("How can I taste this guarana candy?:End conversation.")) {
+		case 1:
+			mes "[Candy Maker]";
+			mes "Hmm? I already sold out of all my old supply.";
+			next;
+			mes "[Candy Maker]";
+			mes "But if you can find some guarana, I can make it for you.";
+			next;
+			switch(select("How do I find guarana?:End conversation.")) {
+			case 1:
+				mes "[Candy Maker]";
+				mes "Will you find the guarana?? Hoooooh~";
+				next;
+				mes "[Candy Maker]";
+				mes "Can you find it?";
+				mes "It's probably very expensive.";
+				mes "Trading isn't my thing. Let me think.";
+				next;
+				mes "[Candy Maker]";
+				mes "Let me introduce you to someone with whom I used to do guarana business with.";
+				mes "He might still be dealing it.";
+				next;
+				mes "[Candy Maker]";
+				mes "His name is Cherto.";
+				mes "If you can't find him in the city, go to museum.";
+				mes "He's a vain person so he likes to act big.";
+				mes "He's probably wandering in the museum trying to show off to someone for sure.";
+				set brazil_gua,1;
+				setquest 2192;
+				close;
+			case 2:
+				mes "[Candy Maker]";
+				mes "Don't you want to try the guarana candy?";
+				close;
+			}
+		case 2:
+			mes "[Candy Maker]";
+			mes "Those were the good 'ole days...";
+			close;
+		}
+	}
+	else if (brazil_gua == 1) {
+		mes "[Candy Maker]";
+		mes "If you want to get the guarana, find Cherto.";
+		mes "Maybe he will be in the museum.";
+		close;
+	}
+	else if (brazil_gua == 10) {
+		if (!countitem(6237)) {
+			mes "- The guarana that I had has disappeared. -";
+			close;
+		}
+		delitem 6237,1; //Guarana_Fruit
+		mes "[Candy Maker]";
+		mes "Did you get the guarana?";
+		next;
+		mes "- You give the guarana to him. -";
+		next;
+		mes "[Candy Maker]";
+		mes "Wow! You have special talent.";
+		mes "It's the best thing I have ever seen so far. Cool~!";
+		next;
+		mes "[Candy Maker]";
+		mes "Good, let's make the candy~!";
+		mes "Long time no see my wonderful guarana candy...";
+		next;
+		mes "- hash hash hash hash hash hash -";
+		mes "- hash hash hash hash hash hash -";
+		next;
+		mes "[Candy Maker]";
+		mes "Look! It's the popular guarana candy.";
+		mes "Try to savor its amazing taste hey~ take it easy. hahaha!!";
+		set brazil_gua,11;
+		completequest 2200;
+		getitem 12414,1; //Guarana_Candy
+		getexp 700000,100000;
+		close;
+	}
+	else if (brazil_gua == 11) {
+		mes "[Candy Maker]";
+		mes "Guarana candy. That was the most unique masterpiece in my life for sure!";
+		next;
+		mes "[Candy Maker]";
+		mes "Since you helped me, guarana supply has been steadily rising.";
+		mes "So, naturally I'm back to making guarana candy.";
+		next;
+		mes "[Candy Maker]";
+		mes "What about it? Wanna buy some?";
+		mes "It's 4000 zeny each.";
+		next;
+		switch(select("Buy a Guarana Candy.:Cancel.")) {
+		case 1:
+			if (Zeny > 3999) {
+				mes "[Candy Maker]";
+				mes "Here is a delicious guarana candy.";
+				set zeny,zeny-4000;
+				getitem 12414,1; //Guarana_Candy
+				close;
+			}
+			else {
+				mes "[Candy Maker]";
+				mes "What? You should say before if you don't have money!";
+				mes "Even if you are poor, I can't give this away for free.";
+				close;
+			}
+		case 2:
+			mes "[Candy Maker]";
+			mes "Sometimes some people don't like it due to it's arousal effect.";
+			close;
+		}
+		close;
+	}
+	else {
+		mes "[Candy Maker]";
+		mes "Guarana candy. That was the most unique masterpiece in my life for sure!";
+		close;
+	}
+}
+
+bra_in01,95,179,3	script	Cherto	477,{
+	if (brazil_gua == 0) {
+		mes "[Cherto]";
+		mes "Hmm... hey man, you are from outside, aren't you?";
+		next;
+		mes "[Cherto]";
+		mes "Cherto can figure it out even if it's the first time. You can't trick Cherto.";
+		mes "Cherto has sharp eyes like an eagle! Hahaha!";
+		next;
+		mes "[Cherto]";
+		mes "Ok, ok. Yes, yes. I see!";
+		next;
+		mes "[Cherto]";
+		mes "Anyway, you arrived in Brasilis but don't know what to do?";
+		mes "Am I right?";
+		mes "You don't know how fortunate you are to have found a really proper helper as myself.";
+		next;
+		mes "[Cherto]";
+		mes "Cherto takes it by your expression that you want to say, ''You are a master!'' Right?";
+		mes "Cherto, I can read and figure out all at once! That is written in your face!";
+		next;
+		mes "[Cherto]";
+		mes "Cherto would love to stay here and explain everything to you but he is a busy man.";
+		close;
+	}
+	else if (brazil_gua == 1) {
+		mes "[Cherto]";
+		mes "Hmm... hey man, you are from outside, aren't you?";
+		next;
+		mes "[Cherto]";
+		mes "Cherto can figure it out even if it's the first time. You can't trick Cherto.";
+		mes "Cherto has sharp eyes like an eagle! Hahaha!";
+		next;
+		mes "[Cherto]";
+		mes "Ok, ok. Yes, yes. I see!";
+		next;
+		mes "[Cherto]";
+		mes "Anyway, you arrived in Brasilis but don't know what to do?";
+		mes "Am I right?";
+		mes "You don't know how fortunate you are to have found a really proper helper as myself.";
+		next;
+		mes "[Cherto]";
+		mes "Cherto takes it by your expression that you want to say, ''You are a master!'' Right?";
+		mes "Cherto, I can read and figure out all at once! That is written in your face!";
+		next;
+		mes "[Cherto]";
+		mes "If you have a curious thing to ask to Cherto. Cherto will be kind enough to answer.";
+		next;
+		select("Guarana?");
+		mes "[Cherto]";
+		mes "What? Do you want to find a guarana?";
+		next;
+		mes "[Cherto]";
+		mes "Guarana is only raised in this area, it has a soft inside and is coverd with a light fur.";
+		mes "It seems a little bit weird but the flower is really big and smells beautiful.";
+		next;
+		mes "[Cherto]";
+		mes "A long time ago, guarana was used to relieve desease and thirst. But recently it's getting popular to revitalize body power and increase blood circulation.";
+		next;
+		mes "[Cherto]";
+		mes "Although it has such great effects, Cherto is sorry to inform you that we can't get it anymore.";
+		next;
+		select("Whaaaat??");
+		mes "[Cherto]";
+		mes "For a while now, guarana berries haven't been growing here.";
+		next;
+		mes "[Cherto]";
+		mes "Even if Cherto managed to find one, it will rot quickly.";
+		next;
+		mes "[Cherto]";
+		mes "If only it didn't happen!";
+		next;
+		select("What are you talking about?");
+		mes "[Cherto]";
+		mes "Quiet!!!!!!!!!!!!!!!!";
+		mes "This story has been forbidden! Someone might be listening to our conversation...";
+		next;
+		mes "[Cherto]";
+		mes "If Cherto tells you, you might get us into trouble. But you look like you really wanna know so let me give you a tip.";
+		mes "Come closer. Cherto will whisper so nobody can listen in.";
+		set brazil_gua,2;
+		close;
+	}
+	else if (brazil_gua == 2) {
+		mes "[Cherto]";
+		mes "A Guarana boy was born.";
+		next;
+		select("Guarana kid?");
+		mes "[Cherto]";
+		mes "There was woman who was an expert botanist.";
+		mes "The woman was really popular to all living creatures.";
+		next;
+		mes "[Cherto]";
+		mes "At around the time her baby was born, she started a guarana farm. For some reason, her brothers were jealous so they destroyed the farm and disappeared.";
+		mes "That kind of story...";
+		next;
+		mes "[Cherto]";
+		mes "We can't be sure that baby was born in the world but since that time, all guarana in Brasilis disappeared.";
+		next;
+		mes "[Cherto]";
+		mes "Who is the guarana kid?";
+		mes "Pedro who is famous as a greedy man?";
+		mes "Meto who can't endure about all the fruits?";
+		mes "Hovenue who is gloomy?";
+		mes "They might know~!";
+		next;
+		mes "[Cherto]";
+		mes "What about you?";
+		mes "Who is the guarana kid?";
+		mes "Will you figure out it? hohohhhhh~";
+		set brazil_gua,3;
+		changequest 2192,2193;
+		close;
+	}
+	else if (brazil_gua == 3) {
+		mes "[Cherto]";
+		mes "Can you find the guarana kid?";
+		mes "Maybe yes? Maybe no?";
+		close;
+	}
+	else if (brazil_gua == 4) {
+		mes "[Cherto]";
+		mes "Did you find guarana kid?";
+		next;
+		mes "- I tell Cherto about the kid making animal-like sounds. -";
+		next;
+		mes "[Cherto]";
+		mes "Hoooh. That's unbelivable.";
+		mes "That kid might be a guarana kid. Sure...";
+		mes "According to the story the kid can have conversations with animals.";
+		next;
+		mes "[Cherto]";
+		mes "If he can make crying sounds of animals, they might be able to converse!";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Now, what can I do?";
+		mes "If he is the kid from the legend, is there any way to raise the guarana again?";
+		next;
+		mes "[Cherto]";
+		mes "Haha!! What'd Cherto say?";
+		mes "Cherto knows all~!!";
+		mes "Cherto's already thought";
+		mes "of the next step.";
+		next;
+		mes "[Cherto]";
+		mes "In Brasilis there is an expert Mage.";
+		mes "His name is Paje.";
+		mes "Take this note over to him.";
+		mes "He will show the solution for you and the kid.";
+		set brazil_gua,5;
+		changequest 2194,2195;
+		close;
+	}
+	else {
+		mes "[Cherto]";
+		mes "hoho tickle~tickle~~~~!!!";
+		close;
+	}
+}
+
+brasilis,203,64,3	script	Strange Kid#bra	706,{
+	if (brazil_gua < 3) {
+		mes "[Strange Kid]";
+		mes "................";
+		close;
+	}
+	else if (brazil_gua == 3) {
+		mes "[Strange Kid]";
+		mes "................";
+		next;
+		switch(select("Try to talk.:Pretend to pass by.")) {
+		case 1:
+			break;
+		case 2:
+			mes "[Strange Kid]";
+			mes "................";
+			close;
+		}
+		mes "What can I say to him?";
+		next;
+		while(1) {
+			switch(select("What's your name?:How old are you?:What are you doing?:End conversation.")) {
+			case 1:
+				mes "[Strange Kid]";
+				mes "Kaaaaaaao~";
+				mes "Grrrrrrrrr - kaaan-";
+				next;
+				break;
+			case 2:
+				mes "[Strange Kid]";
+				mes "Booooowoooooo-";
+				mes "Booooowoooooo- -";
+				next;
+				break;
+			case 3:
+				mes "[Strange Kid]";
+				mes "chamber pot braeee chamber pot brae chamber pot brae -";
+				mes "Bbeeeebbeee -";
+				next;
+				break;
+			case 4:
+				mes "[Strange Kid]";
+				mes "Kaaaaaaao~";
+				mes "Grrrrrrrrr - kaaan-";
+				next;
+				mes "["+strcharinfo(0)+"]";
+				mes "He makes strange sound like an animals.";
+				mes "Should I ask advice from Cherto?";
+				set brazil_gua,4;
+				changequest 2193,2194;
+				close;
+			}
+		}
+	}
+	else if (brazil_gua == 4) {
+		mes "["+strcharinfo(0)+"]";
+		mes "He makes strange sounds like an animal.";
+		mes "Should I ask advice from Cherto?";
+		close;
+	}
+	else if ((brazil_gua > 4) && (brazil_gua < 9)) {
+		mes "[Strange Kid]";
+		mes "Ah...? ah.....?";
+		close;
+	}
+	else if (brazil_gua == 9) {
+		mes "[Strange Kid]";
+		mes "ah... ahah.....";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "I don't have a story but there are lots of friends waiting outside.";
+		next;
+		mes "- You give the feather, fresh meat and branch of grapes to the kid -";
+		next;
+		mes "[Strange Kid]";
+		mes "Ah.............";
+		next;
+		mes "[Strange Kid]";
+		mes "Un, uhh....";
+		mes "mooo... mommy.....";
+		next;
+		mes "[Strange Kid]";
+		mes "Ah..........";
+		mes "bird....";
+		mes "mon, mon, mon...key......";
+		mes "boo, booow...........";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Dog?!";
+		mes "kkk yes. Lots of friends want to meet you.";
+		mes "Don't be lonely anymore and be happy with your friends.";
+		next;
+		mes "[Strange Kid]";
+		mes "ah....he...hehe....";
+		next;
+		mes "- He starts to smile lightly and laughs. -";
+		next;
+		mes "[Strange Kid]";
+		mes "Ye......yes.......";
+		mes "tha... than......thank......yo.........you.";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Alright such a cute smile!";
+		mes "Be a happy kid as always.";
+		next;
+		mes "[Strange Kid]";
+		mes "Uh......";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "what?";
+		next;
+		mes "[Strange Kid]";
+		mes "hey..........";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Do you want to say anything?";
+		next;
+		mes "- You get closer and pretend to take caution. -";
+		next;
+		emotion e_kis;
+		mes "(kiss~)";
+		next;
+		mes "- The kid laughs again lightly then puts something in your hand. -";
+		next;
+		mes "- It's a fresh berry that's colored red and hard. -";
+		next;
+		mes "[Strange Kid]";
+		mes "ga...ra..........na...";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Oops, guarana berry?";
+		mes "Ah! Thank you very much!";
+		emotion e_kis2,1;
+		emotion e_heh;
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "If I have this, I can make a guarana candy.";
+		mes "I better find that Candy Maker!";
+		set brazil_gua,10;
+		changequest 2199,2200;
+		getitem 6237,1; //Guarana_Fruit
+		close;
+	}
+	else if (brazil_gua == 10) {
+		if (!countitem(6237)) {
+			mes "[Strange Kid]";
+			mes "He.........";
+			getitem 6237,1; //Guarana_Fruit
+			close;
+		}
+	}
+	else {
+		mes "- The kid is smiling. -";
+		close;
+	}
+	end;
+}
+
+brasilis,56,224,7	script	Mage Paje#bra	704,{
+	if (brazil_gua < 5) {
+		mes "[Mage Paje]";
+		mes "Abracadabra~";
+		set .@cspr_bra,rand(1,3);
+		if (.@cspr_bra == 1) {
+			specialeffect EF_POISONHIT,AREA,"Poring#bra";
+			setnpcdisplay "Poring#bra",876;
+		}
+		else if (.@cspr_bra == 2) {
+			specialeffect EF_POISONHIT,AREA,"Poring#bra";
+			setnpcdisplay "Poring#bra",800;
+		}
+		else {
+			specialeffect EF_POISONHIT,AREA,"Poring#bra";
+			setnpcdisplay "Poring#bra",909;
+		}
+		close;
+	}
+	else if (brazil_gua == 5) {
+		mes "[Mage Paje]";
+		mes "Abracadabra~";
+		set .@cspr_bra,rand(1,3);
+		if (.@cspr_bra == 1) {
+			specialeffect EF_POISONHIT,AREA,"Poring#bra";
+			setnpcdisplay "Poring#bra",876;
+		}
+		else if (.@cspr_bra == 2) {
+			specialeffect EF_POISONHIT,AREA,"Poring#bra";
+			setnpcdisplay "Poring#bra",800;
+		}
+		else {
+			specialeffect EF_POISONHIT,AREA,"Poring#bra";
+			setnpcdisplay "Poring#bra",909;
+		}
+		next;
+		mes "[Mage Paje]";
+		mes "Ohoooh~!";
+		mes "I have a guest.";
+		mes "Good to see you.";
+		mes "I am the Mage Paje.";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Hello. Mr. Cherto told me to find you.";
+		next;
+		mes "[Mage Paje]";
+		mes "Um.. Mr. Cherto? What's happened?";
+		mes "Have you come here to ask about lots of weird rumors?";
+		next;
+		mes "- You give the note to Paje-";
+		next;
+		mes "[Mage Paje]";
+		mes "Ohoooh~";
+		mes "Hmm gosh.. that's what happened.";
+		next;
+		mes "[Mage Paje]";
+		mes "I can't help you directly.";
+		mes "But I will give you simple magic so you can figure it out by yourself.";
+		next;
+		select("What kind of magic?");
+		mes "[Mage Paje]";
+		mes "It's a magic that will make you appear as an animal to other animals. Pretty cool huh?";
+		next;
+		mes "[Mage Paje]";
+		mes "Ok~ I will give you the magic.";
+		mes "Most animals are really sensitive so they might be aware of it. Find a Toucan in the field that's oblivious to the spell. You'll know when you talk to it.";
+		next;
+		mes "[Mage Paje]";
+		mes "Good luck~!";
+		set brazil_gua,6;
+		changequest 2195,2196;
+		specialeffect2 EF_ASSUMPTIO;
+		close;
+	}
+	else {
+		mes "[Mage Paje]";
+		mes "Abrakatabra~";
+		set .@cspr_bra,rand(1,3);
+		if (.@cspr_bra == 1) {
+			specialeffect EF_POISONHIT,AREA,"Poring#bra";
+			setnpcdisplay "Poring#bra",876;
+		}
+		else if (.@cspr_bra == 2) {
+			specialeffect EF_POISONHIT,AREA,"Poring#bra";
+			setnpcdisplay "Poring#bra",800;
+		}
+		else {
+			specialeffect EF_POISONHIT,AREA,"Poring#bra";
+			setnpcdisplay "Poring#bra",909;
+		}
+		close;
+	}
+	end;
+}
+
+brasilis,59,226,3	script	Poring#bra	909,{
+	end;
+}
+
+bra_fild01,75,83,5	script	Toucan#bra	2073,2,2,{
+OnTouch:
+	if (brazil_gua == 6) {
+		mes "[Toucan]";
+		mes "Baaeecc!";
+		mes "I've never seen you before.";
+		mes "Baaeec!";
+		next;
+		mes "[Toucan]";
+		mes "It's the middle of the new and old continent... I know I've never seen you before but you seem familiar, like a woman dancing a samba. ";
+		next;
+		select("What are you talking about?");
+		mes "[Toucan]";
+		mes "I can feel some similar power like guarana kid. bbaaaeeeccc!";
+		next;
+		mes "[Toucan]";
+		mes "That kid has had a really lonely time, baaecc! Perhaps you are a friend of him? Baaeec!!";
+		next;
+		select("Not yet... but I want to be a friend.");
+		mes "[Toucan]";
+		mes "The kid who received care from guarana woman is also a friend of animals. Bbaaeecc!";
+		next;
+		mes "[Toucan]";
+		mes "I'd like to give the symbol of a toucan representative for the kid. Bbaaeecc!";
+		next;
+		mes "[Toucan]";
+		mes "If you want to relieve his loneliness, can you help me?";
+		next;
+		select("Absolutely!");
+		mes "[Toucan]";
+		mes "It's my feather.";
+		mes "Send it to the kid.";
+		mes "We will keep our promise of friendship between guarana kid and Toucan forever. Bbaaeecc!";
+		next;
+		mes "- You take a feather from Toucan. - ";
+		next;
+		mes "[Toucan]";
+		mes "There have to be others around here like me.";
+		mes "Why don't you find a jaguar Bbaaeecc!";
+		next;
+		mes "[Toucan]";
+		mes "I will give a blessing from Toucan to you.";
+		next;
+		mes "[Toucan]";
+		mes "Fly fly far away. bbaaaeeeccckkk--!";
+		set brazil_gua,7;
+		changequest 2196,2197;
+		specialeffect2 EF_SEISMICWEAPON;
+		close2;
+		warp "bra_fild01",68,146;
+		end;
+	}
+	else {
+		mes "[Toucan]";
+		mes "Bbbaaeec~! Baaeec~!";
+		close;
+	}
+	end;
+}
+
+bra_fild01,34,184,5	script	Jaguar#bra	2072,2,2,{
+OnTouch_:
+	if (brazil_gua == 7) {
+		mes "[Jaguar]";
+		mes "Hhooww..hhooww.....";
+		next;
+		mes "[Jaguar]";
+		mes "Smelling! This smell is from a human!";
+		mes "Somewhere, a human!";
+		mes "I got it. You are!!!";
+		specialeffect EF_HIT1,AREA,"Jaguar#bra";
+		emotion e_omg,1;
+		next;
+		mes "[Jaguar]";
+		mes "Don't be afraid human.";
+		mes "I don't have enough power to hunt humans, just waiting time to end my lifetime in this jungle.";
+		next;
+		mes "[Jaguar]";
+		mes "Anyway you can talk with me, are you a guarana kid?";
+		next;
+		select("Yes? N...o......actually....");
+		mes "[Jaguar]";
+		mes "The son of guarana woman became our friend also.";
+		mes "They treated all life preciously.";
+		mes "I hope you are same the as her.";
+		next;
+		mes "[Jaguar]";
+		mes "Bird's chirpings informed me.";
+		mes "The son of guarana woman has a diseased heart.";
+		mes "Her brothers made him lonely, don't you think?";
+		next;
+		mes "[Jaguar]";
+		mes "Here is fresh meat that I hunted just a few days ago.";
+		mes "Take it and give it to the poor kid.";
+		next;
+		mes "[Jaguar]";
+		mes "I can give this tiny thing to you so, don't forget it.";
+		mes "The jungle will welcome you whenever!";
+		next;
+		mes "- You get fresh meat from Jaguar. -";
+		next;
+		mes "[Jaguar]";
+		mes "Monkey, who's always meddling with others, wants to meet you.";
+		next;
+		mes "[Jaguar]";
+		mes "I will give you a Jaguar's high blessing.";
+		mes "Go to monkey by flowing through the wind like a bee.";
+		mes "Let's meet again my friend!";
+		set brazil_gua,8;
+		changequest 2197,2198;
+		close2;
+		//ConsumeSpecialItem Speed_Up_Potion
+		sc_start SC_SpeedUp1,5000,0;
+		end;
+	}
+	else {
+		mes "[Jaguar]";
+		mes "krrrrrr....";
+		close;
+	}
+	end;
+}
+
+bra_fild01,245,53,3	script	#Monkeybra	1057,{
+	end;
+}
+
+bra_fild01,245,52,3	script	Monkey#bra	111,{
+	if (brazil_gua == 8) {
+		mes "[Monkey]";
+		mes "What is it??!!";
+		mes "We don't tolerate humans? Get out~!!";
+		next;
+		mes "[Monkey]";
+		mes "Nono... wait.... that scent!!";
+		mes "I can smell Jaguar from you, who are you?";
+		mes "Gosh, maybe there's no jaguar without fur and weird shape!";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "........................";
+		mes "Are you saying that I look like an animal?!?!";
+		next;
+		mes "[Monkey]";
+		mes "Uh? Aren't you a jaguar?";
+		next;
+		mes "[Monkey]";
+		mes "Ahhha. Jaguar send you to me, right?? kkkikkki";
+		mes "But you don't look like guarana kid.";
+		next;
+		select("I've come here to help him.");
+		mes "[Monkey]";
+		mes "I heard guarana kid became lonely, is he?";
+		mes "We are experts in acrobatic acts, does kid like it?? kkkickkksk!";
+		next;
+		mes "[Monkey]";
+		mes "Give this branch of grapes to guarana kid.";
+		mes "We will make him have fun during the whole night whenever he comes to us!! kkkickkksk!";
+		next;
+		mes "- You get a bunch of grapes from Monkey. -";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Good~ Now it's time to go back to the kid~!!";
+		set brazil_gua,9;
+		changequest 2198,2199;
+		close;
+	}
+	else {
+		mes "[Monkey]";
+		mes "kkkickkksk!";
+		close;
+	}
+}
+
+// Water Lily Quest, Original file: brazil_tre.sc
+//============================================================
+brasilis,203,286,3	script	Botanist Karmen#bra	893,{
+	if (brazil_regia == 0) {
+		mes "[Karmen]";
+		mes "Brasilis' climate is special.";
+		mes "This climate offers special cases in botany classes different from any other regions of the world.";
+		next;
+		mes "[Karmen]";
+		mes "The plants here have robust frames and are clear and colorful.";
+		mes "Here the plants are really huge and we can feel their presence.";
+		next;
+		mes "[Karmen]";
+		mes "One of them, a Water Lily, is a really gorgeous and unique plant.";
+		mes "This flower is quite sensitive so it doesn't bloom everywhere.";
+		next;
+		switch(select("Interesting.:End conversation.")) {
+		case 1:
+			break;
+		case 2:
+			mes "[Karmen]";
+			mes "I guess you aren't interested in botany.";
+			close;
+		}
+		mes "[Karmen]";
+		mes "It doesn't appear easily and it is a mysterious flower even to the natives, so the Brasilis people believe that a person will get great luck if someone finds it.";
+		next;
+		mes "[Karmen]";
+		mes "As a botanist, I have been hanging around here to find the lucky flower but as I expected, it hasn't shown itself yet.";
+		next;
+		mes "[Karmen]";
+		mes "I believe that with enough perseverence, this flower will show me it's beautiful brilliance.";
+		next;
+		mes "[Karmen]";
+		mes "Ah, if you are interested more in the Water Lily story, find someone named Marta.";
+		mes "She is wise and knows lots of stories here in Brasilis.";
+		set brazil_regia,1;
+		setquest 2201;
+		close;
+	}
+	else if (brazil_regia == 1) {
+		mes "[Karmen]";
+		mes "Ah, if you are interested more in the Water Lily story, find someone named Marta.";
+		mes "She is wise and knows lots of stories here in Brasilis.";
+		close;
+	}
+	else if (brazil_regia == 9) {
+		mes "- You show a lotus flower to Karmen and talk about the story so far. -";
+		next;
+		mes "[Karmen]";
+		mes "Wow!! You had a really good experience.";
+		mes "So~~~ the water lily lives in the depths of brasilis, right?";
+		mes "I wil try to find it again by myself, I won't give up!!";
+		next;
+		mes "[Karmen]";
+		mes "I am so grateful that I met you.";
+		mes "The water lily must truly be a lucky flower. hahaha";
+		set brazil_regia,10;
+		completequest 2207;
+		getexp 500000,100000;
+		close;
+	}
+	else {
+		mes "[Karmen]";
+		mes "This climate offers special cases in botany classes different from any other regions of the world.";
+		next;
+		mes "[Karmen]";
+		mes "The plants here have robust frames and are clear and colorful.";
+		mes "Here the plants are really huge and we can feel their presence.";
+		next;
+		mes "[Karmen]";
+		mes "It's a botanist's dream.";
+		close;
+	}
+}
+
+bra_in01,142,27,5	script	Marta#bra	474,{
+	if (brazil_regia == 1) {
+		mes "[Brasilis Boy]";
+		mes "Grandma! That person has a weird smell.";
+		next;
+		mes "[Marta]";
+		mes "This person isn't from here.";
+		mes "Say hello to our guest.";
+		next;
+		mes "[Brasilis Boy]";
+		mes "heee~ hi!!";
+		mes "I am Kaka!!";
+		mes "Whats your name?";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "I am "+strcharinfo(0)+".";
+		next;
+		mes "[Brasilis Boy]";
+		mes "The outsider has a weird name!";
+		mes "Thas ok! If we keep talking we'll be friends! Cheer up!";
+		next;
+		mes "[Marta]";
+		mes "Hehe...";
+		mes "So, why have you come here stranger~?";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "I heard you knows lots of stories, is that true?";
+		next;
+		mes "[Kaka]";
+		mes "Wooo! how you know my grandma knows lots of stories, amazing~?";
+		mes "Grandma is really wise and kind so, I heard lotsa things.";
+		next;
+		mes "[Marta]";
+		mes "Hehe. Kaka always listens to many stories every night, he really likes my stories.";
+		mes "Kaka always makes me happy because he asks so many curious things. That is pure happiness.";
+		next;
+		mes "[Marta]";
+		mes "Ok, Kaka why don't you invite our guest today to our small meeting?";
+		next;
+		mes "[Kaka]";
+		mes "Ok grandma~!!";
+		next;
+		mes "[Marta]";
+		mes "Hey~ do you have special story that you want to listen to?";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "About the mysterious water lily?";
+		next;
+		mes "[Marta]";
+		mes "Water lily....";
+		mes "It's from a long long time ago.";
+		next;
+		mes "[Marta]";
+		mes "Before Brasilis was established.";
+		mes "A tribe that lived with the giant waterfall and jungle as friends spent their whole time with nature.";
+		next;
+		mes "[Marta]";
+		mes "One of tribe chiefs had a pretty daughter called 'Naia'.";
+		next;
+		mes "[Marta]";
+		mes "Naia liked listening to stories like Kaka so, her mom told her stories every night about nature and gods.";
+		next;
+		mes "[Kaka]";
+		mes "Woooa, she's just like me!";
+		mes "Maybe she would be pretty... hehe.";
+		next;
+		mes "[Marta]";
+		mes "According to her mother...";
+		mes "If the moon in the sky loves some woman in the earth, he turns her into a star so that they can stay together forever.";
+		next;
+		mes "[Marta]";
+		mes "After Naia heard this story, she went to her dad to ask if it was true or not.";
+		next;
+		mes "[Kaka]";
+		mes "So, what did he say?";
+		next;
+		mes "[Marta]";
+		mes "^3131FF'My dear, Naia the moon is one of the bravest men. But he can no longer have a bride. So you can't become a star... Sorry~.^000000";
+		next;
+		mes "[Kaka]";
+		mes "Did Naia wants to be the bride of the man?";
+		next;
+		mes "[Marta]";
+		mes "Yes Kaka, imagine the moon how beautiful and mysterious, that's just ideal for girls.";
+		next;
+		mes "[Kaka]";
+		mes "But the moon doesn't meet a human as his wife anymore? What was going on with Naia?";
+		next;
+		mes "[Marta]";
+		mes "Naia was really a nice girl.";
+		next;
+		mes "[Marta]";
+		mes "Although her parents tried to prevent her, she still went to the forest to meet the moon every night.";
+		mes "Sadly, even with all of her effort, the moon didn't show any reaction to her.";
+		next;
+		mes "[Marta]";
+		mes "One day she also went to the top of the mountain to be closer to him. She decided to take a rest for a while around the lake.";
+		next;
+		mes "[Marta]";
+		mes "That's when.. Naia saw it.";
+		mes "It was the moon he was shining beautifully over the waving lake lightly.";
+		next;
+		mes "[Kaka]";
+		mes "I know, it's just the moon reflecting on the water. Right?!";
+		next;
+		mes "[Marta]";
+		mes "Yes, but to her, the image made her fall into the lake without hesitating and drowned.";
+		next;
+		mes "[Kaka]";
+		mes "Oh no.";
+		next;
+		mes "[Marta]";
+		mes "The moon was also watching her from the sky.";
+		mes "He felt sad and pitied her. So he decided to turn her into a beautiful flower to thank her for her love.";
+		next;
+		mes "[Marta]";
+		mes "That is the story of the mysterious flower people called the Brasilis Water Flower.";
+		mes "This Naia flower appears as light white during daytime but in the night turns into red due to it's love connection to the moon.";
+		next;
+		mes "[Kaka]";
+		mes "How sad but beautiful!";
+		next;
+		mes "[Marta]";
+		mes "How about you stranger?";
+		mes "Did you enjoy this story?";
+		mes "If you want to listen to another story, just come to me.";
+		mes "If you don't mind playing with my grandson a ~ little. hoohoo.";
+		set brazil_regia,2;
+		close;
+	}
+	else if (brazil_regia > 1) {
+		mes "[Kaka]";
+		mes "My grandma is really a bit tired doing some tribe stuff!";
+		mes "Could you come another day?";
+		close;
+	}
+	else {
+		mes "[Marta]";
+		mes "You are not from around here.";
+		mes "I can sense a strange earth smell.";
+		next;
+		mes "[Marta]";
+		mes "But your eyes shine with strength.";
+		mes "Indeed you are spreading out spirit and will from your whole body.";
+		next;
+		mes "[Marta]";
+		mes "If you work at it you will be a great person someday.";
+		close;
+	}
+}
+
+bra_in01,145,27,3	script	Brasilis Boy#bra	472,{
+	if (brazil_regia == 1) {
+		mes "[Brasilis Boy]";
+		mes "Grandma! That person has a weird smell.";
+		next;
+		mes "[Marta]";
+		mes "This person isn't from here.";
+		mes "Say hello to our guest.";
+		next;
+		mes "[Brasilis Boy]";
+		mes "heee~ hi!!";
+		mes "I am Kaka!!";
+		mes "Whats your name?";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "I am "+strcharinfo(0)+".";
+		next;
+		mes "[Brasilis Boy]";
+		mes "The outsider has a weird name!";
+		mes "Thas ok! If we keep talking we'll be friends! Cheer up!";
+		next;
+		mes "[Marta]";
+		mes "Hehe...";
+		mes "So, why have you come here stranger~?";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "I heard you knows lots of stories, is that true?";
+		next;
+		mes "[Kaka]";
+		mes "Wooo! how you know my grandma knows lots of stories, amazing~?";
+		mes "Grandma is really wise and kind so, I heard lotsa things.";
+		next;
+		mes "[Marta]";
+		mes "Hehe. Kaka always listens to many stories every night, he really likes my stories.";
+		mes "Kaka always makes me happy because he asks so many curious things. That is pure happiness.";
+		next;
+		mes "[Marta]";
+		mes "Ok, Kaka why don't you invite our guest today to our small meeting?";
+		next;
+		mes "[Kaka]";
+		mes "Ok grandma~!!";
+		next;
+		mes "[Marta]";
+		mes "Hey~ do you have special story that you want to listen to?";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "About the mysterious water lily?";
+		next;
+		mes "[Marta]";
+		mes "Water lily....";
+		mes "It's from a long long time ago.";
+		next;
+		mes "[Marta]";
+		mes "Before Brasilis was established.";
+		mes "A tribe that lived with the giant waterfall and jungle as friends spent their whole time with nature.";
+		next;
+		mes "[Marta]";
+		mes "One of tribe chiefs had a pretty daughter called 'Naia'.";
+		next;
+		mes "[Marta]";
+		mes "Naia liked listening to stories like Kaka so, her mom told her stories every night about nature and gods.";
+		next;
+		mes "[Kaka]";
+		mes "Woooa, she's just like me!";
+		mes "Maybe she would be pretty... hehe.";
+		next;
+		mes "[Marta]";
+		mes "According to her mother...";
+		mes "If the moon in the sky loves some woman in the earth, he turns her into a star so that they can stay together forever.";
+		next;
+		mes "[Marta]";
+		mes "After Naia heard this story, she went to her dad to ask if it was true or not.";
+		next;
+		mes "[Kaka]";
+		mes "So, what did he say?";
+		next;
+		mes "[Marta]";
+		mes "^3131FF'My dear, Naia the moon is one of the bravest men. But he can no longer have a bride. So you can't become a star... Sorry~.^000000";
+		next;
+		mes "[Kaka]";
+		mes "Did Naia wants to be the bride of the man?";
+		next;
+		mes "[Marta]";
+		mes "Yes Kaka, imagine the moon how beautiful and mysterious, that's just ideal for girls.";
+		next;
+		mes "[Kaka]";
+		mes "But the moon doesn't meet a human as his wife anymore? What was going on with Naia?";
+		next;
+		mes "[Marta]";
+		mes "Naia was really a nice girl.";
+		next;
+		mes "[Marta]";
+		mes "Although her parents tried to prevent her, she still went to the forest to meet the moon every night.";
+		mes "Sadly, even with all of her effort, the moon didn't show any reaction to her.";
+		next;
+		mes "[Marta]";
+		mes "One day she also went to the top of the mountain to be closer to him. She decided to take a rest for a while around the lake.";
+		next;
+		mes "[Marta]";
+		mes "That's when.. Naia saw it.";
+		mes "It was the moon he was shining beautifully over the waving lake lightly.";
+		next;
+		mes "[Kaka]";
+		mes "I know, it's just the moon reflecting on the water. Right?!";
+		next;
+		mes "[Marta]";
+		mes "Yes, but to her, the image made her fall into the lake without hesitating and drowned.";
+		next;
+		mes "[Kaka]";
+		mes "Oh no.";
+		next;
+		mes "[Marta]";
+		mes "The moon was also watching her from the sky.";
+		mes "He felt sad and pitied her. So he decided to turn her into a beautiful flower to thank her for her love.";
+		next;
+		mes "[Marta]";
+		mes "That is the story of the mysterious flower people called the Brasilis Water Flower.";
+		mes "This Naia flower appears as light white during daytime but in the night turns into red due to it's love connection to the moon.";
+		next;
+		mes "[Kaka]";
+		mes "How sad but beautiful!";
+		next;
+		mes "[Marta]";
+		mes "How about you stranger?";
+		mes "Did you enjoy this story?";
+		mes "If you want to listen to another story, just come to me.";
+		mes "If you don't mind playing with my grandson a ~ little. hoohoo.";
+		set brazil_regia,2;
+		close;
+	}
+	else if (brazil_regia > 1) {
+		mes "[Kaka]";
+		mes "My grandma is really a bit tired doing some tribe stuff!";
+		mes "Could you come another day?";
+		close;
+	}
+	else {
+		mes "[Marta]";
+		mes "You are not from around here.";
+		mes "I can sense a strange earth smell.";
+		next;
+		mes "[Marta]";
+		mes "But your eyes shine with strength.";
+		mes "Indeed you are spreading out spirit and will from your whole body.";
+		next;
+		mes "[Marta]";
+		mes "If you work at it you will be a great person someday.";
+		close;
+	}
+}
+
+brasilis,270,145,5	script	Brasilis Girl#bra	473,5,5,{
+	if (!checkweight(1201,1)) {
+		mes "- wait a second!! -";
+		mes "- you have too many items -";
+		mes "- so you can't get any more items. -";
+		mes "- make your body lighter -";
+		mes "- then try again. -";
+		close;
+	}
+	if (brazil_regia == 2) {
+		mes "[Distant Sound]";
+		mes "Jasira!!!";
+		mes "Where are you going again?!!";
+		mes "come back~, please!!";
+		next;
+		mes "[Brasilis Girl]";
+		mes "Mom, I have to go out!!";
+		next;
+		mes "[Distant Sound]";
+		mes "No way~!! You shouldn't!!";
+		next;
+		mes "[Brasilis Girl]";
+		mes "Gosh.. today also failed.";
+		next;
+		mes "[Brasilis Girl]";
+		mes "......";
+		mes "What's up? Why are you looking at me?";
+		mes "I don't want to be a showgirl!! Get out!!";
+		next;
+		switch(select("Nothing, sorry.:What's wrong?")) {
+		case 1:
+			mes "[Brasilis Girl]";
+			mes "I am so sad!!!";
+			close;
+		case 2:
+			break;
+		}
+		mes "[Brasilis Girl]";
+		mes "It's not your business.";
+		mes "You are just an outsider!";
+		next;
+		switch(select("How rude!:Just trying to help.")) {
+		case 1:
+			mes "[Brasilis Girl]";
+			mes "What's it matter to you that I'm rude??!!";
+			close;
+		case 2:
+			break;
+		}
+		mes "["+strcharinfo(0)+"]";
+		mes "I know that I'm just passing by but I might be able to help you. What do you think?";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "This kind of meeting could be more than just a coincidence.";
+		next;
+		mes "[Brasilis Girl]";
+		mes "......................";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Hmm can you tell me your name?";
+		next;
+		mes "[Brasilis Girl]";
+		mes "ja...";
+		mes "Jasira.";
+		mes "My name is Jasira.";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Nice name~.";
+		mes "Jasira what's going on?";
+		next;
+		mes "[Jasira]";
+		mes ".............";
+		next;
+		mes "[Jasira]";
+		mes "I have to meet 'Jasi' but I can't go out....";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "who is Jasi?";
+		mes "Your.... lover?";
+		next;
+		emotion e_omg;
+		mes "[Jasira]";
+		mes "l...o...v...e...lover??!!";
+		mes "No way~";
+		next;
+		mes "[Jasira]";
+		mes "If he is my lover, it would be great... but...";
+		next;
+		mes "[Jasira]";
+		mes "Jasi is......";
+		mes "the great moon.";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "The moon?";
+		mes "Maybe... are you talking about the moon from the story?";
+		next;
+		mes "[Jasira]";
+		mes "Yeah!";
+		mes "Dear Jasi is from the moon from the sky!";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Why are you thinking like that?";
+		next;
+		mes "[Jasira]";
+		mes "Cuz' Jasi is really gorgeous and the most important thing is he is taking care of the water lily in Brasilis.";
+		next;
+		emotion e_omg,1;
+		mes "["+strcharinfo(0)+"]";
+		mes "Brasilis water lily??!!";
+		mes "Isn't it the uniqe flower?";
+		next;
+		mes "[Jasira]";
+		mes "Right. It's a really mysterious flower and difficult to find.";
+		mes "But around Jasi there are lots of water lilies.";
+		mes "That's why I believe Jasi is the moon.";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Where is Jasi?";
+		next;
+		mes "[Jasira]";
+		mes "He is deep inside the Jungle.";
+		mes "As you can see I am so weak so, I've been staying home. But once, I was strong enough to leave this village.";
+		next;
+		mes "[Jasira]";
+		mes "I just wandered the jungle and fell down somewhere and that's where I saw him.";
+		mes "He was so nice. He helped heal me and guided me back home.";
+		mes "That was really really great time.";
+		next;
+		mes "[Jasira]";
+		mes "Since I came back home, my parents punished me.";
+		mes "I can understand why they are worrying but i missed Jasi a lot!";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Why don't you meet him after recovering your strength?";
+		next;
+		mes "[Jasira]";
+		mes ".................";
+		mes "I wanna see him right now...";
+		next;
+		switch(select("Help Jasira.:Ignore her.")) {
+		case 1:
+			break;
+		case 2:
+			mes "["+strcharinfo(0)+"]";
+			mes "Sorry I can't help you. Cheer up!";
+			next;
+			mes "[Jasira]";
+			mes "Crying........";
+			close;
+		}
+		mes "["+strcharinfo(0)+"]";
+		mes "Jasira I came here to find the Brasilis water lily.";
+		mes "Don't you think fate has brought us together?";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "If you tell me how to find Jasi, I can help you.";
+		next;
+		mes "[Jasira]";
+		mes "Really? But I don't know exactly how to get there. I was just wandering around when I met him.";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Can't you remember anything?";
+		mes "If you know something you've gotta tell me.";
+		next;
+		mes "[Jasira]";
+		mes "Let's see... I was wandering around a waterfall then fell down into the water then I was sucked into somewhere.";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Good, that's better than nothing! I will look for a similar place.";
+		next;
+		mes "[Jasira]";
+		mes "I gave you your information, so can you do me a favor?";
+		mes "It's really simple...";
+		next;
+		mes "[Jasira]";
+		mes "I'd like to give a delicious fruit.";
+		mes "The place where Jas seemed cozy but I didn't see any food around... So if he sees a yummy fruit he will be happy!";
+		next;
+		mes "[Jasira]";
+		mes "Give him 10 Banana and tell him that I really miss him.";
+		mes "Sorry for ignoring you before. Please, only you can help me!";
+		set brazil_regia,3;
+		changequest 2201,2202;
+		close;
+	}
+	else if ((brazil_regia == 3) || (brazil_regia == 4)) {
+		mes "[Jasira]";
+		mes "If you meet Jasi, give him 10 Bananas.";
+		mes "Let's see... I was wandering around a waterfall then fell down into the water then I was sucked into somewhere.";
+		next;
+		mes "[Jasira]";
+		mes "If you can't find the way, go up to the waterfall and ask the kids in Brasilis village.";
+		mes "I heard one of the children went to a strange place before. He might've gone to the same place as me!";
+		close;
+	}
+	else if (brazil_regia == 5) {
+		mes "[Jasira]";
+		mes "Did you meet Jasi?";
+		mes "Did you talk about me?";
+		mes "You didn't? Uh? Stupid! Gosh~!";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Hey girl~ you've got a short temper.";
+		mes "I did see him and I talked about you!";
+		next;
+		mes "[Jasira]";
+		mes "Did you?";
+		mes "What did he say?";
+		mes "Does he remember me?";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "That you have a really good heart~";
+		mes "I told him that you will try to meet him when your condition gets better.";
+		next;
+		mes "[Jasira]";
+		mes "Yeahhhhh!!";
+		mes "Thank you! You are more reliable than I thought you would be.";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Anyway, I'm looking for a fruit that's brown and has a hard shell.";
+		mes "It has juice inside and can be used as a cup to drink out of.";
+		next;
+		mes "[Jasira]";
+		mes "Duh! You mean a coconut right?!";
+		mes "They're everywhere here in Brasilis.";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Thanks Jasira!";
+		set brazil_regia,6;
+		changequest 2204,2205;
+		close;
+	}
+	else if ((brazil_regia == 6) || (brazil_regia == 7)) {
+		mes "[Jasira]";
+		mes "I should take care of my strength by myself!";
+		mes "I can't just lie in my bed forever. Don't you agree?";
+		close;
+	}
+	else if (brazil_regia == 8) {
+		mes "[Jasira]";
+		mes "Uh? Why have you come back?";
+		next;
+		mes "- You tell her what Jasi told you to tell her -";
+		next;
+		mes "[Jasira]";
+		mes "Oh... really?";
+		mes "Did he say that?";
+		mes "Gosh! Gosh!!!";
+		mes "Kkkkkaaaaa - !!";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Thanks to you, I was able to get a flower.";
+		mes "Thanks a lot!!";
+		next;
+		mes "[Jasira]";
+		mes "Wooow. It's so beautiful.";
+		next;
+		mes "[Jasira]";
+		mes "Ah... can I see it for a second?";
+		next;
+		mes "[Jasira]";
+		mes "Surprise~!!";
+		mes "I've been working on this hat while you were gone and now it's complete with the water lily flower!";
+		next;
+		mes "[Jasira]";
+		mes "I know, I know! I'm the best...";
+		delitem 7553,1; //Lotus_Flower
+		set brazil_regia,9;
+		changequest 2206,2207;
+		set .@regiahat,rand(1,3);
+		if (.@regiahat == 1)
+			getitem2 5302,1,1,0,0,4195,0,0,0; //Lotus_Flower_Hat, Leaf_Cat_Card
+		else if (.@regiahat == 2)
+			getitem2 5302,1,1,0,0,4177,0,0,0; //Lotus_Flower_Hat, Dryad_Card
+		else
+			getitem2 5302,1,1,0,0,4188,0,0,0; //Lotus_Flower_Hat, Leib_Olmai_Card
+		close;
+	}
+	else if (brazil_regia > 8) {
+		mes "[Jasira]";
+		mes "I just need to get a little bit stronger!";
+		mes "I can't just lie in bed forever. My Jasi is waiting for me~";
+		close;
+	}
+	else {
+		mes "[Distant Sound]";
+		mes "Jasira!!!";
+		mes "Where are you going again?!!";
+		mes "Come back~, please!!";
+		next;
+		mes "[Brasilis Girl]";
+		mes "Please mom~!";
+		mes "Please let me go!";
+		close;
+	}
+	end;
+
+OnTouch:
+	if (brazil_regia == 2) {
+		emotion e_an;
+	}
+	end;
+}
+
+bra_dun02,67,205,5	script	Recluse#bra	475,3,3,{
+	if (brazil_regia == 3) {
+		mes "[Recluse]";
+		mes "Oh, I haven't seen another person in such a long time.";
+		next;
+		switch(select("Keep going.:Are you the moon?")) {
+		case 1:
+			mes "[Recluse]";
+			mes "You don't have specific business with me.";
+			close;
+		case 2:
+			break;
+		}
+		mes "[Recluse]";
+		mes "Moon?";
+		mes "My name is Jasi.";
+		mes "My family has worked to take care of the water lily from generation to generation.";
+		next;
+		mes "[Jasi]";
+		mes "Basically the Brasilis water lily is too shy to appear in front of people so, they only bloom in rare places. I guess they like it here, though, that's why I've been staying here for such a long time.";
+		next;
+		mes "[Jasi]";
+		mes "My family has taken care of the water lily calmly to prevent harm from people's hand or monsters.";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Do you remember a girl named Jasi.";
+		next;
+		mes "[Jasi]";
+		mes "Ja...si..........";
+		mes "Ah!! a hurry scurry girl. ";
+		mes "Gosh.. I was in trouble due to that girl.";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Trouble?";
+		next;
+		mes "[Jasi]";
+		mes "One day a young lady appeared with lots of scars so I helped her. Then suddenly she tried to pick up the water lily and asked me to accept her as my wife or make her into a water lily what a nutcase!";
+		next;
+		mes "[Jasi]";
+		mes "I was barely able to calm down and send her to the village.";
+		mes "My life is that water lily so I didn't want anything embarrassing to happen.";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "This is a gift from Jasira to say sorry for that time.";
+		mes "She is really sad that can't come here by herself due to private difficulties.";
+		next;
+		if (countitem(513) < 10) {
+			mes "[Jasi]";
+			mes "What are you saying?";
+			next;
+			mes "- Oh yeah, I forgot to bring 10 Bananas -";
+			close;
+		}
+		mes "[Jasi]";
+		mes "Ah! Bananas! Wow it's been a long time. She's pretty considerate isn't she?";
+		next;
+		mes "[Jasi]";
+		mes "Anyway is that all the business you have with me?";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Umm honestly I was wondering to find water lily and met you by coincidence. Jasira told me her sad story so that's what led me here.";
+		next;
+		mes "[Jasi]";
+		mes "I got it.";
+		mes "As you can see, there are lots of Brasilis water lily around here.";
+		mes "If you make sure that you won't destroy them you can appreciate them as you wish.";
+		set brazil_regia,4;
+		changequest 2202,2203;
+		close;
+	}
+	else if (brazil_regia == 4) {
+		mes "[Jasi]";
+		mes "Did you enjoy the water lily?";
+		close;
+	}
+	else if (brazil_regia == 5) {
+		mes "[Jasi]";
+		mes "I forgot what the name of that fruit was...";
+		close;
+	}
+	else if (brazil_regia == 6) {
+		if (countitem(11515) < 5) {
+			mes "[Jasi]";
+			mes "I forgot what the name of that fruit was...";
+			close;
+		}
+		else {
+			mes "[Jasi]";
+			mes "Did you find the fruit?";
+			mes "Oh right this is....?";
+			next;
+			mes "["+strcharinfo(0)+"]";
+			mes "It's called a 'coconut'.";
+			next;
+			mes "[Jasi]";
+			mes "Ahah! COCONUT!!";
+			mes "Now I remember thank you very much. I can't remember the last time I had this fruit.";
+			next;
+			mes "[Jasi]";
+			mes "I guess I should keep my promise.";
+			mes "You can take one Water lily.";
+			next;
+			mes "[Jasi]";
+			mes "I hope the Brasilis water lily will understand me.";
+			mes "You better grab the flower while you have a chance~";
+			next;
+			mes "[Jasi]";
+			mes "Oh, can you tell that girl Jasira something for me?";
+			mes "Tell her that I am not the moon from the story, but I want to become the moon to shine only for her.";
+			delitem 11515,5; //Coconut
+			set brazil_regia,7;
+			changequest 2205,2206;
+			close;
+		}
+	}
+	else {
+		mes "[Jasi]";
+		mes "The flowers blooming from the Water lily today is wonderful.";
+		close;
+	}
+	end;
+
+OnTouchNPC:
+	warp "bra_dun02",67,215;
+	end;
+}
+
+bra_dun02,71,200,3	script	Water lily#bra	111,{
+	if (brazil_regia == 4) {
+		mes "An unusual Water lily is blooming here. You can't stop staring at it, knowing that few people have seen this flower bloom.";
+		next;
+		switch(select("Pick up the flower.:Keep gazing.")) {
+		case 1:
+			break;
+		case 2:
+			mes "- You can't avoid staring at it's beauty. -";
+			close;
+		}
+		mes "[Jasi]";
+		mes "Uh! What are you doing??!!";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "There is a person who really needs this flower, can I just take one of 'em?";
+		next;
+		mes "[Jasi]";
+		mes "As I said earlier, I am the guardian of this water lily.";
+		mes "I can't just stand by here and watch you pluck even a single flower from it.";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Hey man~ I brought these delicious fruits for you... try it! They are really well matured and fresh bananas.";
+		next;
+		if (countitem(513) < 10) {
+			mes "[Jasi]";
+			mes "What are you saying?";
+			next;
+			mes "- Oh yeah, I forgot to bring 10 Bananas -";
+			close;
+		}
+		mes "[Jasi]";
+		mes "Hmm... It's been so long since I've had this fruit.";
+		next;
+		mes "[Jasi]";
+		mes "I will just try one. That's all.";
+		next;
+		mes "- munch -";
+		mes "- mumble mumble mumble -";
+		specialeffect EF_POTION7,AREA,"Recluse#bra";
+		next;
+		mes "[Jasi]";
+		mes "Uh, this taste... is!";
+		mes "I remember my mom baking these into a tasty bread!";
+		next;
+		mes "[Jasi]";
+		mes "It makes me miss my childhood.";
+		next;
+		emotion e_omg,0,"Recluse#bra";
+		mes "[Jasi]";
+		mes "Hoho!!!!";
+		mes "I've been here for as long as I can remember...";
+		mes "I don't have enough time to even do simple things like eat delicious fruit.";
+		next;
+		mes "[Jasi]";
+		mes "It was a really delicious banana.";
+		mes "But rules are rules!";
+		mes "I must do my duty.";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Please! I just need one flower~ What can I do to convince you?";
+		next;
+		mes "[Jasi]";
+		mes "Rules are rules, what do you want from me?";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Didn't that banana remind you of your childhood? What can I get for you?";
+		next;
+		mes "[Jasi]";
+		mes "Now that you mention it, there is one fruit that I really miss.";
+		mes "It was my favorite when I was young but I don't remember what it was called.";
+		next;
+		mes "[Jasi]";
+		mes "It's brown and has a hard shell around it. It has juice inside and you can use it as a cup when you're done eating the fruit.";
+		mes "Do you know what it is?";
+		next;
+		mes "[Jasi]";
+		mes "If you bring 5 of those things, I will reconsider your suggestion.";
+		delitem 513,10; //Banana
+		set brazil_regia,5;
+		changequest 2203,2204;
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Ok so I have to bring 5 fruits with hard shells.";
+		mes "Hmm what is it?";
+		close;
+	}
+	else if (brazil_regia == 5) {
+		mes "[Jasi]";
+		mes "It was my favorite when I was young but I don't remember what it was called.";
+		next;
+		mes "[Jasi]";
+		mes "It's brown and has a hard shell around it. It has juice inside and you can use it as a cup when you're done eating the fruit.";
+		mes "Do you know what it is?";
+		close;
+	}
+	else if (brazil_regia == 7) {
+		if (!checkweight(1201,1)) {
+			mes "- wait a second!! -";
+			mes "- you have too many items -";
+			mes "- so you can't get any more items. -";
+			mes "- make your body lighter -";
+			mes "- then try again. -";
+			close;
+		}
+		mes "- You take a beautiful water lily carefully in your hands. -";
+		set brazil_regia,8;
+		getitem 7553,1; //Lotus_Flower
+		close;
+	}
+}
+
+// Dungeon Access Quest, Original file: brazil_tre.sc
+//============================================================
+brasilis,185,246,5	script	Pedro#bra	62,{
+	if (brazil_ghost == 0) {
+		mes "[Pedro]";
+		mes "Wow it's really a great statue!";
+		next;
+		mes "[Mariana]";
+		mes "It is, isn't it?";
+		mes "This statue is called Verass Monument.";
+		next;
+		mes "[Mariana]";
+		mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city.";
+		next;
+		mes "[Pedro]";
+		mes "Awesome!!";
+		mes "i wanna become a real man like Verass.";
+		next;
+		mes "[Mariana]";
+		mes "Pedro, you can become whatever you want.";
+		next;
+		mes "[Pedro]";
+		mes "Mariana is so smart, isn't she? hehe.";
+		next;
+		mes "[Fabio]";
+		mes "Ooooh! You love her don't you!";
+		next;
+		mes "[Daniel]";
+		mes "Wooooaaaa Pedro and Mari sitting in a tree!";
+		next;
+		mes "[Fabio]";
+		mes "Woooo k-i-s-s-i-n-g~!!!";
+		next;
+		mes "[Daniel]";
+		mes "Nya nya nya!";
+		next;
+		mes "[Fabio]";
+		mes "Hahahahaha.";
+		next;
+		mes "[Pedro]";
+		mes "Stop acting like babies!";
+		next;
+		mes "[Mariana]";
+		mes "Boys~!";
+		next;
+		mes "[Daniel]";
+		mes "Yah yah...";
+		mes "Hey guys, did you hear that something happened a few days ago?";
+		next;
+		mes "[Mariana]";
+		mes "Oh yeah~ I heard that something really scary happened.";
+		next;
+		mes "[Fabio]";
+		mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~";
+		next;
+		mes "[Daniel]";
+		mes "Ha ha ha! Smelly Mari!";
+		next;
+		mes "[Mariana]";
+		mes "I hate you~!";
+		mes "Stop spreading rumors about me. I'm not scared of the bathroom.";
+		mes "Pedro, do you think that I stink?";
+		next;
+		mes "[Pedro]";
+		mes "Uh? Uh?";
+		mes "N......no... no way.";
+		mes "Hey guys~ be nice to her~";
+		next;
+		mes "[Fabio]";
+		mes "kkkickkkkkkkkick";
+		next;
+		mes "[Daniel]";
+		mes "kkkickkkkkkkk";
+		next;
+		switch(select("Walk by.:Ask about the gossip.")) {
+		case 1:
+			mes "[Fabio]";
+			mes "Mariana~ smells~ Nya nya~";
+			next;
+			mes "[Daniel]";
+			mes "Oh man you stink too~! Nya nya~";
+			close;
+		case 2:
+			break;
+		}
+		mes "[Fabio]";
+		mes "Haven't you heard?";
+		mes "The ghost story in the art museum.";
+		next;
+		mes "[Daniel]";
+		mes "Ooohhhh! Scary~~~!";
+		next;
+		select("Can you tell me more?");
+		mes "[Fabio]";
+		mes "A coupla days ago we went to the art museum for a picnic at school.";
+		mes "You know nothing special, just a ordinary field trip.";
+		next;
+		mes "[Fabio]";
+		mes "Museums are boring so me and some friends snuck away from the group~!";
+		next;
+		mes "[Fabio]";
+		mes "That's when we heard a scream echoing through the whole museum.";
+		next;
+		mes "[Daniel]";
+		mes "kkakkakkaaaah!!";
+		mes "kkieeeeeeh!";
+		mes "kehkeh..";
+		next;
+		mes "[Mariana]";
+		mes "I heard the scream too...";
+		mes "You boys are always making noises where you're not supposed to.";
+		next;
+		mes "[Pedro]";
+		mes "What else are we supposed to do? If we don't do it someone else will.";
+		next;
+		emotion e_an,0,"Mariana#bra";
+		mes "[Mariana]";
+		mes "Argh~ Boys are so frustrating sometimes.";
+		next;
+		select("So then what happened?");
+		mes "[Fabio]";
+		mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from.";
+		next;
+		mes "[Fabio]";
+		mes "They were coming from the bathroom.";
+		mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad.";
+		next;
+		mes "[Daniel]";
+		mes "I think you pissed or pooped your pants. It smelled freakin' gross.";
+		next;
+		mes "[Fabio]";
+		mes "Nah uh~ Your mom pissed her pants~ Nyah!";
+		next;
+		mes "[Daniel]";
+		mes "Nah uh~ You~ pissed your pants~";
+		next;
+		mes "[Fabio]";
+		mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started.";
+		next;
+		mes "[Daniel]";
+		mes "Liar, there's no such thing as ghosts~";
+		next;
+		select("So was it a ghost?");
+		mes "[Fabio]";
+		mes "How should I know?";
+		mes "No one could say they saw one and no one wanted to get in trouble from the teachers.";
+		next;
+		mes "[Pedro]";
+		mes "I heard if you say special magic words that the ghost will come out.";
+		next;
+		mes "[Daniel]";
+		mes "Quit butting into our conversation Pedro.";
+		next;
+		mes "[Fabio]";
+		mes "Yah, what are you talking about, Pedro?";
+		mes "So did you see the ghost?";
+		next;
+		mes "[Pedro]";
+		mes "N... no. I'm scared of ghosts.";
+		mes "But my friends said they saw one and they're not liars.";
+		next;
+		select("Did anyone tell you the magic words?");
+		mes "[Pedro]";
+		mes "I heard it in a kind of song.";
+		mes "the special magic words are...";
+		next;
+		mes "[Pedro]";
+		mes "'^3131FFMother the door won't open!^000000'";
+		mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
+		mes "";
+		mes "'^3131FFMother the water is flooding!^000000'";
+		mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
+		mes "";
+		mes "'^3131FFMother the drought has started!^000000'";
+		mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
+		mes "";
+		mes "'^3131FFMother where are my friends?^000000'";
+		mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
+		mes "";
+		mes "'^3131FFWhere are you mom?^000000'";
+		next;
+		mes "[Mariana]";
+		mes "Umm it seems like a riddle.";
+		next;
+		select("Wanna help me find this ghost?");
+		mes "[Pedro]";
+		mes "You're on your own pal~.";
+		next;
+		mes "[Mariana]";
+		mes "I don't like scary things!";
+		next;
+		mes "[Fabio]";
+		mes "Pfft, I can't believe you're gonna believe that story.";
+		next;
+		mes "[Daniel]";
+		mes "I'll do whatever Fabio does, as always!";
+		next;
+		mes "[Fabio]";
+		mes "Maybe you're just scared...";
+		set brazil_ghost,1;
+		setquest 2208;
+		close;
+	}
+	else if (brazil_ghost == 1) {
+		mes "[Pedro]";
+		mes "Do you wanna hear the magic words again?";
+		next;
+		mes "[Pedro]";
+		mes "'^3131FFMother the door won't open!^000000'";
+		mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
+		mes "";
+		mes "'^3131FFMother the water is flooding!^000000'";
+		mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
+		mes "";
+		mes "'^3131FFMother the drought has started!^000000'";
+		mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
+		mes "";
+		mes "'^3131FFMother where are my friends?^000000'";
+		mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
+		mes "";
+		mes "'^3131FFWhere are you mom?^000000'";
+		close;
+	}
+	else {
+		mes "[Pedro]";
+		mes "I wonder what I need to do to have a statue made of me?";
+		close;
+	}
+}
+
+brasilis,187,244,1	script	Mariana#bra	72,{
+	if (brazil_ghost == 0) {
+		mes "[Pedro]";
+		mes "Wow it's really a great statue!";
+		next;
+		mes "[Mariana]";
+		mes "It is, isn't it?";
+		mes "This statue is called Verass Monument.";
+		next;
+		mes "[Mariana]";
+		mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city.";
+		next;
+		mes "[Pedro]";
+		mes "Awesome!!";
+		mes "i wanna become a real man like Verass.";
+		next;
+		mes "[Mariana]";
+		mes "Pedro, you can become whatever you want.";
+		next;
+		mes "[Pedro]";
+		mes "Mariana is so smart, isn't she? hehe.";
+		next;
+		mes "[Fabio]";
+		mes "Ooooh! You love her don't you!";
+		next;
+		mes "[Daniel]";
+		mes "Wooooaaaa Pedro and Mari sitting in a tree!";
+		next;
+		mes "[Fabio]";
+		mes "Woooo k-i-s-s-i-n-g~!!!";
+		next;
+		mes "[Daniel]";
+		mes "Nya nya nya!";
+		next;
+		mes "[Fabio]";
+		mes "Hahahahaha.";
+		next;
+		mes "[Pedro]";
+		mes "Stop acting like babies!";
+		next;
+		mes "[Mariana]";
+		mes "Boys~!";
+		next;
+		mes "[Daniel]";
+		mes "Yah yah...";
+		mes "Hey guys, did you hear that something happened a few days ago?";
+		next;
+		mes "[Mariana]";
+		mes "Oh yeah~ I heard that something really scary happened.";
+		next;
+		mes "[Fabio]";
+		mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~";
+		next;
+		mes "[Daniel]";
+		mes "Ha ha ha! Smelly Mari!";
+		next;
+		mes "[Mariana]";
+		mes "I hate you~!";
+		mes "Stop spreading rumors about me. I'm not scared of the bathroom.";
+		mes "Pedro, do you think that I stink?";
+		next;
+		mes "[Pedro]";
+		mes "Uh? Uh?";
+		mes "N......no... no way.";
+		mes "Hey guys~ be nice to her~";
+		next;
+		mes "[Fabio]";
+		mes "kkkickkkkkkkkick";
+		next;
+		mes "[Daniel]";
+		mes "kkkickkkkkkkk";
+		next;
+		switch(select("Walk by.:Ask about the gossip.")) {
+		case 1:
+			mes "[Fabio]";
+			mes "Mariana~ smells~ Nya nya~";
+			next;
+			mes "[Daniel]";
+			mes "Oh man you stink too~! Nya nya~";
+			close;
+		case 2:
+			break;
+		}
+		mes "[Fabio]";
+		mes "Haven't you heard?";
+		mes "The ghost story in the art museum.";
+		next;
+		mes "[Daniel]";
+		mes "Ooohhhh! Scary~~~!";
+		next;
+		select("Can you tell me more?");
+		mes "[Fabio]";
+		mes "A coupla days ago we went to the art museum for a picnic at school.";
+		mes "You know nothing special, just a ordinary field trip.";
+		next;
+		mes "[Fabio]";
+		mes "Museums are boring so me and some friends snuck away from the group~!";
+		next;
+		mes "[Fabio]";
+		mes "That's when we heard a scream echoing through the whole museum.";
+		next;
+		mes "[Daniel]";
+		mes "kkakkakkaaaah!!";
+		mes "kkieeeeeeh!";
+		mes "kehkeh..";
+		next;
+		mes "[Mariana]";
+		mes "I heard the scream too...";
+		mes "You boys are always making noises where you're not supposed to.";
+		next;
+		mes "[Pedro]";
+		mes "What else are we supposed to do? If we don't do it someone else will.";
+		next;
+		emotion e_an,0,"Mariana#bra";
+		mes "[Mariana]";
+		mes "Argh~ Boys are so frustrating sometimes.";
+		next;
+		select("So then what happened?");
+		mes "[Fabio]";
+		mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from.";
+		next;
+		mes "[Fabio]";
+		mes "They were coming from the bathroom.";
+		mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad.";
+		next;
+		mes "[Daniel]";
+		mes "I think you pissed or pooped your pants. It smelled freakin' gross.";
+		next;
+		mes "[Fabio]";
+		mes "Nah uh~ Your mom pissed her pants~ Nyah!";
+		next;
+		mes "[Daniel]";
+		mes "Nah uh~ You~ pissed your pants~";
+		next;
+		mes "[Fabio]";
+		mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started.";
+		next;
+		mes "[Daniel]";
+		mes "Liar, there's no such thing as ghosts~";
+		next;
+		select("So was it a ghost?");
+		mes "[Fabio]";
+		mes "How should I know?";
+		mes "No one could say they saw one and no one wanted to get in trouble from the teachers.";
+		next;
+		mes "[Pedro]";
+		mes "I heard if you say special magic words that the ghost will come out.";
+		next;
+		mes "[Daniel]";
+		mes "Quit butting into our conversation Pedro.";
+		next;
+		mes "[Fabio]";
+		mes "Yah, what are you talking about, Pedro?";
+		mes "So did you see the ghost?";
+		next;
+		mes "[Pedro]";
+		mes "N... no. I'm scared of ghosts.";
+		mes "But my friends said they saw one and they're not liars.";
+		next;
+		select("Did anyone tell you the magic words?");
+		mes "[Pedro]";
+		mes "I heard it in a kind of song.";
+		mes "the special magic words are...";
+		next;
+		mes "[Pedro]";
+		mes "'^3131FFMother the door won't open!^000000'";
+		mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
+		mes "";
+		mes "'^3131FFMother the water is flooding!^000000'";
+		mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
+		mes "";
+		mes "'^3131FFMother the drought has started!^000000'";
+		mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
+		mes "";
+		mes "'^3131FFMother where are my friends?^000000'";
+		mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
+		mes "";
+		mes "'^3131FFWhere are you mom?^000000'";
+		next;
+		mes "[Mariana]";
+		mes "Umm it seems like a riddle.";
+		next;
+		select("Wanna help me find this ghost?");
+		mes "[Pedro]";
+		mes "You're on your own pal~.";
+		next;
+		mes "[Mariana]";
+		mes "I don't like scary things!";
+		next;
+		mes "[Fabio]";
+		mes "Pfft, I can't believe you're gonna believe that story.";
+		next;
+		mes "[Daniel]";
+		mes "I'll do whatever Fabio does, as always!";
+		next;
+		mes "[Fabio]";
+		mes "Maybe you're just scared...";
+		set brazil_ghost,1;
+		setquest 2208;
+		close;
+	}
+	else if (brazil_ghost == 1) {
+		mes "[Mariana]";
+		mes "Can you guys stop talking about the ghosts?";
+		mes "I've already got goosebumps all over.";
+		close;
+	}
+	else {
+		mes "[Mariana]";
+		mes "Why do Fabio and Daniel always bother us?";
+		close;
+	}
+}
+
+brasilis,181,250,5	script	Fabio#bra	706,{
+	if (brazil_ghost == 0) {
+		mes "[Pedro]";
+		mes "Wow it's really a great statue!";
+		next;
+		mes "[Mariana]";
+		mes "It is, isn't it?";
+		mes "This statue is called Verass Monument.";
+		next;
+		mes "[Mariana]";
+		mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city.";
+		next;
+		mes "[Pedro]";
+		mes "Awesome!!";
+		mes "i wanna become a real man like Verass.";
+		next;
+		mes "[Mariana]";
+		mes "Pedro, you can become whatever you want.";
+		next;
+		mes "[Pedro]";
+		mes "Mariana is so smart, isn't she? hehe.";
+		next;
+		mes "[Fabio]";
+		mes "Ooooh! You love her don't you!";
+		next;
+		mes "[Daniel]";
+		mes "Wooooaaaa Pedro and Mari sitting in a tree!";
+		next;
+		mes "[Fabio]";
+		mes "Woooo k-i-s-s-i-n-g~!!!";
+		next;
+		mes "[Daniel]";
+		mes "Nya nya nya!";
+		next;
+		mes "[Fabio]";
+		mes "Hahahahaha.";
+		next;
+		mes "[Pedro]";
+		mes "Stop acting like babies!";
+		next;
+		mes "[Mariana]";
+		mes "Boys~!";
+		next;
+		mes "[Daniel]";
+		mes "Yah yah...";
+		mes "Hey guys, did you hear that something happened a few days ago?";
+		next;
+		mes "[Mariana]";
+		mes "Oh yeah~ I heard that something really scary happened.";
+		next;
+		mes "[Fabio]";
+		mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~";
+		next;
+		mes "[Daniel]";
+		mes "Ha ha ha! Smelly Mari!";
+		next;
+		mes "[Mariana]";
+		mes "I hate you~!";
+		mes "Stop spreading rumors about me. I'm not scared of the bathroom.";
+		mes "Pedro, do you think that I stink?";
+		next;
+		mes "[Pedro]";
+		mes "Uh? Uh?";
+		mes "N......no... no way.";
+		mes "Hey guys~ be nice to her~";
+		next;
+		mes "[Fabio]";
+		mes "kkkickkkkkkkkick";
+		next;
+		mes "[Daniel]";
+		mes "kkkickkkkkkkk";
+		next;
+		switch(select("Walk by.:Ask about the gossip.")) {
+		case 1:
+			mes "[Fabio]";
+			mes "Mariana~ smells~ Nya nya~";
+			next;
+			mes "[Daniel]";
+			mes "Oh man you stink too~! Nya nya~";
+			close;
+		case 2:
+			break;
+		}
+		mes "[Fabio]";
+		mes "Haven't you heard?";
+		mes "The ghost story in the art museum.";
+		next;
+		mes "[Daniel]";
+		mes "Ooohhhh! Scary~~~!";
+		next;
+		select("Can you tell me more?");
+		mes "[Fabio]";
+		mes "A coupla days ago we went to the art museum for a picnic at school.";
+		mes "You know nothing special, just a ordinary field trip.";
+		next;
+		mes "[Fabio]";
+		mes "Museums are boring so me and some friends snuck away from the group~!";
+		next;
+		mes "[Fabio]";
+		mes "That's when we heard a scream echoing through the whole museum.";
+		next;
+		mes "[Daniel]";
+		mes "kkakkakkaaaah!!";
+		mes "kkieeeeeeh!";
+		mes "kehkeh..";
+		next;
+		mes "[Mariana]";
+		mes "I heard the scream too...";
+		mes "You boys are always making noises where you're not supposed to.";
+		next;
+		mes "[Pedro]";
+		mes "What else are we supposed to do? If we don't do it someone else will.";
+		next;
+		emotion e_an,0,"Mariana#bra";
+		mes "[Mariana]";
+		mes "Argh~ Boys are so frustrating sometimes.";
+		next;
+		select("So then what happened?");
+		mes "[Fabio]";
+		mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from.";
+		next;
+		mes "[Fabio]";
+		mes "They were coming from the bathroom.";
+		mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad.";
+		next;
+		mes "[Daniel]";
+		mes "I think you pissed or pooped your pants. It smelled freakin' gross.";
+		next;
+		mes "[Fabio]";
+		mes "Nah uh~ Your mom pissed her pants~ Nyah!";
+		next;
+		mes "[Daniel]";
+		mes "Nah uh~ You~ pissed your pants~";
+		next;
+		mes "[Fabio]";
+		mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started.";
+		next;
+		mes "[Daniel]";
+		mes "Liar, there's no such thing as ghosts~";
+		next;
+		select("So was it a ghost?");
+		mes "[Fabio]";
+		mes "How should I know?";
+		mes "No one could say they saw one and no one wanted to get in trouble from the teachers.";
+		next;
+		mes "[Pedro]";
+		mes "I heard if you say special magic words that the ghost will come out.";
+		next;
+		mes "[Daniel]";
+		mes "Quit butting into our conversation Pedro.";
+		next;
+		mes "[Fabio]";
+		mes "Yah, what are you talking about, Pedro?";
+		mes "So did you see the ghost?";
+		next;
+		mes "[Pedro]";
+		mes "N... no. I'm scared of ghosts.";
+		mes "But my friends said they saw one and they're not liars.";
+		next;
+		select("Did anyone tell you the magic words?");
+		mes "[Pedro]";
+		mes "I heard it in a kind of song.";
+		mes "the special magic words are...";
+		next;
+		mes "[Pedro]";
+		mes "'^3131FFMother the door won't open!^000000'";
+		mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
+		mes "";
+		mes "'^3131FFMother the water is flooding!^000000'";
+		mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
+		mes "";
+		mes "'^3131FFMother the drought has started!^000000'";
+		mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
+		mes "";
+		mes "'^3131FFMother where are my friends?^000000'";
+		mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
+		mes "";
+		mes "'^3131FFWhere are you mom?^000000'";
+		next;
+		mes "[Mariana]";
+		mes "Umm it seems like a riddle.";
+		next;
+		select("Wanna help me find this ghost?");
+		mes "[Pedro]";
+		mes "You're on your own pal~.";
+		next;
+		mes "[Mariana]";
+		mes "I don't like scary things!";
+		next;
+		mes "[Fabio]";
+		mes "Pfft, I can't believe you're gonna believe that story.";
+		next;
+		mes "[Daniel]";
+		mes "I'll do whatever Fabio does, as always!";
+		next;
+		mes "[Fabio]";
+		mes "Maybe you're just scared...";
+		set brazil_ghost,1;
+		setquest 2208;
+		close;
+	}
+	else if (brazil_ghost == 1) {
+		mes "[Fabio]";
+		mes "You still wasting your time with that ghost story?";
+		close;
+	}
+	else {
+		mes "[Fabio]";
+		mes "Mariana, wanna see something cool?";
+		next;
+		mes "[Mariana]";
+		mes "kkkkkkkaaaaaacck!! Bugs!! Get 'em away!";
+		close;
+	}
+}
+
+brasilis,180,249,5	script	Daniel#bra	706,{
+	if (brazil_ghost == 0) {
+		mes "[Pedro]";
+		mes "Wow it's really a great statue!";
+		next;
+		mes "[Mariana]";
+		mes "It is, isn't it?";
+		mes "This statue is called Verass Monument.";
+		next;
+		mes "[Mariana]";
+		mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city.";
+		next;
+		mes "[Pedro]";
+		mes "Awesome!!";
+		mes "i wanna become a real man like Verass.";
+		next;
+		mes "[Mariana]";
+		mes "Pedro, you can become whatever you want.";
+		next;
+		mes "[Pedro]";
+		mes "Mariana is so smart, isn't she? hehe.";
+		next;
+		mes "[Fabio]";
+		mes "Ooooh! You love her don't you!";
+		next;
+		mes "[Daniel]";
+		mes "Wooooaaaa Pedro and Mari sitting in a tree!";
+		next;
+		mes "[Fabio]";
+		mes "Woooo k-i-s-s-i-n-g~!!!";
+		next;
+		mes "[Daniel]";
+		mes "Nya nya nya!";
+		next;
+		mes "[Fabio]";
+		mes "Hahahahaha.";
+		next;
+		mes "[Pedro]";
+		mes "Stop acting like babies!";
+		next;
+		mes "[Mariana]";
+		mes "Boys~!";
+		next;
+		mes "[Daniel]";
+		mes "Yah yah...";
+		mes "Hey guys, did you hear that something happened a few days ago?";
+		next;
+		mes "[Mariana]";
+		mes "Oh yeah~ I heard that something really scary happened.";
+		next;
+		mes "[Fabio]";
+		mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~";
+		next;
+		mes "[Daniel]";
+		mes "Ha ha ha! Smelly Mari!";
+		next;
+		mes "[Mariana]";
+		mes "I hate you~!";
+		mes "Stop spreading rumors about me. I'm not scared of the bathroom.";
+		mes "Pedro, do you think that I stink?";
+		next;
+		mes "[Pedro]";
+		mes "Uh? Uh?";
+		mes "N......no... no way.";
+		mes "Hey guys~ be nice to her~";
+		next;
+		mes "[Fabio]";
+		mes "kkkickkkkkkkkick";
+		next;
+		mes "[Daniel]";
+		mes "kkkickkkkkkkk";
+		next;
+		switch(select("Walk by.:Ask about the gossip.")) {
+		case 1:
+			mes "[Fabio]";
+			mes "Mariana~ smells~ Nya nya~";
+			next;
+			mes "[Daniel]";
+			mes "Oh man you stink too~! Nya nya~";
+			close;
+		case 2:
+			break;
+		}
+		mes "[Fabio]";
+		mes "Haven't you heard?";
+		mes "The ghost story in the art museum.";
+		next;
+		mes "[Daniel]";
+		mes "Ooohhhh! Scary~~~!";
+		next;
+		select("Can you tell me more?");
+		mes "[Fabio]";
+		mes "A coupla days ago we went to the art museum for a picnic at school.";
+		mes "You know nothing special, just a ordinary field trip.";
+		next;
+		mes "[Fabio]";
+		mes "Museums are boring so me and some friends snuck away from the group~!";
+		next;
+		mes "[Fabio]";
+		mes "That's when we heard a scream echoing through the whole museum.";
+		next;
+		mes "[Daniel]";
+		mes "kkakkakkaaaah!!";
+		mes "kkieeeeeeh!";
+		mes "kehkeh..";
+		next;
+		mes "[Mariana]";
+		mes "I heard the scream too...";
+		mes "You boys are always making noises where you're not supposed to.";
+		next;
+		mes "[Pedro]";
+		mes "What else are we supposed to do? If we don't do it someone else will.";
+		next;
+		emotion e_an,0,"Mariana#bra";
+		mes "[Mariana]";
+		mes "Argh~ Boys are so frustrating sometimes.";
+		next;
+		select("So then what happened?");
+		mes "[Fabio]";
+		mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from.";
+		next;
+		mes "[Fabio]";
+		mes "They were coming from the bathroom.";
+		mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad.";
+		next;
+		mes "[Daniel]";
+		mes "I think you pissed or pooped your pants. It smelled freakin' gross.";
+		next;
+		mes "[Fabio]";
+		mes "Nah uh~ Your mom pissed her pants~ Nyah!";
+		next;
+		mes "[Daniel]";
+		mes "Nah uh~ You~ pissed your pants~";
+		next;
+		mes "[Fabio]";
+		mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started.";
+		next;
+		mes "[Daniel]";
+		mes "Liar, there's no such thing as ghosts~";
+		next;
+		select("So was it a ghost?");
+		mes "[Fabio]";
+		mes "How should I know?";
+		mes "No one could say they saw one and no one wanted to get in trouble from the teachers.";
+		next;
+		mes "[Pedro]";
+		mes "I heard if you say special magic words that the ghost will come out.";
+		next;
+		mes "[Daniel]";
+		mes "Quit butting into our conversation Pedro.";
+		next;
+		mes "[Fabio]";
+		mes "Yah, what are you talking about, Pedro?";
+		mes "So did you see the ghost?";
+		next;
+		mes "[Pedro]";
+		mes "N... no. I'm scared of ghosts.";
+		mes "But my friends said they saw one and they're not liars.";
+		next;
+		select("Did anyone tell you the magic words?");
+		mes "[Pedro]";
+		mes "I heard it in a kind of song.";
+		mes "the special magic words are...";
+		next;
+		mes "[Pedro]";
+		mes "'^3131FFMother the door won't open!^000000'";
+		mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
+		mes "";
+		mes "'^3131FFMother the water is flooding!^000000'";
+		mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
+		mes "";
+		mes "'^3131FFMother the drought has started!^000000'";
+		mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
+		mes "";
+		mes "'^3131FFMother where are my friends?^000000'";
+		mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
+		mes "";
+		mes "'^3131FFWhere are you mom?^000000'";
+		next;
+		mes "[Mariana]";
+		mes "Umm it seems like a riddle.";
+		next;
+		select("Wanna help me find this ghost?");
+		mes "[Pedro]";
+		mes "You're on your own pal~.";
+		next;
+		mes "[Mariana]";
+		mes "I don't like scary things!";
+		next;
+		mes "[Fabio]";
+		mes "Pfft, I can't believe you're gonna believe that story.";
+		next;
+		mes "[Daniel]";
+		mes "I'll do whatever Fabio does, as always!";
+		next;
+		mes "[Fabio]";
+		mes "Maybe you're just scared...";
+		set brazil_ghost,1;
+		setquest 2208;
+		close;
+	}
+	else if (brazil_ghost == 1) {
+		mes "[Daniel]";
+		mes "Nyah nyah nyah~";
+		close;
+	}
+	else {
+		mes "[Daniel]";
+		mes "Keke Here~ I found more bugs~";
+		close;
+	}
+}
+
+bra_in01,149,184,3	script	Door#bra	844,{
+	if (brazil_ghost > 0) {
+		mes "- A key is inserted in the locked door.-";
+		next;
+		switch(select("Turn the key.:Ignore it.")) {
+		case 1:
+			mes "You start saying the first line of the magic words.";
+			input .@input$;
+			next;
+			mes "["+strcharinfo(0)+"]";
+			mes ""+.@input$+"";
+			next;
+			set .@braspell$,"Mother the door won't open!";
+			set .@chkspell,compare(.@braspell$,.@input$);
+			if (!.@chkspell) {
+				mes "Seems like you said something wrong.";
+				close;
+			}
+			else {
+				if (brazil_ghost == 2) {
+					mes "[Sobbing Voice]";
+					mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
+					next;
+					switch(select("Open the door:Knock on the door.:Turn the key.:Take the key out.")) {
+					case 1:
+						mes "The door is locked.";
+						mes "So nothing happens.";
+						close;
+					case 2:
+						mes "How many times should I try to knock?";
+						input .@input,0,999;
+						next;
+						mes "You knocked on the door "+.@input+" times.";
+						next;
+						mes "But, nothing happens.";
+						close;
+					case 3:
+						mes "How many times should I turn the key?";
+						input .@input,0,999;
+						next;
+						if (.@input == 7) {
+							mes "You turn the key 7 times.";
+							next;
+							mes "Click! Click! Click!";
+							mes "Click! Click! Click!";
+							mes "Click...!";
+							next;
+							mes "[Distant Sound]";
+							mes "^FF0000kkkkhee- hihihihi!!!^000000";
+							mes "You hear water flushing.";
+							next;
+							specialeffect2 EF_VENOMDUST;
+							mes "Faint laughing can be heard off in the direction of the toilet.";
+							set brazil_ghost,3;
+							changequest 2208,60351;
+							close;
+						}
+						else {
+							mes "You turned over the key "+.@input+" times.";
+							next;
+							mes "But nothing doesn't happened.";
+							close;
+						}
+					case 4:
+						mes "How many times should I insert the key into the door?";
+						input .@input,0,999;
+						next;
+						mes "You inserted the key "+.@input+" times.";
+						next;
+						mes "But nothing happened.";
+						close;
+					}
+				}
+				else {
+					mes "Mother the door won't open!";
+					close;
+				}
+			}
+		case 2:
+			mes "You do nothing.";
+			close;
+		}
+	}
+	else {
+		mes "- A key is inserted in the locked door.-";
+		close;
+	}
+}
+
+bra_in01,144,187,3	script	Toilet#bra	844,{
+	if (brazil_ghost > 0) {
+		mes "- Looks like an ordinary toilet -";
+		next;
+		if (brazil_ghost > 6) {
+			switch(select("Flush the toilet.:Doing nothing.")) {
+			case 1:
+				mes "After flushing the toilet, you suddenly feel dizzy and are suddenly swept away somewhere.";
+				specialeffect2 EF_WATERFALL_SMALL_T2_90;
+				close2;
+				warp "bra_in01",206,102;
+				end;
+			case 2:
+				mes "The water in the toilet looks gross.";
+				close;
+			}
+		}
+		switch(select("Use the toilet:Ignore.")) {
+		case 1:
+			mes "- What was the second line to that spell now? -";
+			input .@input$;
+			next;
+			set urspell,inputstr;
+			mes "["+strcharinfo(0)+"]";
+			mes ""+.@input$+"";
+			next;
+			set .@braspell$,"Mother the water is flooding!";
+			set .@chkspell,compare(.@braspell$,.@input$);
+			if (!.@chkspell) {
+				mes "Seems like you said something wrong.";
+				close;
+			}
+			else {
+				if (brazil_ghost == 3) {
+					mes "[Sobbing Voice]";
+					mes "^FF0000If the moon disappears 3 times... don't worry.....^000000";
+					next;
+					switch(select("Flush the toilet.:Close the lid.")) {
+					case 1:
+						mes "How many times should I flush?";
+						input .@input,0,999;
+						next;
+						if (.@input == 3) {
+							mes "You flush the toilet 3 times.";
+							next;
+							mes "qwaaaaaaaaa!";
+							mes "kwaaaaaaaaaa!";
+							mes "kwaaaaaaaaaaaaaaaaaaa!";
+							next;
+							mes "[Distant Sound]";
+							mes "^FF0000kkkkhee- hihihihi!!!^000000";
+							mes "Suddenly the sink sounds like water is flowing freely from it.";
+							next;
+							specialeffect2 EF_VENOMDUST;
+							mes "Faint laughing can be heard off in the direction of the faucet.";
+							set brazil_ghost,4;
+							changequest 60351,60352;
+							close;
+						}
+						else {
+							mes "You flush the toilet "+.@input+" times.";
+							next;
+							mes "But nothing happens.";
+							close;
+						}
+					case 2:
+						mes "You close the lid of the toilet.";
+						mes "Nothing seems to be happening.";
+						close;
+					}
+				}
+				else {
+					mes "Nothing happens.";
+					close;
+				}
+			}
+		case 2:
+			mes "You do nothing.";
+			close;
+		}
+	}
+	else {
+		mes "- Looks like an ordinary toilet -";
+		close;
+	}
+}
+
+bra_in01,134,189,3	script	Faucet#bra	844,{
+	if (brazil_ghost > 0) {
+		mes "- It seems like an ordinary faucet -";
+		next;
+		switch(select("Examine it.:Ignore.")) {
+		case 1:
+			mes "- What was the next line to that spell now? -";
+			input .@input$;
+			next;
+			set urspell,inputstr;
+			mes "["+strcharinfo(0)+"]";
+			mes ""+.@input$+"";
+			next;
+			set .@braspell$,"Mother the drought has started!";
+			set .@chkspell,compare(.@braspell$,.@input$);
+			if (!.@chkspell) {
+				mes "Seems like you said something wrong.";
+				close;
+			}
+			else {
+				if (brazil_ghost == 4) {
+					mes "[Sobbing Voice]";
+					mes "^FF0000Don't worry... the waterfall will help it....^000000";
+					next;
+					switch(select("Tap on the faucet.:Turn on the water.")) {
+					case 1:
+						mes "How many times will you tap the faucet?";
+						input .@input,0,999;
+						next;
+						mes "You tap the faucet "+.@input+" times.";
+						next;
+						mes "But nothing happens.";
+						close;
+					case 2:
+						mes "How many times should I turn the water on?";
+						input .@input,0,999;
+						next;
+						if (.@input == 1) {
+							mes "You turn the faucet on once.";
+							next;
+							mes "swwwaaaaaaa-";
+							next;
+							mes "[Distant Sound]";
+							mes "^FF0000kkkkhee- hihihihi!!!^000000";
+							mes "You see the carpet move.";
+							next;
+							specialeffect2 EF_VENOMDUST;
+							mes "Faint laughing can be heard off in the direction of the carpet.";
+							set brazil_ghost,5;
+							changequest 60352,60353;
+							close;
+						}
+						else {
+							mes "You turn the faucet on "+.@input+" times.";
+							next;
+							mes "But nothing happens.";
+							close;
+						}
+					}
+				}
+				else {
+					mes "Nothing happens.";
+					close;
+				}
+			}
+		case 2:
+			mes "You do nothing.";
+			close;
+		}
+	}
+	else {
+		mes "- It seems like an ordinary faucet -";
+		close;
+	}
+}
+
+bra_in01,138,184,3	script	Carpet#bra	844,{
+	if (brazil_ghost > 0) {
+		mes "- A carpet with an intricate pattern on it -";
+		next;
+		switch(select("Examine it.:Ignore.")) {
+		case 1:
+			mes "- What was the next line to that spell now? -";
+			input .@input$;
+			next;
+			set urspell,inputstr;
+			mes "["+strcharinfo(0)+"]";
+			mes ""+.@input$+"";
+			next;
+			set .@braspell$,"Mother where are my friends?";
+			set .@chkspell,compare(.@braspell$,.@input$);
+			if (!.@chkspell) {
+				mes "Seems like you said something wrong.";
+				close;
+			}
+			else {
+				if (brazil_ghost == 5) {
+					mes "[Sobbing Voice]";
+					mes "^FF0000your 7 friends....are...sleeping... now it...'s time ....to wake them........^000000";
+					next;
+					switch(select("Jump on the carpet.:Lie on the carpet.:Shake the carpet.")) {
+					case 1:
+						mes "How many times should I jump?";
+						input .@input,0,999;
+						next;
+						mes "You jump on the carpet "+.@input+" times.";
+						next;
+						mes "But nothing happens.";
+						close;
+					case 2:
+						mes "How many times should I lie on the carpet?";
+						input .@input,0,999;
+						next;
+						mes "You lie on the carpet "+.@input+" times.";
+						next;
+						mes "But nothing happens.";
+						close;
+					case 3:
+						mes "How many times should I shake the carpet?";
+						input .@input,0,999;
+						next;
+						if (.@input == 7) {
+							mes "You shake the carpet 7 times.";
+							next;
+							mes "- fly~ fly~ fly~ fly~ fly~ fly~ fly~ -";
+							next;
+							mes "[Distant Sound]";
+							mes "^FF0000kkkkhee- hihihihi!!!^000000";
+							next;
+							specialeffect2 EF_VENOMDUST;
+							mes "Faint laughing can be heard off in the direction of the mirror.";
+							set brazil_ghost,6;
+							changequest 60353,60354;
+							close;
+						}
+						else {
+							mes "You shake the carpet "+.@input+" times.";
+							next;
+							mes "But nothing happens.";
+							close;
+						}
+					}
+				}
+				else {
+					mes "Nothing happens.";
+					close;
+				}
+			}
+		case 2:
+			mes "You do nothing.";
+			close;
+		}
+	}
+	else {
+		mes "- A carpet with an intricate pattern on it -";
+		close;
+	}
+}
+
+bra_in01,151,180,3	script	Mirror#bra	844,{
+	if (brazil_ghost > 0) {
+		mes "- You can see a clean mirror without any marks or dust -";
+		next;
+		switch(select("Examine it.:Ignore.")) {
+		case 1:
+			mes "- What was the next line to that spell now? -";
+			input .@input$;
+			next;
+			set urspell,inputstr;
+			mes "["+strcharinfo(0)+"]";
+			mes ""+.@input$+"";
+			next;
+			set .@braspell$,"Where are you mom?";
+			set .@chkspell,compare(.@braspell$,.@input$);
+			if (!.@chkspell) {
+				mes "Seems like you said something wrong.";
+				close;
+			}
+			else {
+				if (brazil_ghost == 6) {
+					mes "[Distant Sound]";
+					mes "^FF0000kihe! hit! hit! hit! hit!^000000";
+					next;
+					mes "[Distant Sound]";
+					mes "^FF0000kihe! hit! hit! hit! hit!^000000";
+					mes "^FF0000kihe! hit! hit! hit! hit!^000000";
+					next;
+					mes "[Distant Sound]";
+					mes "Behind you...";
+					enablenpc "Ghost#bra";
+					next;
+					emotion e_omg,1;
+					mes "["+strcharinfo(0)+"]";
+					mes "The stories about the ghost are true~!";
+					next;
+					mes "[Ghost]";
+					mes "^FF0000my baby....^000000";
+					next;
+					mes "[Ghost]";
+					mes "^FF0000I can't see.... my eye....^000000";
+					mes "^FF0000What's going on....?^000000";
+					next;
+					mes "- You take a deep breath and then look at the Ghost and notice it has an eye patch -";
+					next;
+					mes "[Ghost]";
+					mes "^FF0000My eyes are so tight... can you take this off?^000000";
+					next;
+					mes "You step carefully towards the ghost.";
+					next;
+					mes "His face was covered with dust making strange contortions with it's face.";
+					next;
+					mes "[Ghost]";
+					mes "^FF0000Come on help mom.....^000000";
+					next;
+					switch(select("Take the eye bandage off.:Run away~.")) {
+					case 1:
+						while(1) {
+							set .@cpudice,rand(1,6);
+							set .@pcdice,rand(1,6);
+							if (.@cpudice != .@pcdice) {
+								emotion (57+.@cpudice),0,"Ghost#bra";
+								emotion (57+.@cpudice),1;
+								break;
+							}
+						}
+						if (.@cpudice > .@pcdice) {
+							specialeffect2 EF_DEVIL;
+							mes "[Ghost]";
+							mes "^FF0000Go away!^000000";
+							set brazil_ghost,1;
+							changequest 60354,2208;
+							percentheal -50,-50;
+							close2;
+							disablenpc "Ghost#bra";
+							warp "bra_in01",12,183;
+							end;
+						}
+						else {
+							emotion e_bzz,1;
+							mes "[Ghost]";
+							mes "^FF0000Ahh!^000000";
+							mes "The Ghost disappeared into the toilet.";
+							set brazil_ghost,7;
+							changequest 60354,60355;
+							close2;
+							disablenpc "Ghost#bra";
+							warp "bra_in01",206,100;
+							end;
+						}
+					case 2:
+						mes "You run away from the ghost.";
+						close2;
+						set brazil_ghost,1;
+						changequest 60354,2208;
+						warp "bra_in01",12,183;
+						disablenpc "Ghost#bra";
+						end;
+					}
+					close;
+				}
+				else {
+					mes "Nothing happens.";
+					close;
+				}
+			}
+		case 2:
+			mes "You do nothing.";
+			close;
+		}
+	}
+	else {
+		mes "- You can see a clean mirror without any marks or dust -";
+		close;
+	}
+}
+
+bra_in01,136,180,5	script	Ghost#bra	1867,{
+	end;
+
+OnInit:
+	disablenpc "Ghost#bra";
+	end;
+}
+
+bra_in01,7,181,5	script	Curator#bra	477,{
+	if (BaseLevel < 40) {
+		mes "[Curator]";
+		mes "I'm sorry but this area is under construction right now.";
+		close;
+	}
+	if ((brazil_ghost > 0) && (brazil_ghost < 7)) {
+		if (countitem(11515) > 0) {
+			mes "[Curator]";
+			mes "What can I do for you?";
+			next;
+			select("I need to use the bathroom.");
+			mes "[Curator]";
+			mes "Sorry we are remodeling inside right now so, it's closed.";
+			mes "Please use the other one.";
+			next;
+			switch(select("But I forgot something inside.:Give up.")) {
+			case 1:
+				mes "[Curator]";
+				mes "That's tooooo bad.";
+				mes "But my manager ordered me to stop anyone from entering this bathroom so, I should follow his orders.";
+				next;
+				select("It's such a hot day!");
+				mes "[Curator]";
+				mes "It's always hot in Brasilis but today is ridiculously hot.";
+				mes "Maybe I need to drink some coconut juice to cool down.";
+				next;
+				mes "You give a coconut to the Curator.";
+				next;
+				mes "[Curator]";
+				mes "Oh really can I have it?";
+				mes "Thanks a lot!";
+				next;
+				mes "[Curator]";
+				mes "Pay it forward right?";
+				mes "Ok I'll let you through this one time.";
+				next;
+				mes "The curator looks around calmly then opens the door.";
+				delitem 11515,1; //Coconut
+				set brazil_ghost,2;
+				close2;
+				warp "bra_in01",138,176;
+				end;
+			case 2:
+				mes "You give up trying to enter.";
+				close;
+			}
+		}
+		else {
+			mes "[Curator]";
+			mes "What can I do for you?";
+			next;
+			select("I need to use the bathroom.");
+			mes "[Curator]";
+			mes "Sorry we are remodeling inside right now so, it's closed.";
+			mes "Please use the other one.";
+			next;
+			switch(select("But I forgot something inside.:Give up.")) {
+			case 1:
+				mes "[Curator]";
+				mes "That's tooooo bad.";
+				mes "But my manager ordered me to stop anyone from entering this bathroom so, I should follow his orders.";
+				next;
+				select("It's such a hot day!");
+				mes "[Curator]";
+				mes "It's always hot in Brasilis but today is ridiculously hot.";
+				mes "Maybe I need to drink some coconut juice to cool down.";
+				close;
+			case 2:
+				mes "You give up trying to enter.";
+				close;
+			}
+		}
+	}
+	else if (brazil_ghost > 6) {
+		mes "[Curator]";
+		mes "Hey thanks for the Coconut earlier it really helped me cool down.";
+		close;
+	}
+	else {
+		mes "[Curator]";
+		mes "Is it just me? Or is it hotter than it's ever been today!";
+		close;
+	}
+}
+
+bra_in01,12,185,0	script	inbathroom#bra	45,1,1,{
+OnTouch_:
+	if (brazil_ghost > 6)
+		warp "bra_in01",138,176;
+	else {
+		mes "The entrance has been blocked.";
+		close;
+	}
+	end;
+}
+
+bra_in01,138,174,0	warp	outbathroom#bra	1,1,bra_in01,12,183
+bra_in01,206,98,0	warp	tobath#bra	1,1,bra_in01,138,176
+
+bra_in01,206,188,1	script	Open Manhole#todunbra	844,{
+	if (brazil_ghost == 7) {
+		enablenpc "Ghost#bra_end";
+		mes "[Ghost]";
+		mes "I am a ghost who died while wandering the jungle many years ago.";
+		next;
+		mes "[Ghost]";
+		mes "I found a pipeline in the jungle and followed the voice of a man to this very spot.";
+		next;
+		mes "[Ghost]";
+		mes "That's also where I hurt one of my eyes while walking around in the dark.";
+		next;
+		mes "[Ghost]";
+		mes "I wandered these sewers for days until I found the end of this line connected to the toilet in the museum. I shouted forever begging for help but no one answered my calls.";
+		next;
+		mes "[Ghost]";
+		mes "You finally answered my call but it's already way too late. Thank you for at least checking. No one else has bothered to this day.";
+		next;
+		mes "[Ghost]";
+		mes "There are many dangerous creatures at the end of this sewer.";
+		mes "You seem brave though. I bet you wouldn't worry about the monsters there anyways.";
+		next;
+		mes "[Ghost]";
+		mes "I guess now I can finally rest in peace.";
+		mes "Thank you friend.";
+		set brazil_ghost,8;
+		//completequest 2208;
+		completequest 60355;
+		getexp 900000,0;
+		disablenpc "Ghost#bra_end";
+		close;
+	}
+	warp "bra_dun01",87,47;
+	end;
+}
+
+
+bra_dun01,87,43,1	script	Pipe#bra	844,{
+	warp "bra_in01",206,185;
+	end;
+}
+
+bra_fild01,323,136,1	script	Pipe#brafild	844,{
+	if (brazil_ghost > 6) {
+		mes "You see a rusty pipe. It seems to be linked to somewhere beneath the jungle.";
+		next;
+		switch(select("Examine it:Ignore.")) {
+		case 1:
+			mes "You swim through a gap in the pipe and are swept by a sudden rush of water.";
+			close2;
+			warp "bra_in01",206,182;
+			end;
+		case 2:
+			mes "It might be dangerous, I better not act rashly.";
+			close;
+		}
+	}
+	else {
+		mes "You see a rusty pipe. It seems to be linked to somewhere beneath the jungle.";
+		close;
+	}
+}
+
+bra_in01,206,190,3	script	Ghost#bra_end	1867,{
+	end;
+
+OnInit:
+	disablenpc "Ghost#bra_end";
+	end;
+}
+
+// Iara, Original file: iara.sc
+//============================================================
+brasilis,315,334,5	script	Shaman#nk	474,{
+	set .@iara_re,checkquest(4135,PLAYTIME);
+	if ((.@iara_re == 0) || (.@iara_re == 1)) {
+		mes "[Anori]";
+		mes "I'm still preparing.";
+		mes "I don't require your help at this time.";
+		mes "Please come back later...";
+		close;
+	}
+	else {
+		if (checkquest(4135) > 1) erasequest 4135;
+		set .@iara_q,checkquest(4133);
+		if ((.@iara_q == 0) || (.@iara_q == 1)) {
+			mes "[Anori]";
+			mes "To block Iara ";
+			mes "seducing the tribes";
+			mes "we need a purifying potion...";
+			next;
+			mes "[Anori]";
+			mes "Did you bring the materials";
+			mes "to make the purifying potion?";
+			next;
+			if ((countitem(950) > 19) && (countitem(7172) > 9) && (countitem(1054) > 2)) {
+				mes "[Anori]";
+				mes "Um... it seems to be okay.";
+				mes "I'll make you a potion which will";
+				mes "weaken Iara's power.";
+				next;
+				mes "[Anori]";
+				mes "Let's see grind this...";
+				mes "and mix in that...";
+				mes "then add some magic...";
+				next;
+				setquest 4135;
+				erasequest 4133;
+				setquest 4134;
+				completequest 4134;
+				delitem 950,20; //Heart_Of_Mermaid
+				delitem 7172,10; //Leopard_Talon
+				delitem 1054,3; //Lip_Of_Ancient_Fish
+				getitem 11517,2; //Puri_Potion
+				mes "[Anori]";
+				mes "Here, it's completed.";
+				mes "Take this.";
+				mes "It will make Iara stop";
+				mes "training at the cave";
+				mes "for a while.";
+				next;
+				mes "[Anori]";
+				mes "Please block the Iara threatening the security of the tribe.";
+				close;
+			}
+			else {
+				mes "[Anori]";
+				mes "You haven't brought enough materials yet.";
+				mes "We cannot make the purification potion with only these.";
+				close;
+			}
+		}
+		else {
+			if (BaseLevel < 40) {
+				mes "[Anori]";
+				mes "Ah... we need a strong adventurer.";
+				mes "The tribe is facing a major threat.";
+				close;
+			}
+			set .@re_q,checkquest(4134);
+			if (.@re_q == 2) {
+				mes "[Anori]";
+				mes "you are...";
+				mes "the adventurer who came for the";
+				mes "purification potion...";
+				next;
+				mes "[Anori]";
+				mes "Maybe because of the purification potion...";
+				mes "After that, the Iara stopped seducing tribesmen but the effect didn't last long.";
+				next;
+				mes "[Anori]";
+				mes "Could you get the same";
+				mes "materials as before...";
+				mes "I need your power.";
+				next;
+				switch(select("No.:Okay, I'll do it.")) {
+				case 1:
+					mes "[Anori]";
+					mes "This, ah...";
+					mes "There is no other way.";
+					close;
+				case 2:
+					mes "[Anori]";
+					mes "You are truly brave!";
+					mes "I, on behalf of the tribe,";
+					mes "offer you my thanks.";
+					next;
+					mes "[Anori]";
+					mes "Materials are the same as before.";
+					mes "If you just get^ff0000 20 Hearts of Mermaids,";
+					mes "10 Leopard Claws and";
+					mes "3 Ancient Lips^000000,";
+					mes "I will make you a potion that purifies evil spirits";
+					mes "by using a secret formula handed down to the tribe.";
+					next;
+					mes "[Anori]";
+					mes "The destiny of the tribe is up to you.";
+					mes "please get the materials quickly.";
+					mes "I will be preparing to make";
+					mes "the purification potion right here.";
+					setquest 4133;
+					close;
+				}
+			}
+			else {
+				mes "[Anori]";
+				mes "There are some people I haven't seen before around here.";
+				mes "It's a good sign...";
+				next;
+				mes "[Anori]";
+				mes "Hey you...";
+				mes "Could you listen to my stories for a moment.";
+				mes "There's an emergency in our tribe.";
+				next;
+				switch(select("No.:Okay.")) {
+				case 1:
+					mes "[Anori]";
+					mes "You are a heartless person...";
+					mes "You don't seem the helpful type.";
+					mes "Just keep on going your way.";
+					close;
+				case 2:
+					mes "[Anori]";
+					mes "Thank you, I met a kind person.";
+					mes "It's a secret of our tribe that";
+					mes "you cannot tell anyone.";
+					next;
+					break;
+				}
+				mes "[Anori]";
+				mes "Lately young men from";
+				mes "the tribe are disappearing.";
+				mes "Our entire tribe is being threatened.";
+				next;
+				mes "[Anori]";
+				mes "It is likely because of a witch called Iara.";
+				mes "She is a water nymph seducing the hearts of young tribesmen at a cave behind the waterfall.";
+				next;
+				mes "[Anori]";
+				mes "How can I stop these young tribesmen?";
+				mes "But I discovered a way to make a purification potion to reverse the effects of the Iara's spells.";
+				next;
+				mes "[Anori]";
+				mes "This potion has been handed down from many generations in our tribe.";
+				mes "This purification potion possesses the power to cleanse evil spirits.";
+				next;
+				mes "[Anori]";
+				mes "If you could get the materials";
+				mes "I will make you";
+				mes "the purification potion.";
+				mes "Could you do that for me?";
+				next;
+				switch(select("No.:Yes, I can.")) {
+				case 1:
+					mes "[Anori]";
+					mes "Hm...";
+					mes "Well, then.";
+					mes "If you change your mind you can come to me again.";
+					next;
+					mes "[Anori]";
+					mes "You shouldn't talk about";
+					mes "what you heard now to anyone";
+					mes "It's kind of embarrassing...";
+					close;
+				case 2:
+					mes "[Anori]";
+					mes "Oh! You are the savior";
+					mes "of our tribe indeed.";
+					mes "On behalf of the tribe, I offer you my thanks.";
+					next;
+					mes "[Anori]";
+					mes "Well, what we need is this.";
+					mes "It's all you can get from near here.";
+					mes "Note down well.";
+					next;
+					mes "[Anori]";
+					mes "^ff0000 20 Hearts of Mermaids";
+					mes "10 Leopard Claws";
+					mes "3 Ancient Lips^000000";
+					mes "are the only ones that are needed as the materials.";
+					next;
+					mes "[Anori]";
+					mes "When you get those, I will make you a potion that purifies evil spirits using a secret formula handed down to the tribe.";
+					setquest 4133;
+					next;
+					mes "[Anori]";
+					mes "The destiny of the tribe is up to you.";
+					mes "I hope you move quickly.";
+					mes "Even at this moment, the village men are being seduced and slipping way...";
+					close;
+				}
+			}
+		}
+	}
+}
+
+bra_dun02,157,74,5	script	Iara#nk	478,2,2,{
+	if (countitem(11517) > 0) {
+		mes "[" + strcharinfo(0) + "]";
+		mes "Should I use a Purification Potion?";
+		next;
+		switch(select("Yes.:No.")) {
+		case 1:
+			specialeffect EF_MAPPILLAR;
+			mes "[Iara]";
+			mes "Ah...this light is...";
+			mes "It's like getting cleansed of evil thoughts";
+			mes "from deep within my heart.";
+			next;
+			mes "[Iara]";
+			mes "At last I can forget the curse that I placed on myself when I drowned in the water.";
+			next;
+			mes "[Iara]";
+			mes "Do you think I can be born again as a kind water nymph?";
+			next;
+			specialeffect EF_GHOST;
+			mes "[Iara]";
+			mes "Ah... Thank you for helping me recover my consciousness for a while.";
+			mes "But... I think that the curse has been with me too long.";
+			mes "Get away from me quickly.";
+			delitem 11517,1; //Puri_Potion
+			percentheal 100,100;
+			// may requitre new SCs
+			sc_start SC_INCFLEE,3600000,20;
+			sc_start SC_INCCRI,3600000,10;
+			sc_start SC_STRFOOD,1200000,3;
+			sc_start SC_DEXFOOD,1200000,3;
+			sc_start SC_AGIFOOD,1200000,3;
+			sc_start SC_VITFOOD,1200000,3;
+			sc_start SC_INTFOOD,1200000,3;
+			sc_start SC_LUKFOOD,1200000,3; 
+			next;
+			mes "[Iara]";
+			mes "Ahhh~...";
+			specialeffect EF_DEVIL;
+			next;
+			mes "[Iara]";
+			mes "The curse is too strong for me to keep contained.";
+			mes "Leave now while you are safe.";
+			close;
+		case 2:
+			mes "[" + strcharinfo(0) + "]";
+			mes "(I guess I should ignore her.)";
+			close;
+		}
+	}
+	else {
+		mes "[Iara]";
+		mes "Aaaaaaaaaaaaaaaaaaaaaah.";
+		mes "Eeeeeeeeeeeeeeeeeeeh.";
+		mes "Oooooooooooooooooh.";
+		set .@get_de,rand(1,2);
+		if (.@get_de == 1)
+			sc_start Sc_Curse,60000,0;
+		else
+			sc_start Sc_Confusion,60000,0;
+		next;
+		mes "[" + strcharinfo(0) + "]";
+		mes "Ugh! What's this strange voice?";
+		close;
+	}
+	end;
+
+OnTouch:
+	if (countitem(11517) < 1) {
+		mes "[Iara]";
+		mes "Aaaaaaaaaaaaaaaaaaaaaah.";
+		mes "Eeeeeeeeeeeeeeeeeeeh.";
+		mes "Oooooooooooooooooh.";
+		set .@get_de,rand(1,2);
+		if (.@get_de == 1)
+			sc_start Sc_Curse,60000,0;
+		else
+			sc_start Sc_Confusion,60000,0;
+		next;
+		mes "[" + strcharinfo(0) + "]";
+		mes "Ugh! What's this strange voice?";
+		close;
+	}
+	end;
+}
+
+bra_fild01,188,301,5	script	Native Warrior#nk	472,{
+	mes "[Native Warrior]";
+	mes "Ah...the face I would never forget even in my dreams.";
+	next;
+	mes "[Native Warrior]";
+	mes "When will she come out of the waterfall again...?";
+	next;
+	if ((checkquest(4133) >= 0) || (checkquest(4134) >= 0)) {
+		mes "[" + strcharinfo(0) + "]";
+		mes "(Wh...what's this guy?)";
+	}
+	else {
+		mes "[" + strcharinfo(0) + "]";
+		mes "(This guy will never";
+		mes "get ocer Iara's curse...)";
+	}
+	close;
+}

+ 1 - 0
npc/scripts_athena.conf

@@ -79,6 +79,7 @@ npc: npc/quests/quests_alberta.txt
 npc: npc/quests/quests_aldebaran.txt
 npc: npc/quests/quests_amatsu.txt
 npc: npc/quests/quests_ayothaya.txt
+npc: npc/quests/quests_brasilis.txt
 npc: npc/quests/quests_comodo.txt
 npc: npc/quests/quests_ein.txt
 npc: npc/quests/quests_geffen.txt

+ 4 - 0
npc/scripts_monsters.conf

@@ -4,8 +4,11 @@
 npc: npc/mobs/citycleaners.txt
 npc: npc/mobs/pvp.txt
 
+npc: npc/mobs/towns/brasilis.txt
+
 npc: npc/mobs/fields/amatsu.txt
 npc: npc/mobs/fields/ayothaya.txt
+npc: npc/mobs/fields/brasilis.txt
 npc: npc/mobs/fields/comodo.txt
 npc: npc/mobs/fields/einbroch.txt
 npc: npc/mobs/fields/geffen.txt
@@ -35,6 +38,7 @@ npc: npc/mobs/dungeons/ama_dun.txt
 npc: npc/mobs/dungeons/anthell.txt
 npc: npc/mobs/dungeons/ayo_dun.txt
 npc: npc/mobs/dungeons/beach_dun.txt
+npc: npc/mobs/dungeons/bra_dun.txt
 npc: npc/mobs/dungeons/c_tower.txt
 npc: npc/mobs/dungeons/ein_dun.txt
 npc: npc/mobs/dungeons/gef_dun.txt

+ 1 - 0
npc/scripts_warps.conf

@@ -41,6 +41,7 @@ npc: npc/warps/dungeons/ama_dun.txt
 npc: npc/warps/dungeons/anthell.txt
 npc: npc/warps/dungeons/ayo_dun.txt
 npc: npc/warps/dungeons/beach_dun.txt
+npc: npc/warps/dungeons/bra_dun.txt
 npc: npc/warps/dungeons/c_tower.txt
 npc: npc/warps/dungeons/ein_dun.txt
 npc: npc/warps/dungeons/gef_dun.txt

+ 17 - 0
npc/warps/dungeons/bra_dun.txt

@@ -0,0 +1,17 @@
+//===== eAthena Script =======================================
+//= Brasilis Dungeon Warp
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= Any Athena Version
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Brasilis Dungeon warp script
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//============================================================
+
+bra_dun01,199,35,0	warp	brad1tobrad2	1,1,bra_dun02,261,263
+bra_dun02,261,265,0	warp	brad2tobrad1	1,1,bra_dun01,199,37