//===== rAthenaCN 汉化声明 =================================== //= 您可以随意转载和使用本汉化脚本。若您使用、借鉴或复制了 //= 此脚本中的汉化成果,那么请在您的脚本中加上并保留这七行 //= 汉化声明,由衷感谢。 //= 若您对这个脚本有更好的翻译建议,或发现此脚本的汉化错误, //= 请前往 http://rathena.cn 上报您发现的问题,谢谢。 //============================================================ //===== rAthena Script ======================================= //= Brasilis Quests //===== By =================================================== //= L0ne_W0lf //===== Version ============================================== //= 1.3 //===== Compatible With ====================================== //= rAthena Project //===== Description ========================================== //= [Official 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. //= 1.1 Hydra Ball (12408) //= 1.2 Optimization. [Euphy] //= 1.2a Added 'consumeitem' command. [Euphy] //= 1.3 Added VIP features and fixed some EXP values. [Euphy] //= 1.3a Clean-up. [Capuche] //============================================================ // Lost Puppies :: dogdog.sc //============================================================ brasilis,297,307,5 script Angelo#br 1_M_04,{ if (BaseLevel < 40) { mes "[Angelo]"; mes "Pets went out the village~!!"; mes "Gosh... what can I do... ?"; close; } if (checkquest(9032,PLAYTIME) == 2) { erasequest 9032; } if (checkquest(9032,PLAYTIME) == 0) { mes "[Angelo]"; mes "The day is not finished yet."; mes "You can only help once a day. Hehe."; close; } if (checkquest(9030) == 1) { mes "[Angelo]"; mes "My pets are in the field outside of the village."; mes "Why did they leave? Please find them."; close; } if (checkquest(9031) == 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."; if (VIP_SCRIPT && vip_status(1)) getexp 75000,0; else getexp 50000,0; erasequest 9031; setquest 9032; specialeffect2 EF_ASSUMPTIO; consumeitem 607; //Yggdrasilberry .@rand = rand(1,10); if (.@rand > 4 && .@rand < 9) getitem 504,2; //White_Potion else if (.@rand > 8) getitem 608,1; //Seed_Of_Yggdrasil close; } 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; OnInit: initnpctimer; end; OnTimer10000: stopnpctimer; donpcevent "Angelo#br::OnGo"; end; OnGo: emotion e_gasp; initnpctimer; end; } - script Puppy#bra -1,{ mes "[Puppy]"; mes "bow! wow wow!"; if (checkquest(9030) == 1) { if (brazil_kid < 3) { next; brazil_kid++; mes "[" + strcharinfo(0) + "]"; if (brazil_kid == 3) { mes "Good. I found all 3 puppies."; mes "Now I need to go tell Angelo."; brazil_kid = 0; erasequest 9030; setquest 9031; } else { mes "Ah... who's a good puppy?"; mes "Ok, where are the others?"; } if (compare(strnpcinfo(2),"1")) setarray .@i[0],2,3; else if (compare(strnpcinfo(2),"2")) setarray .@i[0],1,3; else setarray .@i[0],1,2; donpcevent "Puppy#"+charat(strnpcinfo(2),0)+.@i[rand(2)]+"::OnEnable"; hideonnpc strnpcinfo(0); } } close; OnInit: if (!compare(strnpcinfo(2),"1")) hideonnpc strnpcinfo(0); end; OnEnable: hideoffnpc strnpcinfo(0); end; OnDisable: hideonnpc strnpcinfo(0); end; } bra_fild01,98,96,3 duplicate(Puppy#bra) Puppy#a1 4_DOG01 bra_fild01,59,116,5 duplicate(Puppy#bra) Puppy#a2 4_DOG01 bra_fild01,62,142,3 duplicate(Puppy#bra) Puppy#a3 4_DOG01 bra_fild01,80,163,3 duplicate(Puppy#bra) Puppy#b1 4_DOG01 bra_fild01,73,210,3 duplicate(Puppy#bra) Puppy#b2 4_DOG01 bra_fild01,80,210,3 duplicate(Puppy#bra) Puppy#b3 4_DOG01 bra_fild01,38,235,3 duplicate(Puppy#bra) Puppy#c1 4_DOG01 bra_fild01,307,64,3 duplicate(Puppy#bra) Puppy#c2 4_DOG01 bra_fild01,260,60,3 duplicate(Puppy#bra) Puppy#c3 4_DOG01 bra_fild01,234,101,3 duplicate(Puppy#bra) Puppy#d1 4_DOG01 bra_fild01,200,84,3 duplicate(Puppy#bra) Puppy#d2 4_DOG01 bra_fild01,176,63,5 duplicate(Puppy#bra) Puppy#d3 4_DOG01 // Suspicious Beach :: Suspicious_Beach.sc //============================================================ brasilis,192,133,6 script Lucia#brasilis 4_F_BRZ_WOMAN,{ /* -------------- Hydra Ball ------------------------- 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; } .@nQState1 = checkquest(9028); .@nQState2 = checkquest(9029); if (.@nQState1 == -1) { 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; //Hydra_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: L_WhatHappen: 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; consumeitem 607; //Yggdrasilberry consumeitem 12070; //Luk_Dish05 consumeitem 12055; //Vit_Dish05 consumeitem 12065; //Dex_Dish05 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: goto L_WhatHappen; } } } } else { mes "[Lucia]"; mes "Oh, ^0000FF"+strcharinfo(0)+"^000000 you're back."; .@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: goto L_WhatHappen; } } } end; OnInit: initnpctimer; end; OnTimer7000: emotion e_gasp; stopnpctimer; initnpctimer; end; } // Guarana Quest :: brazil_tre.sc //============================================================ brasilis,187,162,5 script 糖果制造业者 4_M_BRZ_MAN1,{ if (!checkweight(1201,1)) { mes "- 你无法开始任务,请减少自己身上的负重量 -"; close; } if (brazil_gua == 0) { mes "[糖果制造业者]"; mes "你知道叫^FF0000瓜拿那^000000的果实吗?"; next; mes "[糖果制造业者]"; mes "瓜拿那是只在这附近特殊地带生长的稀有果实,有解除疲劳且排除体内毒素功效的果实"; next; mes "[糖果制造业者]"; mes "虽然外型有点像人类的眼珠令人感到恐惧,但其实是非常有益健康的果实"; next; mes "[糖果制造业者]"; mes "我曾经用瓜拿那制作糖果来卖,广受巴西男女老幼们喜爱的高人气商品呢!"; mes "<年度人气商品大赛>中总是获得大奖的好东西啊! 呵呵!"; next; mes "[糖果制造业者]"; mes "不知从何时起瓜拿那的生产量变少原料价格也上涨,只好用椰子等的热带果实来替代,但果然得不到像瓜拿那糖果的那种人气,真是感到难过"; next; switch(select("没办法尝到瓜拿那糖果吗?:结束对话")) { case 1: mes "[糖果制造业者]"; mes "嗯,我之前制造的糖果老早就卖光了"; next; mes "[糖果制造业者]"; mes "不过若带来瓜拿那我是愿意做些给你尝尝"; next; switch(select("获得瓜拿那的方法:放弃")) { case 1: mes "[糖果制造业者]"; mes "你说要帮我找瓜拿那啊? 呵"; next; mes "[糖果制造业者]"; mes "真的能找得到吗?"; mes "即使找到应该也不便宜,"; mes "其实我不用担心这么多"; next; mes "[糖果制造业者]"; mes "我就介绍给你跟我交易过瓜拿那的人,"; mes "你可以去找他"; next; mes "[糖果制造业者]"; mes "他的名字叫切尔托"; mes "如果在村落找不到就去博物馆找找看,"; mes "他是个虚荣心很强的人总是爱炫耀,"; mes "今天也肯定在博物馆找寻能当炫耀的东西"; brazil_gua = 1; setquest 2192; close; case 2: mes "[糖果制造业者]"; mes "难道你不想尝尝瓜拿那糖果?"; close; } case 2: mes "[糖果制造业者]"; mes "那些美好时光..."; close; } } else if (brazil_gua == 1) { mes "[糖果制造业者]"; mes "如果你想取得瓜拿那,请去找切尔托"; mes "也许他会在博物馆里"; close; } else if (brazil_gua == 10) { if (!countitem(6237)) { mes "- 瓜拿那糖果已从我手中消失 -"; close; } delitem 6237,1; //Guarana_Fruit mes "[糖果制造业者]"; mes "你有找到瓜拿那吗?"; next; mes "- 于是你把瓜拿那递给他 -"; next; mes "[糖果制造业者]"; mes "哇!你还真有两把刷子,"; mes "而且是非常漂亮的瓜拿那呢!呵!"; next; mes "[糖果制造业者]"; mes "那马上来做做看吧?"; mes "很久没做这瓜拿那糖果了"; next; mes "- 希苏 希苏 希苏 希苏 希苏 希苏 -"; mes "- 希苏 希苏 希苏 希苏 希苏 希苏 -"; next; mes "[糖果制造业者]"; mes "好了! 这就是传说中的瓜拿那糖果,"; mes "这个糖果好吃得让人浑然忘我!哈哈哈!"; brazil_gua = 11; completequest 2200; getitem 12414,1; //Guarana_Candy if (VIP_SCRIPT && vip_status(1)) getexp 105000,15000; else getexp 70000,10000; close; } else if (brazil_gua == 11) { mes "[糖果制造业者]"; mes "瓜拿那糖果.. 是我做的稀世珍作品!"; next; mes "[糖果制造业者]"; mes "最近又再供应瓜拿那了,"; mes "我也再度生产瓜拿那糖果"; next; mes "[糖果制造业者]"; mes "如何? 你要吃一个吗?"; mes "一个4000金币"; next; switch(select("买瓜拿那:不买")) { case 1: if (Zeny > 3999) { mes "[糖果制造业者]"; mes "来,好吃的瓜拿那糖果给你"; Zeny = Zeny-4000; getitem 12414,1; //Guarana_Candy close; } else { mes "[糖果制造业者]"; mes "什么? 如果你没有钱,你应该要早点说"; mes "即使你是穷人,我也不能算你免费"; close; } case 2: mes "[糖果制造业者]"; mes "由于它的一些效果使得有些人不喜欢它"; close; } close; } else { mes "[糖果制造业者]"; mes "瓜拿那糖果,是我这一生中最独特的杰作!"; close; } } bra_in01,95,179,3 script 切尔托 4_M_BRZ_MAN2,{ if (brazil_gua <= 1) { mes "[切尔托]"; mes "喂.. 你是外地人吧?"; next; mes "[切尔托]"; mes "一看就知道! 别想骗我啊!"; mes "我切尔托是个观察力透彻的大丈夫!"; next; mes "[切尔托]"; mes "嗯嗯,好的.. 知道了!"; next; mes "[切尔托]"; mes "来到巴西因人生地不熟而不知所措的时候"; mes ","; mes "刚好遇上了我这个救世主吧?"; next; mes "[切尔托]"; mes "那表情是想问我怎么那么瞭若指掌的意思吧?"; mes "我切尔托一看就知道!"; mes "都写在你的脸上啊"; next; if (brazil_gua == 0) { mes "[切尔托]"; mes "Cherto would love to stay here and explain everything to you but he is a busy man."; close; } else {// brazil_gua == 1 mes "[切尔托]"; mes "有什么疑问可以来问我,亲切的切尔托会回答你所有的问题"; next; select("关于瓜拿那..."); mes "[切尔托]"; mes "什么? 你在找瓜拿那果实吗?"; next; mes "[切尔托]"; mes "瓜拿那只是生长在这个地方的植物,约有十个人的高度,其外壳柔软且包覆着须,"; mes "虽然果实长得有点怪,但花很大又很香"; next; mes "[切尔托]"; mes "过去瓜拿那常用来治病和解渴,但现在以提升体力和血液循环等效果而闻名"; next; mes "[切尔托]"; mes "尽管如此目前已找不到这么珍贵的瓜拿那果实真感到遗憾"; next; select("啊?"); mes "[切尔托]"; mes "不知从何时起不再结出瓜拿那果实,已经好一阵子了"; next; mes "[切尔托]"; mes "果实好不容易开了却马上腐烂被虫子包围而不能使用了"; next; mes "[切尔托]"; mes "这肯定是.. 发生了那件事情!"; next; select("什么意思?"); mes "[切尔托]"; mes "嘘!!!!!!!!!!!!!!!!"; mes "这事情是禁止说出来的! 小心隔墙有耳"; next; mes "[切尔托]"; mes "虽然说出来可能会遇到麻烦,但你好像很想知道我就偷偷跟你说吧!"; mes "靠过来一点,我怕隔墙有耳小声的跟你说"; brazil_gua = 2; close; } } else if (brazil_gua == 2) { mes "[切尔托]"; mes "这肯定是瓜拿那的小孩出生了"; next; select("瓜拿那的小孩?"); mes "[切尔托]"; mes "从前有个对植物研究透彻的女人,"; mes "据说她很受人类和动物们的欢迎"; next; mes "[切尔托]"; mes "当她的小孩对瓜拿那感到兴趣时为了小孩而种植瓜拿那,却被一直以来嫉妒她的家人们破坏瓜拿那农场而从此瓜拿那就消失了~"; mes "大概就是这种故事"; next; mes "[切尔托]"; mes "瓜拿那的小孩是否真出生虽不可考,但确实最近瓜拿那慢慢消失了"; next; mes "[切尔托]"; mes "到底谁是瓜拿那的小孩呢?"; mes "是那个贪心鬼费迪南多?"; mes "还是非常爱吃水果的梅托?"; mes "或是有点阴险的罗比尼奥?"; mes "有很多小孩呢~!!"; next; mes "[切尔托]"; mes "你怎么想呢?"; mes "究竟谁会是瓜拿那的小孩?"; mes "你要不要去调查看看? 呵呵"; brazil_gua = 3; changequest 2192,2193; close; } else if (brazil_gua == 3) { mes "[切尔托]"; mes "你能找到瓜拿那的小孩吗?"; mes "也许可以? 也许不行?"; close; } else if (brazil_gua == 4) { mes "[切尔托]"; mes "你有找到瓜拿那的小孩吗?"; next; mes "- 我告诉切尔托发现有个发出类似动物般叫声的小孩 -"; next; mes "[切尔托]"; mes "嗯,那的确很神奇,"; mes "那小孩有可能是瓜拿那的小孩,"; mes "据说传闻中的小孩可以跟动物对话"; next; mes "[切尔托]"; mes "能发出动物的叫声,搞不好真的可以对话!"; next; mes "["+strcharinfo(0)+"]"; mes "我接下来要做什么呢?"; mes "若那个小孩真是传说中的小孩,有没有方法可以让瓜拿那长出来呢?"; next; mes "[切尔托]"; mes "哈哈! 我不是说了吗?"; mes "我说过切尔托无所不知啊?"; mes "已经想到好点子了"; next; mes "[切尔托]"; mes "巴西有个非常有才华的魔法师,"; mes "名字叫帕杰,"; mes "把这纸条拿给那个人,"; mes "肯定会告诉你能帮你和那个小孩的方法"; brazil_gua = 5; changequest 2194,2195; close; } else { mes "[切尔托]"; mes "呼呼 好痒~好痒~~~~!!!"; close; } } brasilis,203,64,3 script 奇特的小孩#bra 4_M_KID1,{ if (brazil_gua < 3) { mes "[奇特的小孩]"; mes "................"; close; } else if (brazil_gua == 3) { mes "[奇特的小孩]"; mes "................"; next; if(select("跟他说话:不理他") == 2) { mes "[奇特的小孩]"; mes "................"; close; } mes "要说什么呢?"; next; while(1) { switch(select("你叫什么名字?:几岁了?:你在做什么?:结束对话")) { case 1: mes "[奇特的小孩]"; mes "Kaaaaaaao~"; mes "Grrrrrrrrr - kaaan-"; next; break; case 2: mes "[奇特的小孩]"; mes "Booooowoooooo-"; mes "Booooowoooooo- -"; next; break; case 3: mes "[奇特的小孩]"; mes "chamber pot braeee chamber pot brae chamber pot brae -"; mes "Bbeeeebbeee -"; next; break; case 4: mes "[奇特的小孩]"; mes "Kaaaaaaao~"; mes "Grrrrrrrrr - kaaan-"; next; mes "["+strcharinfo(0)+"]"; mes "竟然发出类似动物般的叫声!"; mes "去找切尔托听听他的意见吧?"; brazil_gua = 4; changequest 2193,2194; close; } } } else if (brazil_gua == 4) { mes "["+strcharinfo(0)+"]"; mes "竟然发出类似动物般的叫声!"; mes "去找切尔托听听他的意见吧?"; close; } else if ((brazil_gua > 4) && (brazil_gua < 9)) { mes "[奇特的小孩]"; mes "啊...? 啊.....?"; close; } else if (brazil_gua == 9) { mes "[奇特的小孩]"; mes "啊... 啊啊....."; next; mes "["+strcharinfo(0)+"]"; mes "虽然不知道你有什么隐情,但是外面有很多朋友在等你,你看!"; next; mes "- 于是你把动物们送的鲜肉和葡萄梗、毛拿给小孩 -"; next; mes "[奇特的小孩]"; mes "啊............."; next; mes "[奇特的小孩]"; mes "妈,妈妈...."; mes "妈妈... 妈妈....."; next; mes "[奇特的小孩]"; mes "啊.........."; mes "鸟...."; mes "猴,猴,猴子......"; mes "小,小狗..........."; next; mes "["+strcharinfo(0)+"]"; mes "小狗?!"; mes "哈哈,没错,朋友们都很想念你,"; mes "不要再感到孤单回到朋友的身边过着幸福的日子吧!"; next; mes "[奇特的小孩]"; mes "啊....嘿...嘿嘿...."; next; mes "- 于是小孩眯眯着眼并发出腼腆的笑声 -"; next; mes "[奇特的小孩]"; mes "喔......嗯......."; mes "谢.........谢...............你"; next; mes "["+strcharinfo(0)+"]"; mes "你看,笑起来多可爱啊!"; mes "希望你永远面带着笑容!"; next; mes "[奇特的小孩]"; mes "喔......"; next; mes "["+strcharinfo(0)+"]"; mes "嗯?"; next; mes "[奇特的小孩]"; mes "那.........."; next; mes "["+strcharinfo(0)+"]"; mes "你有什么话要说吗?"; next; mes "- 于是你靠近小孩准备要听 -"; next; emotion e_kis; mes "(啾~)"; next; mes "- 小孩又笑眯眯的从怀里拿出东西握在你的手中 -"; next; mes "- 那是又红又熟的新鲜果实 -"; next; mes "[奇特的小孩]"; mes "瓜...拿..........那..."; next; mes "["+strcharinfo(0)+"]"; mes "这就是瓜拿那果实?"; mes "啊! 真感谢你!"; emotion e_kis2,1; emotion e_heh; next; mes "["+strcharinfo(0)+"]"; mes "只要有这个就能做出瓜拿那糖了,"; mes "快去找糖果业者吧!"; brazil_gua = 10; changequest 2199,2200; getitem 6237,1; //Guarana_Fruit close; } else if (brazil_gua == 10) { if (!countitem(6237)) { mes "[奇特的小孩]"; mes "嘻........."; getitem 6237,1; //Guarana_Fruit close; } } else { mes "- 这孩子正在笑 -"; close; } } brasilis,56,224,7 script 魔法师 帕杰#bra 4_M_BIBI,{ mes "[魔法师 帕杰]"; mes "阿布拉卡它朴拉~"; specialeffect EF_POISONHIT,AREA,"波利#bra"; setarray .@display[0],800,876,909; setnpcdisplay "波利#bra",.@display[rand(3)]; if (brazil_gua != 5) close; next; mes "[魔法师 帕杰]"; mes "呵呵-!"; mes "有客人光顾,"; mes "幸会,我是巴西最出色的魔法师帕杰~"; next; mes "["+strcharinfo(0)+"]"; mes "你好,我是切尔托介绍来的"; next; mes "[魔法师 帕杰]"; mes "切尔托? 有什么事呢?"; mes "该不会又是听到怪摇言兴奋的要我帮忙吧?"; next; mes "- 于是你把切尔托的纸条递给魔法师 -"; next; mes "[魔法师 帕杰]"; mes "呵呵-"; mes "果然,有这种事"; next; mes "[魔法师 帕杰]"; mes "这好像不是我能解决的问题,"; mes "不过我可以帮你施法好让你亲自去调查好吗?"; next; select("什么魔法呢?"); mes "[魔法师 帕杰]"; mes "那就是只在动物眼里自己会变成动物模样的神奇魔法-"; next; mes "["+strcharinfo(0)+"]"; mes "哇! 那真是了不起的魔法啊!"; mes "可见帕杰的确是一位伟大的魔法师呢?哇!"; next; mes "[魔法师 帕杰]"; mes "....你的表情正透露出这种意思,"; mes "我能理解,呵呵呵"; next; mes "[魔法师 帕杰]"; mes "好,那就来施法吧!"; mes "有些动物很灵敏马上就看穿是魔法,所以建议你去找最迟钝的巨嘴鸟"; next; mes "[魔法师 帕杰]"; mes "那祝你好运啰~!"; brazil_gua = 6; changequest 2195,2196; specialeffect2 EF_ASSUMPTIO; close; } brasilis,59,226,3 script 波利#bra 4_PORING,{} bra_fild01,75,83,5 script 巨嘴鸟#bra 2073,2,2,{ OnTouch: if (brazil_gua == 6) { mes "[巨嘴鸟]"; mes "嘎!"; mes "从未见过的家伙!"; mes "嘎!"; next; mes "[巨嘴鸟]"; mes "很像是新大陆和旧大陆中间的..."; mes "又不像第一次见面的,有股跳着巴西森巴舞女人的熟悉感觉"; next; select("那是什么意思..."); mes "[巨嘴鸟]"; mes "你有股类似瓜拿那小孩的气息,嘎!"; next; mes "[巨嘴鸟]"; mes "听说那小孩处于非常孤独的煎熬之中,嘎! 你是他的朋友吗? 嘎!"; next; select("还不是.. 但想要成为朋友"); mes "[巨嘴鸟]"; mes "得到瓜拿那女人照顾的小孩也就是我们动物的好朋友,嘎!"; next; mes "[巨嘴鸟]"; mes "以巨嘴鸟族的代表想将友谊的象征拿给那个小孩,嘎!"; next; mes "[巨嘴鸟]"; mes "如果你也想减轻那小孩的孤独的话,愿意来帮我吧?"; next; select("当然!"); mes "[巨嘴鸟]"; mes "这是我的羽毛,"; mes "把这个拿给小孩吧,"; mes "并转告他巨嘴鸟族愿与瓜拿那小孩永保友谊. 嘎!"; next; mes "- 于是你拿到巨嘴鸟的羽毛 - "; next; mes "[巨嘴鸟]"; mes "肯定这里还有跟我想法一致的家伙,"; mes "去找找美洲虎吧! 嘎!"; next; mes "[巨嘴鸟]"; mes "希望瓜拿那小孩的朋友也得到祝福"; next; mes "[巨嘴鸟]"; mes "让你在天空中翱翔吧!嘎嘎--!"; brazil_gua = 7; changequest 2196,2197; specialeffect2 EF_SEISMICWEAPON; close2; warp "bra_fild01",68,146; end; } else { mes "[巨嘴鸟]"; mes "嘎~! 嘎~!"; close; } end; } bra_fild01,34,184,5 script 美洲虎#bra 2072,2,2,{ OnTouch_: if (brazil_gua == 7) { mes "[美洲虎]"; mes "呼... 呼....."; next; mes "[美洲虎]"; mes "嗅嗅! 这是人类的味道!"; mes "不知从何处飘来人类的味道!"; mes "啊哈,原来是你啊!"; specialeffect EF_HIT1,AREA,"美洲虎#bra"; emotion e_omg,1; next; mes "[美洲虎]"; mes "不必感到恐惧,人类,"; mes "我连猎人的力气都没了,我现在只想在丛林里度过余生"; next; mes "[美洲虎]"; mes "不过你能跟我沟通,难道你就是瓜拿那的小孩?"; next; select("啊? 那是.."); mes "[美洲虎]"; mes "瓜拿那女人的后裔都是我们的朋友,"; mes "他们爱护及关怀所有的生命,"; mes "你一定跟她一样吧?"; next; mes "[美洲虎]"; mes "是鸟叫声告诉我的,"; mes "说瓜拿那女人的后裔得了心灵的创伤,"; mes "肯定是那女人家人的后裔让他陷入孤独,"; mes "不是吗?"; next; mes "[美洲虎]"; mes "这是不久以前狩猎的鲜肉,"; mes "请你把肉交给那小孩"; next; mes "[美洲虎]"; mes "我能给他的只有这个,但请你记得我们美洲虎总是关爱着你,"; mes "丛林永远欢迎你!"; next; mes "- 于是从美洲虎收下新鲜的肉 -"; next; mes "[美洲虎]"; mes "对了,好奇心强又爱管闲事的猴子想要见你"; next; mes "[美洲虎]"; mes "我给你如美洲虎般迅速的祝福,"; mes "乘风破浪快速地跑去找猴子吧!"; mes "那希望我们后会有期,朋友!"; brazil_gua = 8; changequest 2197,2198; close2; consumeitem 12016; //Speed_Up_Potion end; } else { mes "[美洲虎]"; mes "呼...."; close; } end; } bra_fild01,245,53,3 script #Monkeybra 1057,{} bra_fild01,245,52,3 script 猴子#bra HIDDEN_NPC,{ if (brazil_gua == 8) { mes "[猴子]"; mes "这怪兽是哪来的?!"; mes "你明知道我们不欢迎其它种族,快走开!!"; next; mes "[猴子]"; mes "啊,等等..嗅嗅!"; mes "这家伙身上有美洲虎的味道?"; mes "真没想到有这么光秀秀又没品味的美洲虎!"; next; mes "["+strcharinfo(0)+"]"; mes "........................"; mes "我哪里像那些野兽啊?!?!"; next; mes "[猴子]"; mes "嗯? 不是美洲虎吗?"; next; mes "[猴子]"; mes "啊哈! 原来是美洲虎叫你来的啊? 嘎嘎!"; mes "但是你看来不像是瓜拿那小孩啊?"; next; select("我是来这里帮那小孩的"); mes "[猴子]"; mes "听说瓜拿那小孩现在非常伤心是吗?"; mes "我很会耍猴戏,不知道他喜不喜欢? 嘎嘎!"; next; mes "[猴子]"; mes "请你把葡萄梗交给瓜拿那小孩吧!"; mes "告诉他下次来我们丛林时会好好表演给他看! 嘎嘎!"; next; mes "- 于是收下猴子给的葡萄梗 -"; next; mes "["+strcharinfo(0)+"]"; mes "现在去找那小孩吧?"; brazil_gua = 9; changequest 2198,2199; close; } else { mes "[猴子]"; mes "嘎嘎!"; close; } } // Water Lily Quest :: brazil_tre.sc //============================================================ brasilis,203,286,3 script Botanist Karmen#bra 4_F_HUWOMAN,{ 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; if(select("Interesting.:End conversation.") == 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."; 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"; brazil_regia = 10; completequest 2207; if (VIP_SCRIPT && vip_status(1)) getexp 75000,15000; else getexp 50000,10000; 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 4_F_BRZ_INDOLD,{ 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."; 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 duplicate(Marta#bra) Brasilis Boy#bra 472 brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,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; if(select("Nothing, sorry.:What's wrong?") == 1) { mes "[Brasilis Girl]"; mes "I am so sad!!!"; close; } mes "[Brasilis Girl]"; mes "It's not your business."; mes "You are just an outsider!"; next; if(select("How rude!:Just trying to help.") == 1) { mes "[Brasilis Girl]"; mes "What's it matter to you that I'm rude??!!"; close; } 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; if(select("Help Jasira.:Ignore her.") == 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!"; 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!"; 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 - untradable brazil_regia = 9; changequest 2206,2207; setarray .@card[0],4195,4177,4188; //Leaf_Cat_Card, Dryad_Card, Leib_Olmai_Card getitem2 5302,1,1,0,0,.@card[rand(3)],0,0,0; //Lotus_Flower_Hat 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 4_M_BRZ_JACI,3,3,{ if (brazil_regia == 3) { mes "[Recluse]"; mes "Oh, I haven't seen another person in such a long time."; next; if(select("Keep going.:Are you the moon?") == 1) { mes "[Recluse]"; mes "You don't have specific business with me."; close; } 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."; 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 brazil_regia = 7; changequest 2205,2206; close; } } else { mes "[Jasi]"; mes "The flowers blooming from the Water lily today is wonderful."; close; } end; OnTouchNPC: unitwarp 0,"this",67,215; end; } bra_dun02,71,200,3 script Water lily#bra HIDDEN_NPC,{ 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; if(select("Pick up the flower.:Keep gazing.") == 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 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. -"; brazil_regia = 8; getitem 7553,1; //Lotus_Flower close; } } // Dungeon Access Quest :: brazil_tre.sc //============================================================ brasilis,185,246,5 script Pedro#bra 1_M_SIZ,{ if (brazil_ghost == 0) { OnTalk: 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; if(select("Walk by.:Ask about the gossip.") == 1) { mes "[Fabio]"; mes "Mariana~ smells~ Nya nya~"; next; mes "[Daniel]"; mes "Oh man you stink too~! Nya nya~"; close; } 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..."; 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 1_F_MARIA,{ if (brazil_ghost == 0) { doevent "Pedro#bra::OnTalk"; end; } 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 4_M_KID1,{ if (brazil_ghost == 0) { doevent "Pedro#bra::OnTalk"; end; } 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 4_M_KID1,{ if (brazil_ghost == 0) { doevent "Pedro#bra::OnTalk"; end; } 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 CLEAR_NPC,{ 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; .@braspell$ = "Mother the door won't open!"; .@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."; 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 CLEAR_NPC,{ 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$; next; mes "["+strcharinfo(0)+"]"; mes .@input$; next; .@braspell$ = "Mother the water is flooding!"; .@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."; 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 CLEAR_NPC,{ 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$; next; mes "["+strcharinfo(0)+"]"; mes .@input$; next; .@braspell$ = "Mother the drought has started!"; .@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."; 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 CLEAR_NPC,{ 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$; next; mes "["+strcharinfo(0)+"]"; mes .@input$; next; .@braspell$ = "Mother where are my friends?"; .@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."; 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 CLEAR_NPC,{ 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$; next; mes "["+strcharinfo(0)+"]"; mes .@input$; next; .@braspell$ = "Where are you mom?"; .@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) { .@cpudice = rand(1,6); .@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"; 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."; 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; 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 4_M_BRZ_MAN2,{ 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 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 WARPNPC,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 CLEAR_NPC,{ 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."; brazil_ghost = 8; //completequest 2208; completequest 60355; if (VIP_SCRIPT && vip_status(1)) getexp 135000,0; else getexp 90000,0; disablenpc "Ghost#bra_end"; close; } warp "bra_dun01",87,47; end; } bra_dun01,87,43,1 script Pipe#bra CLEAR_NPC,{ warp "bra_in01",206,185; end; } bra_fild01,323,136,1 script Pipe#brafild CLEAR_NPC,{ 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 :: iara.sc //============================================================ brasilis,315,334,5 script Shaman#nk 4_F_BRZ_INDOLD,{ .@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; .@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; } .@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; if(select("No.:Okay.") == 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; } 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; 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 4_F_BRZ_WOMAN,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; sc_start SC_INCFLEE,3600000,20; sc_start SC_INCCRI,3600000,10; consumeitem 12043; //Str_Dish03 consumeitem 12063; //Dex_Dish03 consumeitem 12058; //Agi_Dish03 consumeitem 12053; //Vit_Dish03 consumeitem 12048; //Int_Dish03 consumeitem 12068; //Luk_Dish03 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."; if (rand(1,2) == 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."; if (rand(1,2) == 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 4_M_BRZ_INDIAN,{ 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 over Iara's curse...)"; } close; }