//================= Hercules Script =======================================
//= _ _ _
//= | | | | | |
//= | |_| | ___ _ __ ___ _ _| | ___ ___
//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
//= | | | | __/ | | (__| |_| | | __/\__ \
//= \_| |_/\___|_| \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2012-2015 Hercules Dev Team
//= Copyright (C) Kisuka
//= Copyright (C) L0ne_W0lf
//= Copyright (C) Vicious
//= Copyright (C) Samuray22
//= Copyright (C) Lupus
//= Copyright (C) Muad_Dib(The Prometheus Project)
//=
//= Hercules is free software: you can redistribute it and/or modify
//= it under the terms of the GNU General Public License as published by
//= the Free Software Foundation, either version 3 of the License, or
//= (at your option) any later version.
//=
//= This program is distributed in the hope that it will be useful,
//= but WITHOUT ANY WARRANTY; without even the implied warranty of
//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
//= GNU General Public License for more details.
//=
//= You should have received a copy of the GNU General Public License
//= along with this program. If not, see <http://www.gnu.org/licenses/>.
//=========================================================================
//= Bard Job Quest
//================= Description ===========================================
//= Job quest for Bard class
//================= Current Version =======================================
//= 2.6
//=========================================================================
//== Ayealo ================================================
comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{
if(Upper == 1) {
mes "[Lalo]";
mes "Chosen ones who are destined to become Gods";
mes "are so many in this era";
mes "but they never realise their fate while alive.";
mes "They end up to become ordinary men...";
next;
mes "[Lalo]";
mes "Wind and Clouds, please send this message to them,";
mes "who pursue food, clothing, shelter and wealth.";
mes "Tell them they are wasting their time...";
mes "Tell them they forget the most important goal of the life...";
close2;
cutin "job_bard_aiolo01",255;
end;
}
else if(BaseJob != Job_Archer) {
if(BaseJob == Job_Bard) {
mes "[Lalo]";
mes "Ooh hey! How's your singing these days?";
mes "I wonder if your voice got any better.";
next;
mes "[Lalo]";
mes "You don't forget to spread good news in each town, right?";
mes "And don't forget to learn new songs, too...";
next;
mes "[Lalo]";
mes "Never forget to have a positive attitude and the meaning of joy.";
mes "Our songs are supposed to deliver happiness and joy to everyone.";
}
else if(Class == Job_Novice) {
cutin "job_bard_aiolo01",2;
mes "[Lalo]";
mes "The sadness that overcomes my heart.. ";
mes "It will not reside..";
mes "Is this the reason behind my troubles,";
mes "is this why I am weak,";
mes "This must be why I cannot seem to forget you...";
next;
mes "[Lalo]";
mes "Oh, sorry. I didn't see you because I was concentrating on writing some lyrics.";
mes "Do you want to listen to my songs? Shall I sing a song for you?";
next;
mes "[Lalo]";
mes "Heh... try asking someone else.";
mes "I'm trying to compose a new song.";
}
else {
cutin "job_bard_aiolo01",2;
mes "[Lalo]";
mes "Lalala, lalala. Beautiful Comodo.";
mes "Always full of happy moments~";
next;
mes "[Lalo]";
if (Sex) {
mes "Forget about your worries~";
mes "And enjoy everything~";
}
else mes "Cute lady, shall we dance~";
mes "Youth never repeats itself~";
}
close2;
cutin "job_bard_aiolo01",255;
end;
}
else if(BARD_Q == 0) {
cutin "job_bard_aiolo01",2;
mes "[Lalo]";
if (Sex) mes "Hi! Delightful Archer.";
else mes "Hello! Beautiful Archer Lady.";
mes "How can a wanderer like me help you?";
next;
switch(select("You have a nice voice.:Could you sing for me, please?:Nothing.")) {
case 1:
mes "[Lalo]";
mes "Hahaha! Of course!";
mes "if you sing with a happy heart, your voice always gets better.";
next;
mes "[Lalo]";
mes "But, to Bards your voice is your life.";
mes "Sometimes your voice will go, but you must be careful.";
break;
case 2:
mes "[Lalo]";
mes "A song... let's see.";
mes "Ok, I got one...";
next;
mes "[Lalo]";
mes "I'll sing.. Drums of War.";
mes "*ehem...*cough...gag..mememememe...";
mes "1, 2, 3, 4...";
next;
mes "^000088The sound of horses galloping over the horizon";
mes "The dust that covers the distant sun";
mes "When thousands of eyes open in the night sky";
mes "The castle's fire will burn with power.^000000";
next;
mes "^000088I can hear.. the beating of my heart.";
mes "I can feel.. the blood rushing through my veins.";
mes ".. and the weight of my armor.";
mes "I can see.. my enemies.^000000";
next;
mes "^000088Louder, louder louder..";
mes "Give strength to the warriors!";
mes "Higher, higher, higher..";
mes "This day will never come again!^000000";
next;
mes "^000088Shake the sky and roar through the land.";
mes "Make my heart pound again!";
mes "Let the trumpets sound, and castle walls ring.";
mes "This moment will never come again!^000000";
next;
mes "[Lalo]";
mes "Hmm... that's always a good song to sing.";
mes "How was it? Don't you think it's a nice song?";
next;
if (select("Yes, it was very nice.:No, not really...") == 1) {
mes "[Lalo]";
mes "Thanks! if you enjoyed my song, it makes me happy, too.";
next;
if (Sex == 1 && JobLevel > 39) {
mes "[Lalo]";
mes "It would be nice if more people went around and sang...";
mes "Well, it's quite ok as it is now... hmmhmm.";
BARD_Q = 1;
setquest 3000;
close2;
cutin "job_bard_aiolo01",255;
end;
}
mes "[Lalo]";
mes "if you ever want to hear my song again, just ask.";
close2;
cutin "job_bard_aiolo01",255;
end;
}
cutin "job_bard_aiolo02",2;
mes "[Lalo]";
mes "Hmm... Did I lose my senses, I'll have to try harder.";
mes "Anyways.. Thanks for listening.";
break;
case 3:
cutin "job_bard_aiolo02",2;
mes "[Lalo]";
mes "Oy, not requesting a song when you run into a Bard isn't very polite.";
mes "Well... can't help it since you look like you're in a hurry anyways.";
next;
mes "[Lalo]";
mes "Hunting is good... but you can't forget to relax once in a while.";
mes "Youth is short and won't come again once it passes by..";
break;
}
close2;
cutin "job_bard_aiolo02",255;
end;
}
else if(BARD_Q == 1) {
cutin "job_bard_aiolo01",2;
mes "[Lalo]";
mes "Hey there Archer fellow.";
mes "How can a wanderer like me help you?";
next;
switch(select("You have a nice voice.:Could you sing for me, please?:Nothing.")) {
case 1:
mes "[Lalo]";
mes "Hoho, your voice is rather nice as well?";
mes "Ever think about singing?";
next;
if (select("Of course!:I can't quite possibly...") == 1) {
mes "[Lalo]";
mes "Haha, nice attitude. You have to be like that to become a Bard.";
mes "I'll help you become a Bard then.";
next;
mes "[Lalo]";
mes "But before that... do you think you can bring me a Flower?";
mes "I need to smell the scent of a Flower to feel like teaching.";
next;
mes "[Lalo]";
mes "It doesn't really matter which Flower, but try to bring one that I like.";
mes "And don't just buy any random Flower, ok?";
BARD_Q = 2;
changequest 3000,3001;
close2;
cutin "job_bard_aiolo01",255;
end;
}
mes "[Lalo]";
mes "Haha, what a timid one.";
mes "Don't think so little of yourself.";
next;
mes "[Lalo]";
mes "You have plenty of talent.";
mes "Come again if you change your mind.";
break;
case 2:
mes "[Lalo]";
mes "Hmm... seems like you have some singing talents?";
mes "Don't just request songs.. singing to others is quite fun, too.";
next;
mes "[Lalo]";
mes "Try enjoying your life as a Bard.";
mes "You go from town to town, singing to the people. Doesn't it sound great?";
break;
case 3:
mes "[Lalo]";
mes "Hmm... I'm not sure what's what, but enjoy life.";
mes "You look too uptight.";
next;
mes "[Lalo]";
mes "Well then~ Have a great time~";
break;
}
close2;
cutin "job_bard_aiolo01",255;
end;
}
else if(BARD_Q == 2) {
cutin "job_bard_aiolo01",2;
mes "[Lalo]";
mes "Welcome! Archer friend.";
mes "Did you bring a Flower? Let me see.";
next;
mes "[Lalo]";
//Good Flowers
if (countitem(Singing_Flower) > 0) {
mes "Ooh! It's a Singing Flower!";
mes "It's full of my memories...";
next;
delitem Singing_Flower,1; //Singing Flower
mes "[Lalo]";
mes "My friend Tchaikovsky used to like it.";
mes "I wonder what he's doing now...";
}
else if(countitem(Hinalle) > 0) {
mes "Aah... the cute Hinelle...";
mes "It doesn't have a scent but it's a very moderate cute flower.";
next;
delitem Hinalle,1;
mes "[Lalo]";
mes "The leaves gave me strength when I used to fall.";
mes "I really like this flower, thank you.";
}
else if(countitem(Aloe) > 0) {
mes "Aloe... This is a rare flower.";
mes "How'd you get it? Rather skilled, eh?";
next;
delitem Aloe,1;
mes "[Lalo]";
mes "The leaves are good and Aloe Vera is delicious, too..";
mes "but it's defnitely the most beautiful when it's a flower.";
}
else if(countitem(Ment) > 0) {
mes "Ment... You can forget about all your hardships with one of these.";
mes "Nice to see it in such a long time!";
next;
delitem Ment,1;
mes "[Lalo]";
mes "I heard you can make Anodyne with it...";
mes "But that would be a slight waste.. thanks!";
}
else if(countitem(Izidor) > 0) {
mes "Ooh, isn't this an Izidor?";
mes "It's a dangerous yet beautiful flower...";
next;
delitem Izidor,1;
mes "[Lalo]";
mes "The deep purple charms a person.. ";
mes "Thank you, I really like this flower.";
}
else if(countitem(Witherless_Rose) > 0) {
mes "Ooh, a Witherless Rose. The strong flower that doesn't wither.";
mes "Great to give to a girlfriend.";
next;
delitem Witherless_Rose,1;
mes "[Lalo]";
mes "I wonder if it would be ok for a wanderer like me to accept it.";
mes "Haha, it should be ok.. right?";
}
else if(countitem(Frozen_Rose) > 0 ) {
mes "Frozen Rose... you can't really call this a flower,";
mes "But it is still beautiful... a clear Rose.";
next;
delitem Frozen_Rose,1;
mes "[Lalo]";
mes "You can call it a flower even though it doesn't have a scent anymore.";
mes "Then I'll greatly take this.";
}
else if(countitem(Illusion_Flower) > 0) {
mes "Oh, isn't this an Illusion Flower!?";
mes "Wow, how did you obtain such a rare flower!!";
next;
delitem Illusion_Flower,1;
mes "[Lalo]";
mes "Than you very much, aah... I feel like heaven is in front of my eyes.";
mes "What a wonderful feeling! I'm really happy!";
}
//Bad Flowers
else if(countitem(Flower) > 0) {
cutin "job_bard_aiolo02",2;
mes "Eh? This is just a normal flower.";
mes "I like it... but it's not enough.";
next;
mes "[Lalo]";
mes "You can get this flower from the girl in Prontera.";
mes "Please bring me a different flower.";
close2;
cutin "job_bard_aiolo02",255;
end;
}
else if(countitem(Bunch_Of_Flowers) > 0) {
mes "Oh no, you brought a Bouquet?";
mes "You can't bring me something like this.";
next;
mes "[Lalo]";
mes "Go give this to a graduating Sage or something.";
mes "Since it's great as that kind of gift... Bring a different flower.";
close2;
cutin "job_bard_aiolo01",255;
end;
}
else if(countitem(Wedding_Bouquet) > 0) {
cutin "job_bard_aiolo02",2;
mes "Oy oy... did you go to a wedding or something?";
mes "What do you expect a guy to do with a Wedding Bouquet?";
next;
mes "[Lalo]";
mes "It's not me. Go give it to a lady or something.";
mes "This isn't the type of flower I wanted.";
close2;
cutin "job_bard_aiolo02",255;
end;
}
else if(countitem(Fancy_Flower) > 0) {
mes "Mmm... a Fancy Flower.";
mes "It's nice... but this isn't good enough.";
next;
mes "[Lalo]";
mes "I like flowers that have a scent and are beautiful.";
mes "I don't like fake flowers that go on top of heads.";
close2;
cutin "job_bard_aiolo01",255;
end;
}
else if(countitem(Blossom_Of_Maneater) > 0) {
cutin "job_bard_aiolo02",2;
mes "...Agh, why'd you bring such a hideous thing?";
mes "Are you thinking at all?";
next;
mes "[Lalo]";
mes "if you were trying to be funny, it was a good attempt...";
mes "but bring a normal flower now.";
close2;
cutin "job_bard_aiolo02",255;
end;
}
else {
cutin "job_bard_aiolo02",2;
mes "Hmm? What... you didnt' bring anything.";
mes "Didn't I ask you to bring a flower?";
next;
mes "[Lalo]";
mes "Well... if you want to learn on your own, then so be it.";
mes "Anyone can just go out and sing.";
close2;
cutin "job_bard_aiolo02",255;
end;
}
next;
cutin "job_bard_aiolo01",2;
mes "[Lalo]";
mes "As I promised, I'll help you become a Bard.";
mes "But it's not easy my friend. Haha!";
next;
mes "[Lalo]";
mes "It is important to get to know a lot of people to learn how to sing.";
mes "You must also keep up with all the things going on in different villages...";
next;
mes "[Lalo]";
mes "There's a talking snowman in a town called Lutie.";
mes "Go there and bring back a present.";
next;
BARD_Q = 3;
changequest 3001,3002;
xmas_npc = 1;
mes "[Lalo]";
mes "if you become friends with ^008800Jack Frost^000000, you will receive something.";
mes "And also talk to the townspeople while you're at it...";
close2;
cutin "job_bard_aiolo01",255;
end;
}
else if ((BARD_Q >= 3) || (BARD_Q <= 5)) {
if (BARD_Q == 3) {
if(xmas_npc > 10) { //this var is set in lutie.txt
cutin "job_bard_aiolo01",2;
mes "[Lalo]";
mes "How was the trip? Did you meet a lot of people?";
mes "You should have been able to learn something more important than a gift.";
next;
mes "[Lalo]";
mes "Then, do you want to try singing...?";
mes "I'll sing a short melody...";
mes "and you try after.";
if (!questprogress(3003)) {
changequest 3002,3003;
}
next;
mes "[Lalo]";
mes "Here I go.";
mes "Ehem *clears throat*";
mes "1, 2, 3, 4";
next;
}
else {
cutin "job_bard_aiolo01",2;
xmas_npc = 1;
mes "[Lalo]";
mes "Eh, you still haven't become his friend?";
mes "Talking will not be enough.";
next;
mes "[Lalo]";
mes "if you become friends with ^008800Jack Frost^000000, you will receive something.";
mes "And talk with the village people, too...";
close2;
cutin "job_bard_aiolo01",255;
end;
}
}
else if (BARD_Q == 4) {
cutin "job_bard_aiolo01",2;
mes "[Lalo]";
mes "Hmm... this time you can do better, right?";
mes "Let's try again, you can do it.";
next;
mes "[Lalo]";
mes "I'll sing one part...";
mes "and you try it after.";
next;
mes "[Lalo]";
mes "Here we go.";
mes "*Ehem*";
mes "1, 2, 3, 4";
next;
}
if (BARD_Q != 5) {
.@bard_s = rand(1,5);
if (.@bard_s == 1) {
mes "^3377FFThere was a man^000000";
mes "who was said to be immortal.";
mes "His name Jichfreid,";
mes "Son of the hero Jichmunt.";
mes "The evil giant Papner,";
mes "Turned into a dragon and ate him.";
next;
input .@Song$;
if (.@Song$ != "There was a man")
.@w_point += 1;
mes "^3377FFThere was a man";
mes "who was said to be immortal.^000000";
mes "His name Jichfreid,";
mes "Son of the hero Jichmunt.";
mes "The evil giant Papner,";
mes "Turned into a dragon and ate him.";
next;
input .@Song$;
if (.@Song$ != "who was said to be immortal.")
.@w_point += 1;
mes "^3377FFThere was a man";
mes "who was said to be immortal.";
mes "His name Jichfreid,^000000";
mes "Son of the hero Jichmunt.";
mes "The evil giant Papner,";
mes "Turned into a dragon and ate him.";
next;
input .@Song$;
if (.@Song$ != "His name Jichfreid,")
.@w_point += 1;
mes "^3377FFThere was a man";
mes "who was said to be immortal.";
mes "His name Jichfreid,";
mes "Son of the hero Jichmunt.^000000";
mes "The evil giant Papner,";
mes "Turned into a dragon and ate him.";
next;
input .@Song$;
if (.@Song$ != "Son of the hero Jichmunt.")
.@w_point += 1;
mes "^3377FFThere was a man";
mes "who was said to be immortal.";
mes "His name Jichfreid,";
mes "Son of the hero Jichmunt.";
mes "The evil giant Papner,^000000";
mes "Turned into a dragon and ate him.";
next;
input .@Song$;
if (.@Song$ != "The evil giant Papner,")
.@w_point += 1;
mes "^3377FFThere was a man";
mes "who was said to be immortal.";
mes "His name Jichfreid,";
mes "Son of the hero Jichmunt.";
mes "The evil giant Papner,";
mes "Turned into a dragon and ate him.^000000";
next;
input .@Song$;
if (.@Song$ != "Turned into a dragon and ate him.")
.@w_point += 1;
}
else if (.@bard_s == 2) {
mes "^3377FFA Merchant without money or equipment,^000000";
mes "a Merchant that couldn't sell anything.";
mes "But he was too proud to beg.";
mes "So he gathered some money selling items.";
mes "At first he only sold Red Potions.";
mes "Some say he sold Sweet Potatoes, too.";
next;
input .@Song$;
if (.@Song$ != "A Merchant without money or equipment,")
.@w_point += 1;
mes "^3377FFA Merchant without money or equipment,";
mes "a Merchant that couldn't sell anything.^000000";
mes "But he was too proud to beg.";
mes "So he gathered some money selling items.";
mes "At first he only sold Red Potions.";
mes "Some say he sold Sweet Potatoes, too.";
next;
input .@Song$;
if (.@Song$ != "a Merchant that couldn't sell anything.")
.@w_point += 1;
mes "^3377FFA Merchant without money or equipment,";
mes "a Merchant that couldn't sell anything.";
mes "But he was too proud to beg.^000000";
mes "So he gathered some money selling items.";
mes "At first he only sold Red Potions.";
mes "Some say he sold Sweet Potatoes, too.";
next;
input .@Song$;
if (.@Song$ != "But he was too proud to beg.")
.@w_point += 1;
mes "^3377FFA Merchant without money or equipment,";
mes "a Merchant that couldn't sell anything.";
mes "But he was too proud to beg.";
mes "So he gathered some money selling items.^000000";
mes "At first he only sold Red Potions.";
mes "Some say he sold Sweet Potatoes, too.";
next;
input .@Song$;
if (.@Song$ != "So he gathered some money selling items.")
.@w_point += 1;
mes "^3377FFA Merchant without money or equipment,";
mes "a Merchant that couldn't sell anything.";
mes "But he was too proud to beg.";
mes "So he gathered some money selling items.";
mes "At first he only sold Red Potions.^000000";
mes "Some say he sold Sweet Potatoes, too.";
next;
input .@Song$;
if (.@Song$ != "At first he only sold Red Potions.")
.@w_point += 1;
mes "^3377FFA Merchant without money or equipment,";
mes "a Merchant that couldn't sell anything.";
mes "But he was too proud to beg.";
mes "So he gathered some money selling items.";
mes "At first he only sold Red Potions.";
mes "Some say he sold Sweet Potatoes, too.^000000";
next;
input .@Song$;
if (.@Song$ != "Some say he sold Sweet Potatoes, too.")
.@w_point += 1;
}
else if (.@bard_s == 3) {
mes "^3377FFAll Gods never age.^000000";
mes "The ever so Beautiful Goddess Eden,";
mes "Beautiful and graceful Goddess Eden,";
mes "Odin's daughter-in-law and Bragi's wife.";
mes "Her sweet apples in her basket,";
mes "All thanks to her sweet apples.";
next;
input .@Song$;
if (.@Song$ != "All Gods never age.")
.@w_point += 1;
mes "^3377FFAll Gods never age.";
mes "The ever so Beautiful Goddess Eden,^000000";
mes "Beautiful and graceful Goddess Eden,";
mes "Odin's daughter-in-law and Bragi's wife.";
mes "Her sweet apples in her basket,";
mes "All thanks to her sweet apples.";
next;
input .@Song$;
if (.@Song$ != "The ever so Beautiful Goddess Eden,")
.@w_point += 1;
mes "^3377FFAll Gods never age.";
mes "The ever so Beautiful Goddess Eden,";
mes "Beautiful and graceful Goddess Eden,^000000";
mes "Odin's daughter-in-law and Bragi's wife.";
mes "Her sweet apples in her basket,";
mes "All thanks to her sweet apples.";
next;
input .@Song$;
if (.@Song$ != "Beautiful and graceful Goddess Eden,")
.@w_point += 1;
mes "^3377FFAll Gods never age.";
mes "The ever so Beautiful Goddess Eden,";
mes "Beautiful and graceful Goddess Eden,";
mes "Odin's daughter-in-law and Bragi's wife.^000000";
mes "Her sweet apples in her basket,";
mes "All thanks to her sweet apples.";
next;
input .@Song$;
if (.@Song$ != "Odin's daughter-in-law and Bragi's wife.")
.@w_point += 1;
mes "^3377FFAll Gods never age.";
mes "The ever so Beautiful Goddess Eden,";
mes "Beautiful and graceful Goddess Eden,";
mes "Odin's daughter-in-law and Bragi's wife.";
mes "Her sweet apples in her basket,^000000";
mes "All thanks to her sweet apples.";
next;
input .@Song$;
if (.@Song$ != "Her sweet apples in her basket,")
.@w_point += 1;
mes "^3377FFAll Gods never age.";
mes "The ever so Beautiful Goddess Eden,";
mes "Beautiful and graceful Goddess Eden,";
mes "Odin's daughter-in-law and Bragi's wife.";
mes "Her sweet apples in her basket,";
mes "All thanks to her sweet apples.^000000";
next;
input .@Song$;
if (.@Song$ != "All thanks to her sweet apples.")
.@w_point += 1;
}
else if (.@bard_s == 4) {
mes "^3377FFBragi, Bragi,^000000";
mes "Forever call the poets name.";
mes "My songs are his breath,";
mes "My mind is his will,";
mes "All wandering poets are his people,";
mes "And all praise shall go to him.";
next;
input .@Song$;
if (.@Song$ != "Bragi, Bragi,")
.@w_point += 1;
mes "^3377FFBragi, Bragi,";
mes "Forever call the poets name.^000000";
mes "My songs are his breath,";
mes "My mind is his will,";
mes "All wandering poets are his people,";
mes "And all praise shall go to him.";
next;
input .@Song$;
if (.@Song$ != "Forever call the poets name.")
.@w_point += 1;
mes "^3377FFBragi, Bragi,";
mes "Forever call the poets name.";
mes "My songs are his breath,^000000";
mes "My mind is his will,";
mes "All wandering poets are his people,";
mes "And all praise shall go to him.";
next;
input .@Song$;
if (.@Song$ != "My songs are his breath,")
.@w_point += 1;
mes "^3377FFBragi, Bragi,";
mes "Forever call the poets name.";
mes "My songs are his breath,";
mes "My mind is his will,^000000";
mes "All wandering poets are his people,";
mes "And all praise shall go to him.";
next;
input .@Song$;
if (.@Song$ != "My mind is his will,")
.@w_point += 1;
mes "^3377FFBragi, Bragi,";
mes "Forever call the poets name.";
mes "My songs are his breath,";
mes "My mind is his will,";
mes "All wandering poets are his people,^000000";
mes "And all praise shall go to him.";
next;
input .@Song$;
if (.@Song$ != "All wandering poets are his people,")
.@w_point += 1;
mes "^3377FFBragi, Bragi,";
mes "Forever call the poets name.";
mes "My songs are his breath,";
mes "My mind is his will,";
mes "All wandering poets are his people,";
mes "And all praise shall go to him.^000000";
next;
input .@Song$;
if (.@Song$ != "And all praise shall go to him.")
.@w_point += 1;
}
else {
mes "^3377FFLouder, louder, louder.^000000";
mes "Give strength to the warriors!";
mes "Shake the sky and roar through the land.";
mes "Make my heart pound again!";
mes "Let the castle walls ring.";
mes "This day will never come again!";
next;
input .@Song$;
if (.@Song$ != "Louder, louder, louder.")
.@w_point += 1;
mes "^3377FFLouder, louder, louder.";
mes "Give strength to the warriors!^000000";
mes "Shake the sky and roar through the land.";
mes "Make my heart pound again!";
mes "Let the castle walls ring.";
mes "This day will never come again!";
next;
input .@Song$;
if (.@Song$ != "Give strength to the warriors!")
.@w_point += 1;
mes "^3377FFLouder, louder, louder.";
mes "Give strength to the warriors!";
mes "Shake the sky and roar through the land.^000000";
mes "Make my heart pound again!";
mes "Let the castle walls ring.";
mes "This day will never come again!";
next;
input .@Song$;
if (.@Song$ != "Shake the sky and roar through the land.")
.@w_point += 1;
mes "^3377FFLouder, louder, louder.";
mes "Give strength to the warriors!";
mes "Shake the sky and roar through the land.";
mes "Make my heart pound again!^000000";
mes "Let the castle walls ring.";
mes "This day will never come again!";
next;
input .@Song$;
if (.@Song$ != "Make my heart pound again!")
.@w_point += 1;
mes "^3377FFLouder, louder, louder.";
mes "Give strength to the warriors!";
mes "Shake the sky and roar through the land.";
mes "Make my heart pound again!";
mes "Let the castle walls ring.^000000";
mes "This day will never come again!";
next;
input .@Song$;
if (.@Song$ != "Let the castle walls ring.")
.@w_point += 1;
mes "^3377FFLouder, louder, louder.";
mes "Give strength to the warriors!";
mes "Shake the sky and roar through the land.";
mes "Make my heart pound again!";
mes "Let the castle walls ring.";
mes "This day will never come again!^000000";
next;
input .@Song$;
if (.@Song$ != "This day will never come again!")
.@w_point += 1;
}
if (.@w_point) {
cutin "job_bard_aiolo02",2;
mes "[Lalo]";
mes "Oy, You got the lyrics wrong!";
mes "Can't you even sing along..?";
next;
mes "[Lalo]";
mes "Your pronunciation is very unclear.";
mes "Do a better job next time.";
close2;
cutin "job_bard_aiolo02",255;
end;
}
mes "[Lalo]";
mes "..........";
next;
BARD_Q = 5;
mes "[Lalo]";
mes "Wonderful! Finished it in one try!";
mes "You can become a great Bard. ";
next;
mes "[Lalo]";
mes "Mmm... So you will not become a Bard.";
mes "But I want to give you a souvenir...";
next;
mes "[Lalo]";
mes "Do you want to just change jobs now?";
mes "Or do you want a present.";
next;
.@selection = select("Just change my job please.:I'd be thankful for a present.");
}
if ((.@selection == 1) || (BARD_Q == 5)) {
if(SkillPoint) {
cutin "job_bard_aiolo01",2;
mes "[Lalo]";
mes "Ah... Everything is good, but you still have some skill points left.";
mes "Go learn the rest of the skills and come back.";
next;
mes "[Lalo]";
mes "And I am going to give you a small present...";
mes "So bring some trunks.";
mes "It doesn't matter what kind, as long as they are 60 of the same kind...";
close2;
cutin "job_bard_aiolo01",255;
end;
}
else {
switch(BARD_Q) {
case 5:
if(countitem(Wooden_Block) > 59) callsub S_ChangeJob,1019,1901;
else if(countitem(Tree_Of_Archer_3) > 59) callsub S_ChangeJob,1068,1903;
else if(countitem(Tree_Of_Archer_2) > 59) callsub S_ChangeJob,1067,1903;
else if(countitem(Tree_Of_Archer_1) > 59) {
if(JobLevel > 49) callsub S_ChangeJob,1066,1910;
else callsub S_ChangeJob,1066,1905;
}
cutin "job_bard_aiolo01",2;
mes "[Lalo]";
mes "Mmm? Seems like you haven't prepared all trunks the yet? ";
mes "Do you want to just change jobs anyways?";
next;
if (select("Yes, just change my job already.:No, I'll go prepare them.") == 2)
break;
default:
completequest 3003;
callfunc "Job_Change",Job_Bard;
callfunc "F_ClearJobVar"; //clears all job variables for the current player
mes "[Lalo]";
mes "Very well! Hope you sing happy enjoyable songs.";
mes "Live like the wind and the clouds!";
next;
mes "[Lalo]";
mes "See you again next time!";
close2;
cutin "job_bard_aiolo01",255;
end;
}
}
}
changequest 3003,3004;
mes "[Lalo]";
mes "Hmm... very well, bring some trunks.";
mes "It doesn't matter what kind, as long as they are 60 of the same kind...";
next;
mes "[Lalo]";
mes "I will give you a gift once you bring them.";
mes "Have a safe trip.";
close2;
cutin "job_bard_aiolo01",255;
end;
}
cutin "job_bard_aiolo01",2;
mes "[Lalo]";
mes "Whee~ whee~ whee~";
close2;
cutin "job_bard_aiolo01",255;
end;
S_ChangeJob:
completequest 3004;
callfunc "Job_Change",Job_Bard;
callfunc "F_ClearJobVar";
mes "[Lalo]";
mes "Good job. I will make you a job change souvenir with this.";
mes "Wait just a moment.";
next;
mes "[Lalo]";
mes "^3355FFScrape Scrape Tang Tang^000000";
mes "^3355FFSqueak Squeak Scratch Scratch^000000";
delitem getarg(0),60;
getitem getarg(1),1;
next;
mes "[Lalo]";
mes "Here you go, a souvenir. It is useful when you sing.";
mes "Hope you sing happy songs.";
next;
mes "[Lalo]";
mes "See you next time!";
close2;
cutin "job_bard_aiolo01",255;
end;
}