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//================= 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)  L0ne_W0lf
//= Copyright (C)  DracoRPG
//= Copyright (C)  Reddozen
//= Copyright (C)  Lupus
//=
//= 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/>.
//=========================================================================
//= Assassin Skills Quests
//================= File Encoding =========================================
//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
//= -If the encoding is correct, the next three lines have the same length-
//= ============ �ġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġ� ============
//= ============ ============================================= ============
//= ============ ������������������������������������������������������������������������������������������ ============
//================= Description ===========================================
//= Quests for skills: Venom Knife, Sonic Acceleration
//================= Current Version =======================================
//= 1.5
//=========================================================================

in_moc_16,14,27,5	script	Assassin#realman	4_M_ACROSS,{
	if (BaseJob == Job_Assassin && ASSN_SK2 == 1) {
		if (getskilllv("AS_VENOMKNIFE") == 0) {
			mes "[Killtin]";
			mes "Ah yes, that's why you";
			mes "look so familiar. You're";
			mes "of those to whom I've taught";
			mes "the ^990099Venom Knife^000000 skill. So, what";
			mes "brings you to me this time?";
			next;
			mes "[Killtin]";
			mes "What's that...?!";
			mes "You want me to teach";
			mes "it to you once again?";
			mes "It's a shame you've forgotten,";
			mes "but I suppose it can't be helped. Alright, alright, I'll teach you.";
			next;
			mes "[Killtin]";
			mes "First, you need to equip";
			mes "a Knife class weapon, and";
			mes "then cast Envenom on your";
			mes "knife. Throwing the blade?";
			mes "That's all in the wrist. Now,";
			mes "watch me closely and take note.";
			next;
			mes "[Killtin]";
			mes "You see? Having";
			mes "good form is essential";
			mes "to performing flawless";
			mes "technique. Always basics";
			mes "before the specifics. Now,";
			mes "why don't you give it a try?";
			specialeffect EF_INVENOM;
			next;
			mes "[Killtin]";
			mes "Good... Very good...";
			mes "Perfect form. Yes...";
			mes "Hmm. Are you sure that";
			mes "you forgot how to do this";
			mes "skill? I suppose that all you";
			mes "needed was a quick refresher.";
			specialeffect2 EF_INVENOM;
			next;
			mes "[Killtin]";
			mes "Alright, I think it's";
			mes "safe to say that you've";
			mes "mastered the Venom Knife";
			mes "skill. Leave me now, and";
			mes "always fight for the honor";
			mes "of the Assassin Guild!";
			skill "AS_VENOMKNIFE",1,0;
			close;
		}
		else {
			mes "[Killtin]";
			mes "So how has that";
			mes "^990099Venom Knife^000000 skill";
			mes "been working for you?";
			mes "Be careful, and make sure";
			mes "that your victims always";
			mes "deserve what you give them!";
			close;
		}
	}
	else if (ASSN_SK2 == 1 && ASSN_SK == 7) {
		mes "[Killtin]";
		mes "So you've learned all of";
		mes "the specialized Assassin";
		mes "skills, eh? Don't let yourself";
		mes "become overconfident. Strive";
		mes "for even greater strength for";
		mes "the Assassin Guild's honor.";
		close;
	}
	else if (ASSN_SK2 == 1) {
		mes "[Killtin]";
		mes "So how has that";
		mes "^990099Venom Knife^000000 skill";
		mes "been working for you?";
		mes "Be careful, and make sure";
		mes "that your victims always";
		mes "deserve what you give them!";
		close;
	}
	else {
		if (BaseJob == Job_Assassin) {
			mes "[Killtin]";
			mes "Hm? Ah, you're definitely";
			mes "a member of the Assassin";
			mes "Guild. Great, you've come";
			mes "just at the right time.";
			next;
			mes "[Killtin]";
			mes "Our guildmaster recently";
			mes "succeeded in developing two";
			mes "new skills for Assassins. I've";
			mes "been charged with the task of";
			mes "teaching these new skills to";
			mes "all the members of our guild.";
			next;
			select("New skills?");
			mes "[Killtin]";
			mes "That's right, "+ strcharinfo(0) +".";
			mes "The first skill specifically";
			mes "enhances the Sonic Blow";
			mes "skill, and the second skill";
			mes "is a long range attack that's";
			mes "named ''^990099Venom Knife^000000.''";
			next;
			mes "[Killtin]";
			mes "If you have any questions,";
			mes "feel free to ask me about";
			mes "any of these new skills. It's";
			mes "my job to teach you as much";
			mes "as I can about them.";
			next;
			while(1) {
				switch(select("^0000FFSonic Blow Enhancement^000000", "^990099Venom Knife^000000", "Continue Conversation")) {
				case 1:
					mes "[Killtin]";
					mes "If you've been an Assassin";
					mes "for a while, then you must";
					mes "be familiar with the Sonic";
					mes "Blow skill, which inflicts 8";
					mes "powerful strikes at an enemy";
					mes "in one blindingly fast attack.";
					next;
					mes "[Killtin]";
					mes "However, due to the speed";
					mes "involved in that skill, Sonic";
					mes "Blow isn't as accurate as it";
					mes "can be. After years of testing";
					mes "and research, our guildmaster";
					mes "developed a way to fix this.";
					next;
					mes "[Killtin]";
					mes "He created a new skill";
					mes "named ''Sonic Acceleration''";
					mes "that Assassins can cast on";
					mes "themselves in order to quickly";
					mes "detect and accurately strike";
					mes "the target's fatal points.";
					next;
					mes "[Killtin]";
					mes "In effect, Sonic Acceleration";
					mes "roughly doubles the damage";
					mes "that you can inflict with the";
					mes "Sonic Blow. If you use Sonic";
					mes "Blow pretty often, then this";
					mes "skill will be pretty useful.";
					next;
					mes "[Killtin]";
					mes "I suggest that you learn";
					mes "the Venom Knife skill from";
					mes "me first. Then, you can talk";
					mes "to Esmille, the beautiful";
					mes "Assassin Cross right next to me, to learn Sonic Acceleration.";
					next;
					break;
				case 2:
					mes "[Killtin]";
					mes "As you may well know, our";
					mes "job isn't really known for its";
					mes "long range attacks. Sure, we";
					mes "can use Bows, and we've got";
					mes "a few long distance skills, but";
					mes "their uses are kind of limited.";
					next;
					mes "[Killtin]";
					mes "This Venom Knife skill was";
					mes "developed with this weakness";
					mes "in long range attacking in mind. Basically, we use the Envenom";
					mes "skill on a knife and throw it at a distant enemy to poison them.";
					next;
					break;
				case 3:
					mes "[Killtin]";
					mes "Now, if you like, I can";
					mes "teach you the ^009900Venom Knife^000000";
					mes "skill right now. It won't take";
					mes "that much time, so what do";
					mes "you say? You ready to learn?";
					next;
					while(1) {
						if (select("Learn Venom Knife", "I d-don't wanna learn!") == 1) {
							mes "[Killtin]";
							mes "First, you need to equip";
							mes "a Knife class weapon, and";
							mes "then cast Envenom on your";
							mes "knife. Throwing the blade?";
							mes "That's all in the wrist. Now,";
							mes "watch me closely and take note.";
							next;
							mes "[Killtin]";
							mes "You see? Having";
							mes "good form is essential";
							mes "to performing flawless";
							mes "technique. Always basics";
							mes "before the specifics. Now,";
							mes "why don't you give it a try?";
							specialeffect EF_INVENOM;
							next;
							mes "[Killtin]";
							mes "Hey, that's pretty good.";
							mes "You're catching on really";
							mes "quick. Heh heh, but still,";
							mes "I guess I can take a little";
							mes "bit of credit for my excellent";
							mes "instruction. Ah, very nice.";
							next;
							specialeffect2 EF_INVENOM;
							next;
							mes "[Killtin]";
							mes "Alright, you may need";
							mes "to practice a bit more";
							mes "of this skill, but for the most";
							mes "part, you can use Venom";
							mes "Knife pretty easily in battle.";
							ASSN_SK2 = 1;
							ASSN_SK = 1;
							skill "AS_VENOMKNIFE",1,0;
							next;
							mes "[Killtin]";
							mes "Well, that's all I can";
							mes "teach you. Use this skill";
							mes "expertly, and bring woe to";
							mes "your enemies for the honor";
							mes "of the Assassin Guild!";
							close;
						}
						if (.@teach ==1) {
							mes "[Killtin]";
							mes "Y-you don't want to";
							mes "learn? Tough! It's my";
							mes "job to teach this Venom";
							mes "Knife skill to every member";
							mes "of the Assassin Guild! You're^FFFFFFaaaaa^000000 not leaving until I tell you to!";
							next;
						}
						else {
							mes "[Killtin]";
							mes "You can't refuse an";
							mes "order from our guildmaster...";
							mes "Like it or not, this skill will";
							mes "make you a better Assassin.";
							mes "Trust me on this and just agree";
							mes "to learn the skill, will you?";
							next;
						}
					}
				}
			}
		}
		else if (BaseJob == Job_Thief) {
			mes "[Killtin]";
			mes "A Thief...? Huh.";
			mes "That's a respectable";
			mes "job. But listen, if you";
			mes "want me to be able to";
			mes "teach you anything, you'll";
			mes "need to get stronger first.";
			close;
		}
		else {
			mes "[Assassin]";
			mes "...............................";
			mes "Just keep moving.";
			close;
		}
	}
}

in_moc_16,23,27,5	script	Assassin#realgirl	4_F_ACROSS,{
	if (BaseJob == Job_Assassin && ASSN_SK == 7) {
		if (getskilllv("AS_SONICACCEL") == 0) {
			mes "[Esmille]";
			mes "Mm? Ah, you've transcended";
			mes "and become an Assassin Cross";
			mes "as well. I understand the trouble that you must have gone through";
			mes "to be reborn with new strength.";
			next;
			mes "[Esmille]";
			mes "You probably need to learn";
			mes "the Sonic Acceleration skill";
			mes "again after having lost some";
			mes "of your memories. I truly";
			mes "sympathize, and am willing";
			mes "to teach it to you again.";
			next;
			if (getskilllv("AS_SONICBLOW") == 0) {
				mes "[Esmille]";
				mes "First, go and learn the";
				mes "Sonic Blow skill. The skill";
				mes "I will teach you is completely";
				mes "useless unless you learn how";
				mes "to perform a Sonic Blow. I shall be waiting right here till then.";
				close;
			}
			mes "[Esmille]";
			mes "Now, right before you";
			mes "perform Sonic Blow, make";
			mes "sure your feet are positioned";
			mes "like this. Then, as smoothly";
			mes "and quickly as possible, shift";
			mes "your weight over to this side.";
			specialeffect EF_SONICBLOW;
			next;
			mes "[Esmille]";
			mes "Watch carefully, this";
			mes "is the most important";
			mes "part. See where my hands";
			mes "are and the angle of my";
			mes "arms? This is the form that";
			mes "you've got to memorize.";
			specialeffect EF_SONICBLOW;
			next;
			mes "[Esmille]";
			mes "Alright, that's all";
			mes "you need to know. Now,";
			mes "please try it so I can give";
			mes "you feedback on your form.";
			next;
			specialeffect2 EF_SONICBLOW;
			next;
			mes "[Esmille]";
			mes "Hmm, you're shifting";
			mes "your weight kind of";
			mes "unsteadily. It might";
			mes "help if your center of";
			mes "gravity was like this...";
			next;
			specialeffect2 EF_SONICBLOW;
			next;
			mes "[Esmille]";
			mes "Ah, you're so very";
			mes "close to perfection.";
			mes "Focus more on smoothly";
			mes "transitioning from your";
			mes "stance to executed action.";
			next;
			mes "[Esmille]";
			mes "Yes, that's it...!";
			mes "Very well executed.";
			mes "Good work, "+ strcharinfo(0) +".";
			skill "AS_SONICACCEL",1,0;
			ASSN_SK = 7;
			next;
			mes "[Esmille]";
			mes "Do you understand now?";
			mes "You should have no problem";
			mes "remembering this skill now.";
			mes "I can teach you nothing more,";
			mes "so all I can do now is wish";
			mes "you luck on your journeys.";
			close;
		}
		else {
			mes "[Esmille]";
			mes "I trust that using";
			mes "Sonic Acceleration in";
			mes "battle has given you an";
			mes "edge over the enemy. Bring";
			mes "swift defeat to your foes for";
			mes "the Assassin Guild's honor.";
			close;
		}
	}
	else if (ASSN_SK == 7) {
		mes "[Esmille]";
		mes "I trust that using";
		mes "Sonic Acceleration in";
		mes "battle has given you an";
		mes "edge over the enemy. Bring";
		mes "swift defeat to your foes for";
		mes "the Assassin Guild's honor.";
		close;
	}
	else if (ASSN_SK == 6) {
		mes "[Esmille]";
		mes "Please focus on the";
		mes "training... If we continue to";
		mes "be interrupted, you'll never";
		mes "be able to learn anything.";
		mes "Now, please listen closely.";
		next;
		mes "[Esmille]";
		mes "Now, right before you";
		mes "perform Sonic Blow, make";
		mes "sure your feet are positioned";
		mes "like this. Then, as smoothly";
		mes "and quickly as possible, shift";
		mes "your weight over to this side.";
		specialeffect EF_SONICBLOW;
		next;
		mes "[Esmille]";
		mes "Watch carefully, this";
		mes "is the most important";
		mes "part. See where my hands";
		mes "are and the angle of my";
		mes "arms? This is the form that";
		mes "you've got to memorize.";
		specialeffect EF_SONICBLOW;
		next;
		mes "[Esmille]";
		mes "Alright, that's all";
		mes "you need to know. Now,";
		mes "please try it so I can give";
		mes "you feedback on your form.";
		next;
		specialeffect2 EF_SONICBLOW;
		next;
		mes "[Esmille]";
		mes "Hmm, you're shifting";
		mes "your weight kind of";
		mes "unsteadily. It might";
		mes "help if your center of";
		mes "gravity was like this...";
		next;
		specialeffect2 EF_SONICBLOW;
		next;
		mes "[Esmille]";
		mes "That's a little better.";
		mes "Hmmm. Try to think of";
		mes "the enemy's weak point";
		mes "and follow through with";
		mes "the stabbing motion.";
		next;
		specialeffect2 EF_SONICBLOW;
		next;
		mes "[Esmille]";
		mes "Ah, you're so very";
		mes "close to perfection.";
		mes "Focus more on smoothly";
		mes "transitioning from your";
		mes "stance to executed action.";
		specialeffect2 EF_SONICBLOW;
		next;
		mes "[Esmille]";
		mes "Yes, that's it...!";
		mes "Very well executed.";
		mes "Good work, "+ strcharinfo(0) +".";
		skill "AS_SONICACCEL",1,0;
		ASSN_SK = 7;
		next;
		mes "[Esmille]";
		mes "Do you understand now?";
		mes "You should have no problem";
		mes "remembering this skill now.";
		mes "I can teach you nothing more,";
		mes "so all I can do now is wish";
		mes "you luck on your journeys.";
		close;
	}
	else if (ASSN_SK == 5) {
		mes "[Esmille]";
		mes "So how is your little";
		mes "mission coming along?";
		mes "I trust that you've completed";
		mes "that task I assigned for you.";
		next;
		if ((ASSN_SK == 5 && countitem(Blue_Jewel) > 0) || (ASSN_SK == 5 && countitem(Cardinal_Jewel) > 0) || (ASSN_SK == 5 && countitem(Skyblue_Jewel) > 0)) {
			select("How's this for treasure?");
			mes "[Esmille]";
			mes "Oh, that jewel...!";
			mes "It's so captivating~";
			mes "I haven't seen anything";
			mes "so beautiful in such a long";
			mes "time. You've done very well...";
			next;
			mes "[Esmille]";
			mes "That jewel is yours";
			mes "to keep. In truth, I don't";
			mes "really need any treasure, just some proof of your qualification.";
			mes "It looks like you're ready for me to teach you Sonic Acceleration.";
			ASSN_SK = 6;
			next;
			mes "[Esmille]";
			mes "Now, right before you";
			mes "perform Sonic Blow, make";
			mes "sure your feet are positioned";
			mes "like this. Then, as smoothly";
			mes "and quickly as possible, shift";
			mes "your weight over to this side.";
			specialeffect EF_SONICBLOW;
			next;
			mes "[Esmille]";
			mes "Watch carefully, this";
			mes "is the most important";
			mes "part. See where my hands";
			mes "are and the angle of my";
			mes "arms? This is the form that";
			mes "you've got to memorize.";
			specialeffect EF_SONICBLOW;
			next;
			mes "[Esmille]";
			mes "Alright, that's all";
			mes "you need to know. Now,";
			mes "please try it so I can give";
			mes "you feedback on your form.";
			next;
			specialeffect2 EF_SONICBLOW;
			next;
			mes "[Esmille]";
			mes "Hmm, you're shifting";
			mes "your weight kind of";
			mes "unsteadily. It might";
			mes "help if your center of";
			mes "gravity was like this...";
			next;
			specialeffect2 EF_SONICBLOW;
			next;
			mes "[Esmille]";
			mes "That's a little better.";
			mes "Hmmm. Try to think of";
			mes "the enemy's weak point";
			mes "and follow through with";
			mes "the stabbing motion.";
			next;
			specialeffect2 EF_SONICBLOW;
			next;
			mes "[Esmille]";
			mes "Yes, that's it...!";
			mes "Very well executed.";
			mes "Good work, "+ strcharinfo(0) +".";
			skill 1003,1,0;
			ASSN_SK = 7;
			next;
			mes "[Esmille]";
			mes "Do you understand now?";
			mes "You should have no problem";
			mes "remembering this skill now.";
			mes "I can teach you nothing more,";
			mes "so all I can do now is wish";
			mes "you luck on your journeys.";
			close;
		}
		else {
			mes "[Esmille]";
			mes "Hmmm...";
			close;
		}
	}
	else if (ASSN_SK == 2 || ASSN_SK == 3 || ASSN_SK == 4) {
		mes "[Esmille]";
		mes "So how is your little";
		mes "mission coming along?";
		mes "If you've forgotten the";
		mes "location I've asked you to";
		mes "search for treasure, then";
		mes "I can briefly remind you.";
		next;
		mes "[Esmille]";
		mes "Find something valuable";
		if (ASSN_SK == 2) {
			mes "for me by searching the";
			mes "^FF0000Coffins^000000 in the Sphinx.";
		}
		else if (ASSN_SK == 3) {
			mes "for me by searching the";
			mes "^FF0000Stone Statues^000000 in the Sphinx.";
		}
		else if (ASSN_SK == 4) {
			mes "in the ^FF0000flooded crypt in the";
			mes "bottom floor^000000 of the Pyramids.";
		}
		mes "Only the strong can explore";
		mes "that area, so doing this will";
		mes "prove your competency to me.";
		close;
	}
	else if (ASSN_SK == 1) {
		mes "[Esmille]";
		mes "Ah. Hello, comrade.";
		mes "Have you heard about";
		mes "the latest news from";
		mes "the Assassin Guild?";
		mes "Ah, you've spoken to";
		mes "Killtin. Good, good...";
		next;
		mes "[Esmille]";
		mes "Now, I've been charged";
		mes "with the responsibility of";
		mes "teaching the Sonic Acceleration skill to all interested Assassins.";
		mes "I can tell you more about it if";
		mes "Killtin didn't fully explain.";
		next;
		while(1) {
			switch(select("Please tell me more...", "I want to learn Sonic Acceleration!")) {
			case 1:
				mes "[Esmille]";
				mes "Sonic Acceleration is";
				mes "a ^FF0000support skill used in";
				mes "conjunction with Sonic Blow^000000.";
				mes "Assassins can only cast this";
				mes "skill on themselves for their";
				mes "own personal benefit.";
				next;
				mes "[Esmille]";
				mes "If you're familiar with";
				mes "Sonic Blow, you'll know";
				mes "that it's difficult to inflict";
				mes "fatal damage with that skill.";
				mes "It's far too fast to be able";
				mes "to attack very accurately...";
				next;
				mes "[Esmille]";
				mes "However, by learning";
				mes "Sonic Acceleration, you";
				mes "can overcome this accuracy";
				mes "drawback and fulfill the full";
				mes "damage potential of the";
				mes "Sonic Blow skill.";
				next;
				mes "[Esmille]";
				mes "This skill is truly great.";
				mes "And our guildmaster,";
				mes "the one who invented this";
				mes "skill, is also... He's a man";
				mes "amongst men, I must say.";
				emotion e_lv;
				next;
				break;
			case 2:
				mes "[Esmille]";
				mes "Ah, I'm glad to see";
				mes "that you're so enthusiastic";
				mes "about learning this skill.";
				mes "But first, there we need to";
				mes "take care of the prerequisites... ";
				next;
				if (getskilllv("AS_SONICBLOW") == 0) {
					mes "[Esmille]";
					mes "First, go and learn the";
					mes "Sonic Blow skill. The skill";
					mes "I will teach you is completely";
					mes "useless unless you learn how";
					mes "to perform a Sonic Blow. I shall be waiting right here till then.";
					close;
				}
				mes "[Esmille]";
				mes "Your task will be to bring";
				switch(rand(1,3)) {
				case 1:
					mes "treasure from the Sphinx.";
					mes "Search the ^FF0000Coffins^000000 that";
					mes "are there for precious";
					mes "valuables. Consider this";
					mes "a test of your strength.";
					ASSN_SK = 2;
					next;
					mes "[Esmille]";
					mes "Whether you can complete";
					mes "this task will determine";
					mes "if you are worthy enough";
					mes "for me to teach you the";
					mes "Sonic Acceleration skill.";
					mes "Best of luck, and please hurry.";
					close;
				case 2:
					mes "treasure from the Sphinx.";
					mes "Search the ^FF0000Stone Statues^000000";
					mes "there for precious valuables.";
					mes "Consider this excursion as";
					mes "a test of your strength.";
					ASSN_SK = 3;
					next;
					mes "[Esmille]";
					mes "Whether you can complete";
					mes "this task will determine";
					mes "if you are worthy enough";
					mes "for me to teach you the";
					mes "Sonic Acceleration skill.";
					mes "Best of luck, and please hurry.";
					close;
				case 3:
					mes "treasure from the Pyramids.";
					mes "Search the ^FF0000flooded crypt at";
					mes "the bottom floor for precious";
					mes "valuables^000000. Consider this as";
					mes "a test of your strength.";
					ASSN_SK = 4;
					next;
					mes "[Esmille]";
					mes "Whether you can complete";
					mes "this task will determine";
					mes "if you are worthy enough";
					mes "for me to teach you the";
					mes "Sonic Acceleration skill.";
					mes "Best of luck, and please hurry.";
					close;
				}
			}
		}
	}
	else {
		if (BaseJob == Job_Assassin) {
			mes "[Assassin]";
			mes "Ah. Hello, comrade.";
			mes "Have you heard about";
			mes "the latest news from";
			mes "the Assassin Guild?";
			emotion e_heh;
			next;
			select("News from the Assassin Guild?");
			mes "[Assassin]";
			mes "Hm. You must not have";
			mes "heard it, then. If you want";
			mes "to know more about it, you";
			mes "should speak to Killtin, who";
			mes "is right next to me. He will";
			mes "explain everything clearly.";
			close;
		}
		mes "[Assassin]";
		mes "Hm. Do you know any";
		mes "Assassins? Tell them";
		mes "to come here if they";
		mes "haven't already.";
		close;
	}
}

in_sphinx2,259,213,0	script	Old Coffin#qsk_as	FAKE_NPC,7,8,{
OnTouch:
	if (ASSN_SK == 2) {
		mes "^3355FFIt's an ancient coffin";
		mes "with a broken lid that";
		mes "is slightly ajar. You";
		mes "momentarily catch a glint";
		mes "of something shining inside.^000000";
		specialeffect EF_CONE;
		next;
		while(1) {
			switch(select("Put your hand inside", "Inspect the coffin's opening", "Lift the lid", "Turn the coffin upside down", "Ignore it")) {
			case 1:
				mes "^3355FFYou carefully put your";
				mes "hand inside the coffin";
				mes "and try to retrieve the";
				mes "shining object that";
				mes "you had glimpsed.";
				mes "...............................^000000";
				next;
				mes "^3355FFSomething inside";
				mes "the coffin bit your";
				mes "hand really hard!^000000";
				sc_start SC_POISON,30000,0;
				sc_start SC_BLOODING,10000,0;
				emotion e_omg,1;
				close;
			case 2:
				mes "^3355FFYou try to peek";
				mes "inside the coffin";
				mes "through the gap";
				mes "between the coffin's";
				mes "edge and the lid.";
				mes "...............................^000000";
				next;
				mes "^3355FFYou're barely able to";
				mes "perceive that something";
				mes "is squirming inside the";
				mes "coffin, but it's far too dark";
				mes "to see anything else.^000000";
				sc_start SC_BLIND,30000,0;
				next;
				break;
			case 3:
				mes "^3355FFYou don't have the";
				mes "strength to move";
				mes "something as heavy";
				mes "as this coffin's lid...^000000";
				sc_start SC_CURSE,30000,0;
				next;
				break;
			case 4:
				mes "^3355FFYou don't have the";
				mes "strength to turn this";
				mes "coffin upside down.^000000";
				next;
				break;
			case 5:
				close;
			}
		}
	}
}

in_sphinx2,212,267,0	script	Old Coffin#qsk_as2	FAKE_NPC,5,6,{
OnTouch:
	if (ASSN_SK == 2) {
		mes "^3355FFIt's an ancient coffin";
		mes "with a broken lid that";
		mes "is slightly ajar. You";
		mes "momentarily catch a glint";
		mes "of something shining inside.^000000";
		specialeffect EF_CONE;
		next;
		while(1) {
			switch(select("Put your hand inside", "Inspect the coffin's opening", "Lift the lid", "Turn the coffin upside down", "Ignore it")) {
			case 1:
				mes "^3355FFYou carefully put your";
				mes "hand inside the coffin";
				mes "and try to retrieve the";
				mes "shining object that";
				mes "you had glimpsed.";
				mes "...............................^000000";
				next;
				if (rand(1,3) != 3) {
					mes "^3355FFYou carefully put your";
					mes "hand inside the coffin";
					mes "and try to retrieve the";
					mes "shining object that";
					mes "you had glimpsed.";
					mes "...............................^000000";
					next;
					mes "^3355FFSomething inside";
					mes "the coffin bit your";
					mes "hand really hard!^000000";
					sc_start SC_POISON,30000,0;
					sc_start SC_BLOODING,10000,0;
					emotion e_omg,1;
					close;
				}
				else {
					mes "^3355FFYour fingers manage";
					mes "to find a solid object";
					mes "that you pull out of the";
					mes "coffin. You have obtained";
					mes "a Sapphire for Esmille.^000000";
					ASSN_SK = 5;
					getitem Blue_Jewel,1;
					close;
				}
			case 2:
				mes "^3355FFYou try to peek";
				mes "inside the coffin";
				mes "through the gap";
				mes "between the coffin's";
				mes "edge and the lid.";
				mes "...............................^000000";
				next;
				mes "^3355FFYou're barely able to";
				mes "perceive that something";
				mes "is squirming inside the";
				mes "coffin, but it's far too dark";
				mes "to see anything else.^000000";
				sc_start SC_BLIND,30000,0;
				next;
				break;
			case 3:
				mes "^3355FFYou don't have the";
				mes "strength to move";
				mes "something as heavy";
				mes "as this coffin's lid...^000000";
				sc_start SC_CURSE,30000,0;
				next;
				break;
			case 4:
				mes "^3355FFYou don't have the";
				mes "strength to turn this";
				mes "coffin upside down.^000000";
				next;
				break;
			case 5:
				close;
			}
		}
	}
}

in_sphinx2,13,163,0	script	Stone Statue#qsk_as	FAKE_NPC,7,7,{
OnTouch:
	if (ASSN_SK == 3) {
		specialeffect EF_CONE;
		mes "^3355FFThis ancient stone statue";
		mes "is covered with cracks and";
		mes "looks close to falling apart.";
		mes "The glimmer of a shining object";
		mes "peers out from beneath one of";
		mes "the feet. The ground appears";
		mes "soft enough to dig through...^000000";
		specialeffect EF_CONE;
		next;
		if (select("Dig to retrieve the shining object", "Ignore it") == 1) {
			mes "^3355FFAs your fingers dig into";
			mes "the soft ground, it emits^000000";
			if (rand(1,3) != 3){
				mes "^3355FFa yellow gas that clouds";
				mes "your senses and briefly";
				mes "knocks you unconscious.^000000";
				sc_start SC_SLEEP,30000,0;
				close;
			}
			mes "^3355FFa yellow gas. However, you";
			mes "hold your breath in and expel";
			mes "all gas in your lungs in time";
			mes "to escape its effects. You've";
			mes "retrieved a Ruby for Esmille.^000000";
			ASSN_SK = 5;
			getitem Cardinal_Jewel,1;
		}
		close;
	}
}

in_sphinx2,13,146,0	script	Stone Statue#qsk_as2	FAKE_NPC,7,7,{
OnTouch:
	if (ASSN_SK == 3) {
		specialeffect EF_CONE;
		mes "^3355FFThis ancient stone statue";
		mes "is covered with cracks and";
		mes "looks close to falling apart.";
		mes "The glimmer of a shining object";
		mes "peers out from beneath one of";
		mes "the feet. The ground appears";
		mes "soft enough to dig through...^000000";
		specialeffect EF_CONE;
		next;
		if (select("Dig to retrieve the shining object", "Ignore it") == 1) {
			mes "^3355FFAs your fingers dig into";
			mes "the soft ground, it emits^000000";
			if (rand(1,3) != 3) {
				mes "^3355FFa yellow gas that clouds";
				mes "your senses and briefly";
				mes "knocks you unconscious.^000000";
				sc_start SC_SLEEP,30000,0;
				close;
			}
			mes "^3355FFa yellow gas. However, you";
			mes "hold your breath in and expel";
			mes "all gas in your lungs in time";
			mes "to escape its effects. Sadly,";
			mes "all you found was broken glass.^000000";
			emotion e_omg,1;
		}
		close;
	}
}

// FIXME[Haru]: Why do we have a Korean name here? Can anyone translate it?
//      Google translate says ¡¡ (jingjing) = Whining, but it doesn't make much sense to me.
moc_pryd04,85,96,0	script	¡¡#crypt	FAKE_NPC,3,3,{
OnTouch:
	if (ASSN_SK == 4) {
		specialeffect EF_CONE;
		mes "^3355FFThere's something";
		mes "glimmering beneath";
		mes "the surface of the water...^000000";
		next;
		if (select("Pick it up", "Ignore it") == 1) {
			mes "^3355FFAs soon as you dip your";
			mes "hand into the water, the";
			mes "water's freezing chill shoots";
			mes "up through your arm. You ";
			mes "better hurry before you freeze!^000000";
			next;
			if (rand(1,3) != 3) {
				mes "^3355FFIt's too late!";
				mes "Your body has just";
				mes "been frozen solid.^000000";
				sc_start SC_FREEZE,10000,0;
				close;
			}
			mes "^3355FFYou quickly pick up";
			mes "the glimmering object";
			mes "before the water can";
			mes "freeze you. You obtained";
			mes "an Aquamarine for Esmille.^000000";
			ASSN_SK = 5;
			getitem Skyblue_Jewel,1;
		}
		close;
	}
}