//===== rAthena Script =======================================
//= Arch Bishop Job change Quest
//===== By: ==================================================
//= L0ne_W0lf
//= Credits: Gepard
//===== Current Version: =====================================
//= 1.5
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= [Translated from the Official]
//= Job change Quest from Priest / High Priest -> Arch Bishop.
//===== Additional Comments: =================================
//= 1.0 First version.
//= 1.1 Fixed class checks for arch bishops.
//= 1.2 Fixed Job tags typos.
//= 1.3 Made some NPC's into duplicates and fixed some && / || checks. [Masao]
//= 1.4 Fixed Job_Archbishop/Job_Archbishop_T typos. [Euphy]
//= 1.5 Redone the whole Script. [Masao]
//============================================================
prt_church,103,88,3 script Praying Minister#arch 60,{
if ((Class != Job_Priest) && (Class != Job_High_Priest) && (Class != Job_Baby_Priest)) {
if (Class == Job_Arch_Bishop || Class == Job_Arch_Bishop_T || Class == Job_Baby_Bishop) {
mes "[Praying Minister]";
mes "Ah! An Archbishop.";
mes "You have reached the state of light.";
mes "I hope you give happiness and honor to people during your adventures.";
close;
}
mes "[Praying Minister]";
mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
next;
mes "[Praying Minister]";
mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
next;
mes "[Praying Minister]";
mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world.";
next;
mes "[Praying Minister]";
mes "If you see any of these ministers, can you ask to them to go to the church in prontera?";
next;
mes "[Praying Minister]";
mes "They give out a special aura so you can easily recognize them.";
mes "I'm going to make them ministers worthy of serving Odin.";
close;
}
if ((BaseLevel == 99) && (JobLevel > 49)) {
if (job_arch == 0) {
if (SkillPoint) {
mes "You can't change jobs without using all your skill points. Please use all of your skill points before applying to change jobs~";
close;
}
mes "[Praying Minister]";
mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
next;
mes "[Praying Minister]";
mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
next;
if (Sex == 1) {
mes "[Praying Minister]";
mes "Brother, how has your life been?";
}
else {
mes "[Praying Minister]";
mes "Sister, how has your life been?";
}
mes "Have you lived it to it's fullest?";
mes "Have you served your life in the light of Odin?";
next;
mes "[Praying Minister]";
mes "We are ministers and our behavior is seen as acts of the Gods.";
mes "We should always be mindful of this.";
next;
mes "[Praying Minister]";
mes "We should always tell the truth.";
mes "We should not fall prey to lies and deceit.";
next;
if (Sex == 1) {
mes "[Praying Minister]";
mes "Brother...";
}
else {
mes "[Praying Minister]";
mes "Sister...";
}
mes "Even though we serve Odin, we are normal people.";
mes "We can be degraded in spite of ourselves and we must realize that.";
next;
mes "[Praying Minister]";
mes "We always try to keep our original intention in mind and spread Odin's rule.";
next;
menu "How do I become like that?",-;
mes "[Praying Minister]";
mes "That's a good question.";
mes "We have lots of methods.";
mes "But, I recommend this.";
next;
mes "[Praying Minister]";
mes "Have you ever heard of a";
mes "^3131FFHoly Pilgrimage^000000?";
mes "A Holy Pilgrimage means going to a holy place to pray to the God Odin for protection and grace.";
next;
mes "[Praying Minister]";
mes "When you pray to Odin in the holy place, you will feel that you are born again.";
next;
mes "[Praying Minister]";
mes "What do you think?";
mes "Would you like to do a Holy Pilgrimage?";
next;
switch (select("Yes I want to.:I'll think about it.")) {
case 1:
mes "[Praying Minister]";
mes "That's the correct attitude.";
mes "A person who lives in one's mundane life would better have a new mind and body and evolve to the way of a true minister of Odin.";
next;
mes "[Praying Minister]";
mes "There is a small village named Umbala far from here.";
mes "That village is a where a tribe lives in harmony with nature.";
next;
mes "[Praying Minister]";
mes "Go there and find Priest Dayan.";
mes "Tell him exactly, ''^3131FFI'm here for the Holy Pilgrimage^000000.''";
next;
mes "[Praying Minister]";
mes "He's very old so he is hard of hearing.";
mes "You have to speak loud and clearly. You got it?";
mes "I hope that this paves the way for you to live in the light of Odin......";
set job_arch,1;
setquest 2187;
close;
case 2:
mes "[Praying Minister]";
mes "A Holy Pilgrimage isn't that difficult.";
mes "Just be mindful that once you start the path you will be on your way to the way of a true minister of Odin.";
next;
mes "[Praying Minister]";
mes "Feel free to visit me if you change your mind.";
mes "I'll always be here for you.";
close;
}
}
mes "[Praying Minister]";
mes "How's it going?";
mes "Did you meet Priest Dayan in Umbala?";
close;
}
mes "[Praying Minister]";
mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
next;
mes "[Praying Minister]";
mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
next;
mes "[Praying Minister]";
mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world.";
next;
mes "[Praying Minister]";
mes "If you see any of these ministers, can you ask to them to go to the church in prontera?";
next;
mes "[Praying Minister]";
mes "They give out a special aura so you can easily recognize them.";
mes "I'm going to make them ministers worthy of serving Odin.";
close;
}
umbala,137,227,5 script Utan Boy#arch 787,{
mes "[Utan Boy]";
mes "........";
close;
}
umbala,139,227,3 script Priest#arch 60,{
if (job_arch < 1) {
mes "[Priest]";
mes "Un...ba... Unba?";
close;
}
if (job_arch == 1) {
mes "[Priest]";
mes "Un...ba... Umba?";
next;
mes "[Utan Boy]";
mes "...............";
next;
mes "[Priest]";
mes "Is that... right?";
mes "Hmm... so...";
mes "Um...ma? Umau...ma?";
emotion e_swt;
next;
mes "[Utan Boy]";
mes "...............";
next;
mes "[Priest]";
mes "Huuuuuu......";
mes "Oh, dear . I feel heavy.";
mes "hohohoho.";
next;
mes "- mumbling~ -";
next;
mes "[Priest]";
mes "hahahahaha.";
mes "huhuhuhu. humhum.";
next;
mes "[" + strcharinfo(0) + "]";
mes "Hello. are you... Priest Dayan?";
next;
mes "[Priest]";
mes "Huh?";
next;
mes "He turns his head towards you.";
next;
mes "[" + strcharinfo(0) + "]";
mes "Aren't you Priest Dayan?";
next;
mes "[Priest]";
mes "muttering...";
next;
mes "[" + strcharinfo(0) + "]";
mes "Priest! Da~yan! Right!?";
next;
mes "[Priest Dayan]";
mes "Ah~, yes.";
mes "Yes, I am.";
if (Sex == 1) {
mes "I'm Dayan. Nice to meet you Brother.";
}
else {
mes "I'm Dayan. Nice to meet you Sister.";
}
next;
mes "The old priest gives you an ear to ear grin. ";
next;
mes "[Priest Dayan]";
mes "I forgot to wear my hearing aid. hehe.";
mes "Anyway, why have you come here?";
next;
mes "[" + strcharinfo(0) + "]";
mes "Hmm, I wanted to tell you...";
next;
input .@inputstr$;
mes "[" + strcharinfo(0) + "]";
mes "" + .@inputstr$ + "";
next;
if (.@inputstr$ != "I'm here for the Holy Pilgrimage") {
mes "Priest Dayan doesn't seem to understand you. He just stares at you and smiles.";
next;
mes "[Priest]";
mes "Eh? Say what?";
close;
}
mes "[Priest Dayan]";
mes "..............?";
next;
mes "He cups his ears towards you.";
next;
mes "[" + strcharinfo(0) + "]";
mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
next;
mes "[Priest Dayan]";
mes "Eh... are you?";
mes "A pilgrimage to the Holy Land...";
mes "It has been a long time since I've seen such a devout minister.";
if (Sex == 1) {
mes "Welcome. Brother.";
next;
}
else {
mes "Welcome. Sister.";
next;
}
mes "The old priest gives you a gracious smile.";
next;
mes "[Priest Dayan]";
mes "See this village with the huge forest surrounding it.";
mes "Can you see a giant tree?";
next;
mes "[Priest Dayan]";
mes "That big tree is called The ^3131FFYggdrasil^000000.";
mes "That tree was created from Ymir's body after Odin created the world as you know it, Rune Midgard.";
next;
mes "[Priest Dayan]";
mes "A fountain pours out from the end of Yggdrasil's roots that spread to every world.";
next;
mes "[Priest Dayan]";
mes "The roots head to Nifflheim where you can find Hvergelmir spring.";
mes "In Rune Midgard there is Mimir's spring. And in Asgard, the world of the Gods, there is the Word spring.";
next;
mes "[Priest Dayan]";
mes "Mimir spring wells with intelligence, myth says that if Odin lets you have his eye that you will gain all of the knowledge within that spring.";
next;
mes "[Priest Dayan]";
if (Sex == 1) {
mes "Brother.";
}
else {
mes "Sister.";
}
mes "Through the Holy Pilgrimage, we can make ourselves pious by cleansing our bodies and souls.";
next;
mes "[Priest Dayan]";
mes "Enter the Yggdrasil.";
mes "You may be assaulted by creatures in there but be mindful that their intentions are only to protect the Yggdrasil.";
next;
mes "[Priest Dayan]";
mes "Follow your steps with purpose.";
mes "If Odin doesn't abandon you, you can reach the beginning of the world at the stem of the Yggdrasil.";
mes "When you arrive there, find a quiet place.";
next;
mes "[Priest Dayan]";
mes "Pray for a life of faith and expiate your sins with a pious mind.";
next;
mes "[Priest Dayan]";
mes "Admire Odin's omniscience and omnipotence and pray for a wisdom to choose the right path.";
mes "^3131FFFeel free to ask me about how to pray^000000.";
next;
mes "[Priest Dayan]";
mes "Lets see, go to the place of the most famous creature from Odin.";
next;
mes "[Priest Dayan]";
mes "After making your pilgrimage, let's have a drink together and talk about your experience.";
next;
mes "- Priest Dayan smiles again. -";
set job_arch,2;
changequest 2187,2188;
close;
}
if (job_arch == 2) {
mes "[Priest Dayan]";
mes "This place is the holiest place in the world, Yggdrasil.";
mes "This holy ceremony will brighten your soul.";
next;
switch (select("How should I pray?:Cancel.")) {
case 1:
mes "[Priest Dayan]";
mes "Through prayer, we can follow four paths.";
mes "Remember what I say to you now.";
next;
mes "[Priest Dayan]";
mes "The 1st way is the ^3131FFway of meditation^000000.";
mes "In the way of meditation, we have to be ready to greet Odin with a clear conscience.";
next;
mes "[Priest Dayan]";
mes "Meditation starts with a ^3131FFBlessing^000000 which calms your mind down.";
next;
mes "[Priest Dayan]";
mes "The 2nd is the ^3131FFway of agony^000000.";
mes "Through the way of agony, we reflect on ourselves with confession about our retribution for the deeds of a former life.";
next;
mes "[Priest Dayan]";
mes "Don't be afraid of pain. That is a necessity and will be a first step to enter a way to liquidate past wounds.";
next;
mes "[Priest Dayan]";
mes "The 3rd way is the ^3131FFway of joy^000000.";
mes "As you rid yourself of pain, your mind will suffer less and you will experience the joy of life as you help and console others.";
next;
mes "[Priest Dayan]";
mes "They will bless you because you are an existence of joy overcoming an affliction. We call that ^3131FFAspersio^000000.";
mes "You must drink a ^3131FFHoly Water^000000 with appreciation of Aspersio.";
next;
mes "[Priest Dayan]";
mes "The last way is the ^3131FFway of light^000000.";
mes "You are free from all sin because you were blessed from all creation.";
next;
mes "[Priest Dayan]";
mes "You were reborn as light, sing a ^3131FFGloria^000000 of joy and soul that loves you.";
next;
mes "[Priest Dayan]";
mes "After finishing all of these prayers, just stand up with a pious mind.";
mes "If your prayer is truthful, Odin will lend you his wisdom.";
next;
mes "[Priest Dayan]";
mes "Are you ready?";
mes "Okay, it's time to leave and exculpate yourself.";
mes "If your prayer is finished, let's talk.";
close;
case 2:
mes "[Priest Dayan]";
mes "I hope that my prayer can weaken your agony...";
close;
}
}
if (job_arch == 3) {
mes "[Priest Dayan]";
mes "Oh, you've come back.";
mes "I can feel that you have a fresh energy. Maybe you did pray truthfully.";
next;
mes "[" + strcharinfo(0) + "]";
mes "I feel light-hearted. Like I was just reborn...";
next;
mes "[Priest Dayan]";
mes "Your faith gives you confidence and courage.";
mes "A smile from a peaceful mind will easily rid people of their wariness.";
mes "Please, inspire people with love and energy.";
next;
mes "[" + strcharinfo(0) + "]";
mes "Thanks for your kind words.";
next;
mes "[Priest Dayan]";
if (Sex == 1) {
mes "Brother.";
}
else {
mes "Sister.";
}
mes "Now, there is a place you should go to.";
next;
mes "[Priest Dayan]";
mes "That place is Hugel in Schwaltzvalt.";
mes "There is a Nun praying there named Vinue, she is a true minister who prays for the suffering people in the world.";
mes "But the last time I saw her she seemed sad.";
next;
mes "[Priest Dayan]";
mes "Can you convince her to make a pilgrimage to Yggdrasil?";
mes "I think she is exhausted due to praying too much. I hope the air of Yggdrasil will be helpful to her.";
next;
mes "[" + strcharinfo(0) + "]";
mes "Don't worry.";
mes "I'll go and meet her.";
next;
mes "[Priest Dayan]";
if (Sex == 1) {
mes "Feel free to visit here when you want to pray, brother.";
}
else {
mes "Feel free to visit here when you want to pray, sister.";
}
mes "A visit from a friend always makes me happy.";
set job_arch,4;
changequest 2188,2189;
close;
}
mes "[Dayan]";
mes "Did you find Vinue in Hugel?";
close;
}
yggdrasil01,220,47,0 script #A pilgrimage to the Ho 139,5,5,{
OnTouch:
if (job_arch == 2) {
mes "[" + strcharinfo(0) + "]";
mes "Is it the spring of Hvergelmir.";
mes "This place is a very vivid and peaceful place.";
mes "It's proper to pray.";
next;
mes "[" + strcharinfo(0) + "]";
mes "Time to genuflect...";
mes "Hmm, what did that priest say to me?";
next;
mes "[" + strcharinfo(0) + "]";
mes "Hmm... What is the first way?";
next;
switch (select("The way of silence.:The way of confession.:The way of meditation.")) {
case 1:
mes "[" + strcharinfo(0) + "]";
mes "";
mes "I don't think so.";
close;
case 2:
mes "[" + strcharinfo(0) + "]";
mes "The way of confession...?";
mes "I don't think so.";
close;
case 3:
mes "[" + strcharinfo(0) + "]";
mes "The way of meditation...?";
mes "Yes, it's the way of meditation.";
next;
break;
}
mes "^3131FF[Priest Dayan]^000000";
mes "^3131FFThe 1st way is the way of meditation.^000000";
mes "^3131FFIn the way of meditation, we have to be ready to greet Odin with a clear conscience.^000000";
next;
mes "^3131FF[Priest Dayan]^000000";
mes "^3131FFMeditation starts with a Blessing which calms your mind down.^000000";
next;
mes "- You close your eyes slowly and take a deep breath. -";
next;
mes "- * BLESSING! * -";
specialeffect2 EF_BLESSING;
next;
mes "Your mind is refreshed with the blessing effect.";
mes "You continue to meditate trying to rid your mind of any ill feelings.";
next;
mes "^3131FF[Priest Dayan]^000000";
mes "^3131FFThe 2nd is the way of agony^000000.";
mes "^3131FFThrough the way of agony, we reflect on ourselves with confession about our retribution for the deeds of a former life.^000000";
next;
mes "^3131FF[Priest Dayan]^000000";
mes "^3131FFDon't be afraid of pain. That is a necessity and will be a first step to enter a way to liquidate past wounds.^000000";
next;
mes "[" + strcharinfo(0) + "]";
mes "Pain... What kind of faults have I had?";
input .@inputstr$;
next;
mes "[" + strcharinfo(0) + "]";
mes "I confess my guilt to the Almighty God Odin.";
next;
mes "[" + strcharinfo(0) + "]";
mes "^3131FF" + .@inputstr$ + ".^000000";
next;
mes "[" + strcharinfo(0) + "]";
mes "Oh benevolent Odin, Take mercy on me and pity me because I'm remiss in the discharge of my duties as a minister.";
mes "Please, lead the way and save a foolish minister with your wisdom.";
next;
mes "You ruminate about your confession and are lost in thought again.";
next;
mes ".............................";
next;
mes ".............................";
mes ".........................";
next;
mes ".............................";
mes ".........................";
mes ".....................";
next;
mes "^3131FF[Priest Dayan]^000000";
mes "^3131FFThe 3rd way is the way of joy.^000000";
mes "^3131FFAs you rid yourself of pain, your mind will suffer less and you will experience the joy of life as you help and console others.^000000";
next;
mes "^3131FF[Priest Dayan]^000000";
mes "^3131FFAnd also they will bless you because you are an existence of joy overcoming an affliction. We call that Aspersio^000000.";
mes "^3131FFYou must drink a Holy Water with appreciation of Aspersio.^000000";
next;
if (countitem(523) == 0) {
mes "[" + strcharinfo(0) + "]";
mes "Oh no! I forgot to bring a Holy Water!";
close;
}
mes "- You bow respectfully holding up a Holy Water and put the glass to your lips. -";
next;
mes "- * ASPERSIO ! * -";
specialeffect2 EF_ASPERSIO;
next;
specialeffect2 EF_RECOVERY;
mes ".............................";
next;
mes ".............................";
mes ".........................";
next;
mes ".............................";
mes ".........................";
mes ".....................";
next;
mes "^3131FF[Priest Dayan]^000000";
mes "^3131FFThe last way is a way of light^000000.^000000.";
mes "^3131FFYou are free from all sin because you were blessed from all creation.^000000";
next;
mes "^3131FF[Priest Dayan]^000000";
mes "^3131FFYou were reborn as light, sing a Gloria of joy and soul that love you.^000000";
next;
mes "- You breath in deep and start to sing a Gloria.";
mes "A chord crashs out in the spring of Hvergelmir and a waterfall sound gives you a refreshing feeling. -";
specialeffect2 EF_GLORIA;
next;
mes "[" + strcharinfo(0) + "]";
mes "~Descendants of Heimdal gather under the Ash tree Yggdrasil.~";
mes "~The Curdan bird which sits on a branch brings me the wisdom of whole world.~";
next;
mes "[" + strcharinfo(0) + "]";
mes "~The Curdan wolf protects me from all threats in the world.~";
specialeffect2 EF_GLORIA;
next;
mes "[" + strcharinfo(0) + "]";
mes "~The host of ballascalf, rise up from your seat. The whole world shouts for joy.~";
mes "~The father of light, the poet of wisdom, sing for me.~";
next;
mes "[" + strcharinfo(0) + "]";
mes "~The host of a glittering glass, give me a holy prediction.~";
specialeffect2 EF_GLORIA;
next;
mes "- After you finish the song, you feel light and strong with abundant devotion. -";
specialeffect2 EF_BLESSING;
specialeffect2 EF_RESURRECTION;
next;
mes "[" + strcharinfo(0) + "]";
mes "That was refreshing.";
mes "I guess I should go back to Priest Dayan.";
set job_arch,3;
close2;
warp "umbala",138,219;
end;
}
if (job_arch == 3) {
mes "[" + strcharinfo(0) + "]";
mes "The song is over. It's time to go back to Priest Dayan.";
close2;
warp "umbala",138,219;
end;
}
end;
}
hu_in01,205,204,7 script Praying Nun#benew 79,{
if (job_arch == 4) {
mes "- There is a nun closing her eyes as she murmurs something which sounds like a prayer. -";
next;
switch (select("Talk to her.:Stay Quiet.")) {
case 1:
break;
case 2:
mes "- You don't feel like disturbing her -";
close;
}
mes "[" + strcharinfo(0) + "]";
mes "Umm, hello sister?";
next;
mes "[Vinue]";
mes "Ah, Welcome.";
mes "It's not time to have a service yet...";
if (Sex == 1) {
mes "Are you here to pray, brother?";
}
else {
mes "Are you here to pray, sister?";
}
next;
mes "[" + strcharinfo(0) + "]";
mes "I came here to say hello from Priest Dayan from Prontera.";
next;
mes "[Vinue]";
mes "Ah, Priest Dayan.";
mes "Is he good?";
mes "He is so cute even though he's old.";
next;
mes "[" + strcharinfo(0) + "]";
mes "He told me that he was worried because when he saw you last time, you seemed sad.";
mes "He asks you to go on a Holy Pilgrimage.";
next;
mes "[" + strcharinfo(0) + "]";
mes "Umbala has the vital power of nature!";
next;
mes "[Vinue]";
mes "Ah...";
if (Sex == 1) {
mes "He's very kind. As are you brother.";
}
else {
mes "He's very kind. As are you sister.";
}
next;
mes "[Vinue]";
mes "But don't worry.";
mes "I'm just a little tired because of a bad dream.";
next;
mes "[Vinue]";
mes "Evil is always watching for our souls.";
mes "If you are indifferent to praying, it never misses an opportunity.";
next;
switch (select("A dream? What kind of dream?:Your soul should be fine.")) {
case 1:
break;
case 2:
mes "[Vinue]";
mes "Oh but that's where you're wrong.";
mes "My soul may be the most at risk.";
mes "Thank you for delivering the message.";
mes "I'll go back to my prayers.";
close;
}
mes "[Vinue]";
mes "That is...";
mes "Actually I started to have a bad dream from the date I was appointed.";
next;
mes "[Vinue]";
mes "At first, it was a dream that Valkyrie was sad and in darkness.";
next;
mes "[" + strcharinfo(0) + "]";
mes "Valkyrie?";
next;
mes "[Vinue]";
mes "Yeah...";
mes "She was crying in a pitch-black room.";
mes "Hanging down like a bird that had its wings cut.";
next;
mes "[Vinue]";
mes "But, as time went by, the dream became scarier. Now Valkyrie is arrested with chains and then finally she is dashed to pieces.";
next;
mes "[Vinue]";
mes "What a cruel performance! I suddenly can't breathe properly and then I wake up.";
next;
mes "[" + strcharinfo(0) + "]";
mes "To have to see the death of Valkyrie, must be a tormenting dream.";
next;
mes "[Vinue]";
mes "Is it just a nightmare?";
mes "Or do you think it is an omen?";
next;
mes "[Vinue]";
mes "I've been wanting to pray at Odin's shrine to make the dream go away. But that shrine became a den of evil a long time ago.";
next;
mes "[" + strcharinfo(0) + "]";
mes "The shrine?";
mes "Nobody tried to subdue the evil?";
next;
mes "[Vinue]";
mes "Unfortunely, I'm a nun who doesn't have any exorcism skill...";
mes "Residents of Hugel just stood aghast of the sight because they are not familiar with adventure.";
next;
mes "[Vinue]";
mes "Thesedays, there are a lot of people because of the development of the Odin shrine, but their situation is not so good.";
next;
mes "[" + strcharinfo(0) + "]";
mes "Is the dream related with the evil in the Odin shrine?";
next;
mes "[Vinue]";
mes "Hum... well.";
mes "I don't have any way to find out.";
mes "I don't have a method, so I just pray.";
next;
switch (select("I'll investgate for you.:I'll pray with you.")) {
case 1:
break;
case 2:
mes "[Vinue]";
mes "Thank you.";
mes "I'll pray that the darkness stays away.";
mes "I hope you have a good time with the festival here in Hugel.";
close;
}
mes "[Vinue]";
mes "Yeah?";
mes "But, it'll be scary inside!";
mes "There are lots of devils inside!";
next;
mes "[" + strcharinfo(0) + "]";
mes "But I can't pretend to ignore a Sister who is in trouble?";
mes "I'm a minister who copes with lots of asceticism!";
mes "Entrust me.";
next;
mes "[Vinue]";
mes "Ah... I'm so worried....";
mes "I'll never forget your warm heart.";
next;
mes "[" + strcharinfo(0) + "]";
mes "How do I get to Odin shrine?";
next;
mes "[Vinue]";
mes "There is a ferry on the right side of the church.";
next;
mes "[" + strcharinfo(0) + "]";
mes "Ok, wait for good news!";
next;
mes "[Vinue]";
mes "I'll pray for your safe return.";
mes "I hope that Odin gives you his protection as well.";
set job_arch, 5;
changequest 2189,2190;
close;
}
if ((job_arch > 4) && (job_arch < 100)) {
mes "[Vinue]";
mes "I'll pray for your safe return.";
close;
}
mes "[Vinue]";
mes "I feel refreshed.";
mes "It must be good news?";
mes "Thanks the Gods.";
close;
}
odin_tem02,282,263,0 script #find_val 139,3,3,{
OnTouch:
if ((job_arch > 4) && (job_arch < 100)) {
hideoffnpc "Valkyrie Illusion#arch";
}
end;
}
odin_tem02,281,275,3 script Valkyrie Illusion#arch 403,{
if ((job_arch > 4) && (job_arch < 100)) {
mes "You can see Valkyrie who has a despairing face.";
next;
switch (select("Touch Valkyrie's Illusion.:Turn away.")) {
case 1:
mes "You lose your consciousness while getting a closer view of Valkyrie's Illusion.";
close2;
specialeffect2 EF_CLOAKING;
warp "job3_arch01",29,29;
hideonnpc "Valkyrie Illusion#arch";
end;
case 2:
mes "Out of fear, you turn away from Valkyrie's illusion.";
close2;
hideonnpc "Valkyrie Illusion#arch";
end;
}
}
end;
OnInit:
hideonnpc "Valkyrie Illusion#arch";
end;
}
job3_arch01,29,34,3 script Valkyrie#arch 403,{
if(checkweight(1201,2) == 1){
//Custom translation
mes "- bags must be emptied before they can proceed. -";
close;
}
if ((BaseLevel != 99) && (JobLevel < 50)) {
warp "odin_tem02",282,263;
end;
}
if (getmercinfo(1)) {
mes "[Valkyrie]";
mes "If you want to talk with me, you have to ^3131FFcancel all contracts^000000 with any mercenaries you have.";
close;
}
if (SkillPoint) {
mes "You can't progress without using all your skill points. Please use all of your skill points before progressing~";
close;
}
if (checkweight(1201,4) == 0) {
mes "- Wait a moment! -";
mes "- Currently you are carrying -";
mes "- too many items with you. -";
mes "- Please come back after -";
mes "- you put some items into Kafra Storage. -";
close;
}
if ((MaxWeight - Weight) < 2000) {
mes "- Wait a moment! -";
mes "- Currently you are carrying -";
mes "- too many items with you. -";
mes "- Please come back after -";
mes "- you put some items into Kafra Storage. -";
close;
}
if ((Class != Job_Priest) && (Class != Job_High_Priest) && (Class == Job_Baby_Priest)) {
warp "odin_tem02",282,263;
}
if (Class != Job_Arch_Bishop || Class != Job_Arch_Bishop_T || Class == Job_Baby_Bishop) {
if (job_arch < 5) {
warp "odin_tem02",282,263;
}
if (job_arch == 5) {
mes "[Valkyrie]";
mes "In the heavens the sound of pipes spread out, but a bird that can't fly crawls and finally is crushed to pieces on the ground.";
mes "Ah, I'm resentful! so regretful!";
next;
mes "- Valkyrie holds its face, then she finds you and stares with a threatening face. -";
next;
mes "[Valkyrie]";
mes "You are a descendant of Heimdal living in pain as a mortal, why are you in here?";
mes "Are you here to ridicule my grim fate?";
next;
mes "[" + strcharinfo(0) + "]";
mes "No way!";
mes "But it's true that I'm here for you.";
next;
mes "[Valkyrie Anguhilde]";
mes "...me?";
mes "Of course I'm staying in Midgard, but we are under the yoke of fate that can't coexist in this world.";
next;
mes "[Valkyrie Anguhilde]";
mes "I see, is your goal to enter Valhalla?";
mes "If you do, it's the wrong place for you.";
next;
mes "[Valkyrie Anguhilde]";
mes "I was already expelled from Asgard.";
mes "My duty is protecting this small island from humans trying to take it from the Gods and even I don't have any energy to do so.";
next;
mes "[" + strcharinfo(0) + "]";
mes "It's not that kind of problem.";
mes "But someone who perceives your painful situation has sent me here.";
next;
mes "[Valkyrie Anguhilde]";
mes "Haha! You are going to help me?!";
next;
mes "[Valkyrie Anguhilde]";
mes "...................";
next;
mes "- Valkyrie gives you a fierce scowl. -";
next;
mes "[Valkyrie Anguhilde]";
mes "In fact, I can't do anything with my body now.";
next;
mes "[Valkyrie Anguhilde]";
mes "Human, answer me. Are you here to sincerely help me?";
next;
switch (select("Yes:No")) {
case 1:
break;
case 2:
mes "[Valkyrie Anguhilde]";
mes "I knew that I couldn't trust a human!";
close2;
warp "odin_tem02",282,263;
end;
}
mes "[Valkyrie Anguhilde]";
mes "Ok...";
mes "I don't have any energy to hold my own, so I have no choice but to trust you.";
next;
mes "[Valkyrie Anguhilde]";
mes "I was a normal Valkyrie that lead soldiers to Valhalla according to the order of Odin.";
next;
mes "[Valkyrie Anguhilde]";
mes "But I harmed Freki, one of Odin's wolves, and I was expelled form Asgard without any energy as a Valkyrie with orders to protect this island.";
next;
mes "[Valkyrie Anguhilde]";
mes "I was disgraced, this island is important as a temple for Odin and the various Gods.";
mes "I tried to do my best to protect this holy place.";
next;
mes "[Valkyrie Anguhilde]";
mes "But one day, the devil started to gain influence on this island.";
mes "I don't know why they came here and from where they came from.";
next;
mes "[Valkyrie Anguhilde]";
mes "They seiged the temple and I exhausted my energy tring to fight them all myself.";
next;
mes "[Valkyrie Anguhilde]";
mes "The holy shrine was tainted by the devils.";
mes "How long do I have to be under this dishonorable fate!";
next;
mes "[Valkyrie Anguhilde]";
mes "Mortal one, what is your name?";
next;
mes "[" + strcharinfo(0) + "]";
mes "My name is " + strcharinfo(0) + ".";
next;
mes "[Valkyrie Anguhilde]";
mes "" + strcharinfo(0) + ",";
mes "You told me that you want to help me, right? Even though it disgraces me, I am asking for your help.";
next;
mes "[Valkyrie Anguhilde]";
mes "This place may look like it was made my humans. Actually, it's a very important monument and also a part of the God's history.";
next;
mes "[Valkyrie Anguhilde]";
mes "I've lost all of my energy and my body is sealed so there is no way for me to protect the shrine.";
mes "You have to send a message to Valhalla to ask for help from a Valkyrie quickly.";
next;
menu "How can I do that?",-;
mes "[Valkyrie Anguhilde]";
mes "At the ^3131FFtop of the shrine^000000, You can contact to them with a ^3131FFGolden pipe^000000.";
next;
mes "[Valkyrie Anguhilde]";
mes "I'm going to give you a scroll of paper written in an ancient language.";
mes "In that scroll, there is my impersonation.";
mes "^3131FFIf you go outside, you can summon a Valkyrie with that scroll.^000000";
next;
mes "[Valkyrie Anguhilde]";
mes "After you summon my impersonation, you have to find a ^3131FFBroken pipe^000000.";
mes "Maybe it'll be spread in the shrine...";
next;
mes "[Valkyrie Anguhilde]";
mes "You have to go to the top of the shrine, collecting all broken pipes from the impersonation.";
mes "And then I'm going to take care of the matter.";
next;
mes "[Valkyrie Anguhilde]";
mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000.";
mes "But you have to be careful if an imeprsonation falls down.";
next;
mes "[Valkyrie Anguhilde]";
mes "When you finish preparing to go on, talk to me again.";
mes "It'll be a long journey...";
set job_arch,6;
close;
}
if (job_arch == 6) {
if ($@archbs == 0) {
set $@archbs,1;
mes "[Valkyrie Anguhilde]";
mes "" + strcharinfo(0) + " Did you finish preparing for your way of asceticism?";
next;
if (getmapusers("job3_arch02") > 0) {
mes "[Valkyrie Anguhilde]";
//Custom translation
mes "Ah, it seems someone is already combating the evil in the temple.";
mes "I will go see who it is, please wait a moment.";
set $@archbs,0;
close;
}
mes "[Valkyrie Anguhilde]";
mes "Ok. Now I'm going to send you there.";
mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000. Don't forget.";
set $@archbs,0;
close2;
nude;
if (countitem(2798) > 0) {
delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
}
donpcevent "start#arch::OnEnable";
set job_arch,7;
changequest 2190,2191;
warp "job3_arch02",119,49;
hideonnpc "Valkyrie#arch";
end;
}
mes "[Valkyrie Anguhilde]";
//Custom translation
mes "I am already talking to someone, please wait and talk to me again.";
close;
}
if (job_arch == 7) {
if (countitem(12381) > 0 || countitem(12382) > 0) {
if (countitem(12381) > 0) {
delitem 12381,countitem(12381); //ValkyrieA_Scroll
}
if (countitem(12382) > 0) {
delitem 12382,countitem(12382); //ValkyrieB_Scroll
}
if ($@archbs == 0) {
set $@archbs,1;
mes "[Valkyrie Anguhilde]";
mes "Are you ok human?";
mes "It was not as easy as I expected.";
mes "Will you challenge again?";
next;
if (getmapusers("job3_arch02") > 0) {
set $@archbs,0;
mes "[Valkyrie Anguhilde]";
//Custom translation
mes "Ah, it seems someone is already combating the evil in the temple.";
mes "I will see who it is, please wait a moment.";
close;
}
set $@archbs,0;
mes "[Valkyrie Anguhilde]";
mes "OK. now I'm going to send you there.";
mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000.";
mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000.";
mes "But you have to be careful if an imeprsonation falls down.";
close2;
nude;
if (countitem(2798) > 0) {
delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
}
donpcevent "start#arch::OnEnable";
set job_arch, 7;
warp "job3_arch02",119,49;
hideonnpc "Valkyrie#arch";
end;
}
mes "[Valkyrie Anguhilde]";
//Custom translation
mes "I am already talking to someone, please wait and talk to me again.";
close;
}
end;
}
end;
}
end;
OnInit:
set $@archbs,0;
end;
OnBc:
set $@archbs,0;
//Custom translation
mapannounce "job3_arch01","Valkyrie's Cry: I hear the laughter of the devil, someone has fallen in the temple.",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
hideoffnpc "Valkyrie#arch";
end;
}
job3_arch02,119,49,0 script #arch_1_start 139,6,6,{
OnTouch:
if (countitem(12381) == 0) {
getitem 12381,1; //ValkyrieA_Scroll
}
mapannounce "job3_arch02","Whispering of an impersonation: I feel heavy! Set me free!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
hideonnpc "#arch_1_start";
end;
}
- script #arch_1_01_0::archbjcq 139,5,5,{
OnTouch:
if (countitem(12381) > 0) {
delitem 12381,1; //ValkyrieA_Scroll
mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
mapwarp "job3_arch02","job3_arch01",29,29;
end;
}
if (getmercinfo(1) == 2037) {
set .@randht, rand(1,10);
if (.@randht < 8) {
mapannounce "job3_arch02","Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
}
else if (.@randht == 8 || .@randht == 9) {
mapannounce "job3_arch02","Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 //Custom translation
}
end;
}
mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
mapwarp "job3_arch02","job3_arch01",29,29;
end;
}
job3_arch02,112,73,0 duplicate(archbjcq) #arch_1_01 139,5,5
job3_arch02,94,123,0 duplicate(archbjcq) #arch_1_02 139,5,5
job3_arch02,93,173,0 duplicate(archbjcq) #arch_1_03 139,5,5
job3_arch02,114,186,0 duplicate(archbjcq) #arch_1_04 139,5,5
job3_arch02,134,201,0 duplicate(archbjcq) #arch_1_05 139,5,5
job3_arch02,154,211,0 duplicate(archbjcq) #arch_1_06 139,5,5
job3_arch02,175,227,0 duplicate(archbjcq) #arch_1_07 139,5,5
job3_arch02,201,240,0 duplicate(archbjcq) #arch_1_08 139,5,5
job3_arch02,223,252,0 duplicate(archbjcq) #arch_1_09 139,5,5
job3_arch02,255,268,0 duplicate(archbjcq) #arch_1_10 139,5,5
job3_arch02,269,302,0 duplicate(archbjcq) #arch_1_11 139,5,5
job3_arch02,245,289,0 duplicate(archbjcq) #arch_1_12 139,5,5
job3_arch02,203,286,0 script #arch_1_boss 139,5,5,{
OnTouch:
if (countitem(12381) > 0) {
delitem 12381,1; //ValkyrieA_Scroll
mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
mapwarp "job3_arch02","job3_arch01",29,29;
end;
}
if (GetMyMercenary == 2037) {
mapannounce "job3_arch02","Valkyrie's Nightmare: An incompetent illusion of Valkyrie came here with the assistance of humans. You wanna have that nightmare?",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
donpcevent "mob#arch_1::OnKill";
}
else {
mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
mapwarp "job3_arch02","job3_arch01",29,29;
}
end;
}
job3_arch02,390,390,1 script #arch_redcell 844,{
end;
OnInit:
setcell "job3_arch02",276,290,280,294,cell_walkable,0;
setcell "job3_arch02",276,290,280,294,cell_shootable,0;
end;
OnGreen:
setcell "job3_arch02",276,290,280,294,cell_walkable,1;
setcell "job3_arch02",276,290,280,294,cell_shootable,1;
end;
OnRed:
setcell "job3_arch02",276,290,280,294,cell_walkable,0;
setcell "job3_arch02",276,290,280,294,cell_shootable,0;
end;
}
job3_arch02,390,389,1 script #arch_val01 844,{
end;
OnEnable:
areamonster "job3_arch02",111,325,115,329,"Valkyrie's Nightmare",2036,1,"#arch_val01::OnMyMobDead";
end;
OnMyMobDead:
if (mobcount ("job3_arch02","#arch_val01::OnMyMobDead") < 1) {
donpcevent "#arch_redcell::OnGreen";
mapannounce "job3_arch02","Valkyrie's Nightmare: Your win is only a false image! hahahaha!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
hideoffnpc "Valkyrie#arch_01";
hideonnpc "#arch_1_start";
hideonnpc "#arch_1_01";
hideonnpc "#arch_1_02";
hideonnpc "#arch_1_03";
hideonnpc "#arch_1_04";
hideonnpc "#arch_1_05";
hideonnpc "#arch_1_06";
hideonnpc "#arch_1_07";
hideonnpc "#arch_1_08";
hideonnpc "#arch_1_09";
hideonnpc "#arch_1_10";
hideonnpc "#arch_1_11";
hideonnpc "#arch_1_12";
hideonnpc "#arch_1_boss";
}
end;
OnKill:
killmonster "job3_arch02","#arch_val01::OnMyMobDead";
end;
}
job3_arch02,390,387,1 script #arch_val02 844,{
end;
OnEnable:
areamonster "job3_arch02",242,44,246,48,"Valkyrie's Nightmare",2036,1,"#arch_val02::OnMyMobDead";
end;
OnMyMobDead:
if (mobcount ("job3_arch02","#arch_val02::OnMyMobDead") < 1) {
mapannounce "job3_arch02","Valkyrie's Nightmare: You are so childish. I invite you to a devil's party. I'll make sure you have a fun!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
hideoffnpc "Valkyrie#arch_02";
hideonnpc "#arch_2_boss";
viewpoint 234,279,1,1,0xFFFF9900;
}
end;
OnKill:
killmonster "job3_arch02","#arch_val02::OnMyMobDead";
end;
}
job3_arch02,113,327,5 script Valkyrie#arch_01 403,{
if (getmercinfo(1)) {
mes "[Valkyrie]";
mes "If you want to talk with me, you have to ^3131FFcancel all contracts^000000 with any mercenaries you have.";
close;
}
mes "[Valkyrie Anguhilde]";
mes "The devil always makes an effort to agitate people's mind.";
mes "You don't have to care about their whisperings.";
next;
mes "[Valkyrie Anguhilde]";
mes "Anyway I can feel my energy coming back.";
mes "Show me the stuff that you found.";
next;
mes "- You show a golden piece of pipe to Valkyrie. -";
next;
mes "[Valkyrie Anguhilde]";
mes "Oh, It's a piece of pipe!";
mes "If you collect pieces, you can ask other Valkyries for help.";
next;
mes "[Valkyrie Anguhilde]";
mes "Because of a close battle, I could only get a little energy.";
mes "I'm going to give a ^3131FFnew ancient scroll^000000.";
mes "It'll be helpful to find the rest of pieces.";
next;
mes "[Valkyrie Anguhilde]";
mes "Then I look forward a good news.";
close2;
getitem 12382,1; //ValkyrieB_Scroll
viewpoint 46,244,1,1,0xFFFF9900;
hideonnpc "Valkyrie#arch_01";
donpcevent "#arch_2_start::OnEnable";
end;
}
job3_arch02,244,46,5 script Valkyrie#arch_02 403,{
mes "[Valkyrie Anguhilde]";
mes "Did you find the rest of the pieces?";
next;
if (countitem(6154) < 2) {
mes "[Valkyrie Anguhilde]";
mes "Hum?";
mes "I can see this one beside you.";
getitem 6154,2; //Broken_Horn_Pipe
next;
}
mes "[Valkyrie Anguhilde]";
mes "OK.";
mes "I'll complete the broken horn pipe!";
next;
mes "[Valkyrie Anguhilde]";
mes "But the battle is not finished yet.";
mes "You remember a ^3131FFruined shrine on the center of the island^000000?";
mes "It'll be completed only when you use a horn pipe.";
next;
mes "[Valkyrie Anguhilde]";
mes "I can feel the air around me is getting impure.";
mes "And feel the coldness of the pitch-black darkness.";
mes "This time will be dangerous.";
next;
mes "[Valkyrie Anguhilde]";
mes "I give you a necklace as a present.";
mes "But I'm not sure that It'll be helpful or not....";
mes "Take care.";
mes "Please, hurry up!";
close2;
getitem 2798,1; //Will_Of_Exhausted_Angel
hideonnpc "Valkyrie#arch_02";
donpcevent "#arch_3_start::OnEnable";
end;
}
job3_arch02,279,234,0 script #arch_end 139,7,7,{
OnTouch:
donpcevent "#arch_3_01::OnKill";
donpcevent "#arch_3_02::OnKill";
donpcevent "#arch_3_03::OnKill";
donpcevent "mob#arch_2::OnKill";
hideoffnpc "Valkyrie Anguhilde#end";
if (checkweight(1201,4) == 0) {
mes "- Wait a moment! -";
mes "- Currently you are carrying -";
mes "- too many items with you. -";
mes "- Please come back after -";
mes "- you put some items into Kafra Storage. -";
close;
}
if ((MaxWeight - Weight) < 2000) {
mes "- Wait a moment! -";
mes "- Currently you are carrying -";
mes "- too many items with you. -";
mes "- Please come back after -";
mes "- you put some items into Kafra Storage. -";
close;
}
if (countitem(6154) < 2) {
mes "[Valkyrie Anguhilde]";
mes "Did you collect all of the pieces of my horn pipe?";
next;
mes "[Valkyrie Anguhilde]";
mes "I know you bent over backwards to help me, but I can't do anything without 2 pieces of horn pipe.";
next;
mes "[Valkyrie Anguhilde]";
mes "It can be dangerous, so let's go back.";
close2;
nude;
if (countitem(2798) > 0) {
delitem 2798,(2798); //Will_Of_Exhausted_Angel
}
delitem 6154,countitem(6154); //Broken_Horn_Pipe
mapwarp "job3_arch02","job3_arch01",29,29;
end;
}
mes "[Valkyrie Anguhilde]";
mes "Finally we finished all the preparations.";
next;
mes "Valkyrie holds the pipe and blows towards the sky.";
next;
mes "Booo - - - -";
next;
mes "Booo - - -";
next;
hideoffnpc "Valkyrie of the heavens";
mes "[Valkyrie Anguhilde]";
mes "Assistance of Odin! Soldiers of Valhalla!";
mes "The holy place of the God Odin is tainted by darkness!";
next;
mes "[Valkyrie of the heavens]";
mes "Don't worry, Anguhilde.";
mes "Your desire has reached Valhalla.";
mes "The devils were removed by other Valkyries as you wanted.";
next;
mes "[Valkyrie Anguhilde]";
mes "Valkyries! Then is it safe now?";
next;
mes "[Valkyrie of the heavens]";
mes "Yes Anguhilde.";
mes "Even though you were expelled because of a incident before, Odin said that he is reconsidering your banishment.";
next;
mes "[Valkyrie Anguhilde]";
mes "Ah! I can go back to Asgard!";
next;
mes "[Valkyrie of the heavens]";
mes "Don't make a hasty generalization.";
mes "But I think that good news will be sent to you.";
next;
mes "[Valkyrie Anguhilde]";
mes "Honor to Odin!";
mes "I feel full of grace.";
mes "So bright and warm....";
next;
mes "- Shoooo -";
specialeffect EF_CLOAKING,AREA,"Valkyrie Anguhilde#end";
hideonnpc "Valkyrie Anguhilde#end";
emotion e_omg,1;
next;
mes "[Valkyrie of the heavens]";
mes "Set your mind at ease.";
mes "She went to a place where she is supposed to be.";
next;
mes "[Valkyrie of the heavens]";
mes "I think you don't get it.";
next;
mes "[Valkyrie of the heavens]";
mes "Anguhilde is a Valkyrie who is dead for a long time ago.";
mes "Didn't you see a shrine covered by the devil?";
mes "Unfortunately, Anguhilde couldn't cope with the task and fell down.";
next;
mes "[Valkyrie of the heavens]";
mes "Here is an illusion of Anguhilde who doesn't want to be recognized.";
mes "She can't go to hell even when she is dead, and struggles from her constant nightmare.";
next;
mes "[Valkyrie of the heavens]";
mes "But she is relieved by your favor.";
mes "Even though It's different with reality but now she may be able to rest in peace.";
next;
mes "[Valkyrie of the heavens]";
mes "Human, the Valkyries are in your debt. Thank you.";
mes "I can't invite you as I want, but the power given by Odin can help you.";
next;
mes "[Valkyrie of the heavens]";
mes "Now, go back to your world.";
mes "The sound of the horn pipe and a bird's chirpings will be spread out for you.";
next;
mes "[Valkyrie of the heavens]";
mes "Don't forget an altruistic minister's spirit like today forever.";
mes "I hope we see each other in Valhalla sometime.";
nude;
if (countitem(2798) > 0) {
delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
}
delitem 6154,countitem(6154); //Broken_Horn_Pipe
set job_arch,100;
completequest 2191;
getitem 5747,1; //Mitra
getitem 2795,1; //Green_Apple_Ring
if(Class == Job_Baby_Priest){
jobchange Job_Baby_Bishop;
}
else if (Class == Job_Priest) {
jobchange Job_Arch_Bishop;
}
else {
jobchange Job_Arch_Bishop_T;
}
close;
OnInit:
hideonnpc "#arch_end";
end;
}
job3_arch02,281,232,1 script Valkyrie Anguhilde#end 403,{
end;
OnInit:
hideonnpc "Valkyrie Anguhilde#end";
end;
}
job3_arch02,273,235,5 script Valkyrie of the heavens 811,{
if (job_arch == 100) {
mes "[Valkyrie of the heavens]";
mes "Now, go back to your world.";
mes "The sound of the horn pipe and a bird's chirpings will be spread out for you.";
next;
mes "[Valkyrie of the heavens]";
mes "Don't forget an altruistic minister's spirit like today forever.";
mes "I hope we see each other in Valhalla sometime.";
close2;
mapwarp "job3_arch02","job3_arch01",29,29;
end;
}
end;
OnInit:
hideonnpc "Valkyrie of the heavens";
end;
}
job3_arch02,132,323,0 script #arch_2_01 139,5,5,{
OnTouch:
if (countitem(12382) > 0) {
mapannounce "job3_arch02","Whispering of Valkyrie: I see a new ancient scroll!",bc_map,"0x000000"; //FW_NORMAL 12 0 0
}
end;
}
- script #arch_2_02_0::archbjcq2 139,5,5,{
OnTouch:
if (countitem(12382) > 0) {
delitem 12382,1; //ValkyrieB_Scroll
mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
mapwarp "job3_arch02","job3_arch01",29,29;
end;
}
if (getmercinfo(1) == 2038) {
set .@randht, rand(1,10);
if (.@randht < 8) {
mapannounce "job3_arch02","Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
}
else if (.@randht == 8 || .@randht == 9) {
mapannounce "job3_arch02","Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 //Custom translation
}
else {
mapannounce "job3_arch02","Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
}
end;
}
mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
mapwarp "job3_arch02","job3_arch01",29,29;
end;
}
job3_arch02,167,313,0 duplicate(archbjcq2) #arch_2_02 139,5,5
job3_arch02,127,304,0 duplicate(archbjcq2) #arch_2_03 139,5,5
job3_arch02,207,279,0 duplicate(archbjcq2) #arch_2_04 139,5,5
job3_arch02,239,281,0 duplicate(archbjcq2) #arch_2_05 139,5,5
job3_arch02,269,303,0 duplicate(archbjcq2) #arch_2_06 139,5,5
job3_arch02,288,283,0 duplicate(archbjcq2) #arch_2_07 139,5,5
job3_arch02,278,234,0 duplicate(archbjcq2) #arch_2_08 139,5,5
job3_arch02,234,179,0 duplicate(archbjcq2) #arch_2_09 139,5,5
job3_arch02,227,169,0 duplicate(archbjcq2) #arch_2_10 139,5,5
job3_arch02,190,146,0 duplicate(archbjcq2) #arch_2_11 139,5,5
job3_arch02,252,267,0 script #arch_2_12 139,5,5,{
OnTouch:
mapannounce "job3_arch02","Whispering of an impersonation: It's a crossroad. Let's go to the left side. I have to find my pipe.",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
end;
}
job3_arch02,250,290,0 script #arch_2_13 139,5,5,{
OnTouch:
mapannounce "job3_arch02","Whispering of an impersonation: I can see a ruined shrine. Take a rest in there.",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
end;
}
job3_arch02,206,113,0 script #arch_2_boss 139,5,5,{
OnTouch:
if (countitem(12382) > 0) {
delitem 12382,1; //ValkyrieB_Scroll
mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
mapwarp "job3_arch02","job3_arch01",29,29;
end;
}
if (getmercinfo(1) == 2038) {
mapannounce "job3_arch02","A shout of devil: You are so childish. I invite you a party of devil. I'll make you have a fun!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
}
else {
mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
mapwarp "job3_arch02","job3_arch01",29,29;
}
end;
}
job3_arch02,284,159,0 script #arch_3_01 139,20,20,{
OnTouch:
if ((Class != Job_Priest) && (Class != Job_Baby_Priest)) {
mapannounce "job3_arch02","Frus: Do you want to see God? Okay, I'll send you to the land of the dead by myself!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
areamonster "job3_arch02",242,44,246,48,"Frus",1762,1;
}
hideonnpc "#arch_3_01";
end;
OnKill:
killmonster "job3_arch02","#arch_3_01::OnMyMobDead";
end;
OnInit:
hideoffnpc "#arch_3_01";
end;
}
job3_arch02,307,200,0 script #arch_3_02 139,5,5,{
OnTouch:
if (Class == Job_Priest || Class == Job_Baby_Priest) {
mapannounce "job3_arch02","Skogul: You are my guest!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
monster "job3_arch02",307,200,"Skogul",1761,1;
}
hideonnpc "#arch_3_02";
end;
OnKill:
killmonster "job3_arch02","#arch_3_02::OnMyMobDead";
end;
OnInit:
hideoffnpc "#arch_3_02";
end;
}
job3_arch02,296,216,0 script #arch_3_03 139,5,5,{
OnTouch:
mapannounce "job3_arch02","Frus: I like your face... Can I steal it?",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
monster "job3_arch02",296,216,"Frus",1762,1;
hideonnpc "#arch_3_03";
end;
OnKill:
killmonster "job3_arch02","#arch_3_03::OnMyMobDead";
end;
OnInit:
hideonnpc "#arch_3_03";
end;
}
job3_arch02,389,390,1 script mob#arch_1 844,{
end;
OnEnable:
monster "job3_arch02",100,102,"Shrine Invader",1394,2;
monster "job3_arch02",90,131,"Shrine Invader",1394,2;
monster "job3_arch02",91,170,"Shrine Invader",1427,1;
monster "job3_arch02",104,183,"Shrine Invader",1427,1;
monster "job3_arch02",138,205,"Shrine Invader",1394,2;
monster "job3_arch02",161,215,"Shrine Invader",1394,2;
monster "job3_arch02",165,215,"Shrine Invader",1427,1;
monster "job3_arch02",201,236,"Shrine Invader",1394,2;
monster "job3_arch02",218,250,"Shrine Invader",1427,1;
monster "job3_arch02",254,293,"Shrine Invader",1427,1;
end;
OnKill:
killmonster "job3_arch02","mob#arch_1::OnMyMobDead";
end;
}
job3_arch02,389,389,1 script mob#arch_2 844,{
end;
OnEnable:
monster "job3_arch02",156,321,"Shrine Invader",1480,2;
monster "job3_arch02",170,305,"Shrine Invader",1480,2;
monster "job3_arch02",183,293,"Shrine Invader",1453,1;
monster "job3_arch02",200,287,"Shrine Invader",1453,1;
monster "job3_arch02",256,293,"Shrine Invader",1480,2;
monster "job3_arch02",286,284,"Shrine Invader",1480,2;
monster "job3_arch02",278,236,"Shrine Invader",1453,1;
monster "job3_arch02",292,185,"Shrine Invader",1480,2;
monster "job3_arch02",281,170,"Shrine Invader",1453,1;
monster "job3_arch02",227,166,"Shrine Invader",1453,1;
monster "job3_arch02",190,146,"Shrine Invader",1480,1;
monster "job3_arch02",204,177,"Shrine Invader",1453,1;
end;
OnKill:
killmonster "job3_arch02","mob#arch_2::OnMyMobDead";
end;
}
job3_arch02,389,388,1 script start#arch 844,{
end;
OnInit:
mapwarp "job3_arch02","job3_arch02",29,29;
end;
OnEnable:
mapwarp "job3_arch02","job3_arch02",29,29;
hideoffnpc "#arch_1_start";
hideoffnpc "#arch_1_01";
hideoffnpc "#arch_1_02";
hideoffnpc "#arch_1_03";
hideoffnpc "#arch_1_04";
hideoffnpc "#arch_1_05";
hideoffnpc "#arch_1_06";
hideoffnpc "#arch_1_07";
hideoffnpc "#arch_1_08";
hideoffnpc "#arch_1_09";
hideoffnpc "#arch_1_10";
hideoffnpc "#arch_1_11";
hideoffnpc "#arch_1_12";
hideoffnpc "#arch_1_boss";
hideonnpc "#arch_2_01";
hideonnpc "#arch_2_02";
hideonnpc "#arch_2_03";
hideonnpc "#arch_2_04";
hideonnpc "#arch_2_05";
hideonnpc "#arch_2_06";
hideonnpc "#arch_2_07";
hideonnpc "#arch_2_08";
hideonnpc "#arch_2_09";
hideonnpc "#arch_2_10";
hideonnpc "#arch_2_11";
hideonnpc "#arch_2_boss";
hideonnpc "#arch_3_01";
hideonnpc "#arch_3_02";
hideonnpc "#arch_3_03";
donpcevent "#arch_3_01::OnKill";
donpcevent "#arch_3_02::OnKill";
donpcevent "#arch_3_03::OnKill";
hideonnpc "#arch_end";
hideonnpc "Valkyrie#arch_01";
hideonnpc "Valkyrie#arch_02";
hideonnpc "Valkyrie Anguhilde#end";
hideonnpc "Valkyrie of the heavens";
donpcevent "#arch_redcell::OnRed";
donpcevent "mob#arch_1::OnKill";
donpcevent "mob#arch_2::OnKill";
donpcevent "start#arch::OnTimeoff";
donpcevent "start#arch::OnTimeon";
donpcevent "#arch_val01::OnKill";
donpcevent "#arch_val02::OnKill";
donpcevent "mob#arch_1::OnKill";
donpcevent "mob#arch_2::OnKill";
donpcevent "mob#arch_1::OnEnable";
donpcevent "#arch_val01::OnEnable";
end;
OnTimeon:
initnpctimer;
end;
OnTimeoff:
stopnpctimer;
end;
OnTimer60000:
if (getmapusers("job3_arch02") == 0) {
mapwarp "job3_arch02","job3_arch01",29,29;
donpcevent "Valkyrie#arch::OnBc";
stopnpctimer;
}
end;
OnTimer120000:
if (getmapusers("job3_arch02") == 0) {
mapwarp "job3_arch02","job3_arch01",29,29;
donpcevent "Valkyrie#arch::OnBc";
stopnpctimer;
}
end;
OnTimer180000:
if (getmapusers("job3_arch02") == 0) {
mapwarp "job3_arch02","job3_arch01",29,29;
donpcevent "Valkyrie#arch::OnBc";
stopnpctimer;
}
end;
OnTimer240000:
if (getmapusers("job3_arch02") == 0) {
mapwarp "job3_arch02","job3_arch01",29,29;
donpcevent "Valkyrie#arch::OnBc";
stopnpctimer;
}
end;
OnTimer300000:
if (getmapusers("job3_arch02") == 0) {
mapwarp "job3_arch02","job3_arch01",29,29;
donpcevent "Valkyrie#arch::OnBc";
stopnpctimer;
}
end;
OnTimer360000:
if (getmapusers("job3_arch02") == 0) {
mapwarp "job3_arch02","job3_arch01",29,29;
donpcevent "Valkyrie#arch::OnBc";
}
end;
OnTimer420000:
if (getmapusers("job3_arch02") == 0) {
mapwarp "job3_arch02","job3_arch01",29,29;
donpcevent "Valkyrie#arch::OnBc";
stopnpctimer;
}
end;
OnTimer480000:
if (getmapusers("job3_arch02") == 0) {
mapwarp "job3_arch02","job3_arch01",29,29;
donpcevent "Valkyrie#arch::OnBc";
stopnpctimer;
}
end;
OnTimer540000:
if (getmapusers("job3_arch02") == 0) {
mapwarp "job3_arch02","job3_arch01",29,29;
donpcevent "Valkyrie#arch::OnBc";
stopnpctimer;
}
end;
OnTimer600000:
mapannounce "job3_arch02","Demons cry: Too boring, can no longer imagine what will happen! Friends, we went to lessons learned that could fool arrogant guy, OK?",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0 //Custom translation;
end;
OnTimer605000:
mapannounce "job3_arch02","Valkyrie's voice: No! This can not be. I will send you back soon!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
mapwarp "job3_arch02","job3_arch01",29,29;
donpcevent "Valkyrie#arch::OnBc";
stopnpctimer;
end;
}
job3_arch02,390,388,1 script #arch_2_start 844,{
end;
OnInit:
hideonnpc "#arch_2_01";
hideonnpc "#arch_2_02";
hideonnpc "#arch_2_03";
hideonnpc "#arch_2_04";
hideonnpc "#arch_2_05";
hideonnpc "#arch_2_06";
hideonnpc "#arch_2_07";
hideonnpc "#arch_2_08";
hideonnpc "#arch_2_09";
hideonnpc "#arch_2_10";
hideonnpc "#arch_2_11";
hideonnpc "#arch_2_boss";
end;
OnEnable:
hideoffnpc "#arch_2_01";
hideoffnpc "#arch_2_02";
hideoffnpc "#arch_2_03";
hideoffnpc "#arch_2_04";
hideoffnpc "#arch_2_05";
hideoffnpc "#arch_2_06";
hideoffnpc "#arch_2_07";
hideoffnpc "#arch_2_08";
hideoffnpc "#arch_2_09";
hideoffnpc "#arch_2_10";
hideoffnpc "#arch_2_11";
hideoffnpc "#arch_2_boss";
donpcevent "#arch_val02::OnEnable";
donpcevent "mob#arch_2::OnEnable";
end;
}
job3_arch02,390,386,1 script #arch_3_start 844,{
end;
OnEnable:
hideoffnpc "#arch_3_01";
hideoffnpc "#arch_3_02";
hideoffnpc "#arch_3_03";
hideoffnpc "#arch_end";
hideoffnpc "#arch_end_eff";
end;
}
job3_arch02,290,221,0 script #arch_end_eff 139,5,5,{
OnTouch:
if (countitem(6154) > 0) {
delitem 6154,countitem(6154); //Broken_Horn_Pipe
}
if (countitem(12381) > 0) {
delitem 12381,countitem(12381); //ValkyrieA_Scroll
}
if (countitem(12381) > 0) {
delitem 12382,countitem(12382); //ValkyrieB_Scroll
}
if (countitem(2798) > 0) {
delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
}
end;
}
job3_arch01,29,24,0 warp #archout 1,1,odin_tem02,282,263
/*
job3_arch01,1,1,1 script ¿ØÖÆ#arch 844,{
mes "[Íç¹ÌµÄÊÞÈË]";
mes "ÇëÊäÈëÃÜÂë¡£";
next;
input .@input;
if (.@input == 1854) {
mes "[ͨÐÐ]";
mes "ÏÖÔÚµÄÈ«¾Ö±äÁ¿ÖµÎª";
mes "" + $@archbs + "¡£";
mes "ÄãÏëÐÞ¸ÄÂð?";
next;
switch (select("0:1")) {
case 1:
set $@archbs,0;
hideoffnpc "Valkyrie#arch";
close;
case 2:
set $@archbs,1;
hideoffnpc "Valkyrie#arch";
close;
}
}
if (.@input < 0 || .@input > 9999) {
mes "[Íç¹ÌµÄÊÞÈË]";
mes "ÎÒ²»ÊÇ˵¹ýÃÜÂëÒªÊäÈëÕýÈ·Â𣡣¡";
close;
}
}
*/
odin_tem02,30,181,0 script #wherearch01 139,10,10,{
OnTouch:
if (job_arch == 5) {
viewpoint 263,282,1,1,0xFFFF9900;
}
end;
}
odin_tem02,30,335,0 script #wherearch02 139,10,10,{
OnTouch:
if (job_arch == 5) {
viewpoint 263,282,1,1,0xFFFF9900;
}
end;
}