//===== Hercules Script ======================================
//= Guillotine Cross Job Quest
//===== By: ==================================================
//= Muad_Dib
//===== Current Version: =====================================
//= 1.5
//===== Description: =========================================
//= [Official Conversion]
//= Job change Quest from Assassin / Assassin Cross -> Guillotine Cross.
//===== Additional Comments: =================================
//= 1.0 Adapted from original script. [Euphy]
//= 1.0a Added 'npcskill' command. [Euphy]
//= 1.0b Moved warps to separate file. [Euphy]
//= 1.1 Fixed some minor bugs. [Euphy]
//= 1.2 Moved "Girl" NPC off ve_fild05. [Euphy]
//= 1.3 Added missing OnMyMobDead labels. [Euphy]
//= 1.4 Added missing labels. [Joseph]
//= 1.5 Added GM management function. [Euphy]
//============================================================
que_job01,75,96,3 script Guild Member#3rdgc01 4_M_MOCASS1,{
if (job_3rd_gc == 0) {
if (Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Baby_Assassin) {
if (BaseLevel == 99) {
L_Mission:
mes "[Ahcart]";
mes "Finally, it's time...";
mes "Hey, what's your name?";
next;
switch(select(strcharinfo(0),".....")) {
case 1:
mes "[Ahcart]";
mes strcharinfo(0)+"?";
mes "Got it. I'll remember your name.";
mes "A master told me that you are a person with ability.";
break;
case 2:
mes "[Ahcart]";
mes "What? You are a distrustful person.";
mes "Hmm, whatever.";
mes "I heard that you are a person with ability.";
break;
}
next;
mes "[Ahcart]";
mes "My duty is delivering a guild message to a capable assassin.";
mes "I think that you are suitable to perform the guild's duty.";
next;
mes "[Ahcart]";
mes "So, would you perform this duty for us?";
mes "Of course, I'm going to offer a reward for completing your task.";
next;
select("What is the request?");
mes "[Ahcart]";
mes "It's unclear.";
mes "I told you. It's a special task.";
mes "The only thing I know is the condition to bring a person with the master's ability.";
next;
mes "[Ahcart]";
mes "First, one who has patience.";
mes "Second, one who is quiet.";
mes "Third, one who is focused.";
next;
mes "[Ahcart]";
mes "What do you think about what I told you?";
mes "This task means that it needs a person who can perform a task irrespective of their own will.";
next;
mes "[Ahcart]";
mes "It's necessary to keep this request secret.";
mes "But it's also your duty not to tell anyone.";
next;
mes "[Ahcart]";
mes "This is all your choice.";
mes "Will you help us with this request?";
next;
switch(select("I'll do it.:Give me time to think.")) {
case 1:
mes "[Ahcart]";
mes "Ok, to Veins.";
mes "I'll contact them.";
mes "It's your first duty to go to Veins.";
next;
mes "[Ahcart]";
mes "You should be able to find it easily.";
mes "Go now.";
job_3rd_gc = 3;
setquest 7101;
close;
case 2:
mes "[Ahcart]";
mes "Got it.";
mes "But don't think about it for too long.";
job_3rd_gc = 2;
close;
}
}
mes "[Ahcart]";
mes "Hmm, you are my peer.";
mes "I'm Ahcart. I'm from Veins.";
mes "Hmm...";
next;
mes "[Ahcart]";
mes "Of course, a chapter of the assassin guild is not only in Morroc. If you have a chance to go there, visit there.";
mes "I think you might go there.";
job_3rd_gc = 1;
close;
}
mes "[A man of a sharp impression]";
mes "....";
mes "What the...?";
mes "You are not an assassin.";
close;
} else if (job_3rd_gc == 1) {
if (BaseLevel == 99) goto L_Mission;
mes "[Ahcart]";
mes "If you become stronger and more skillful, then the assassin's guild will give you a special task.";
mes "Go for it.";
close;
} else if (job_3rd_gc == 2) {
mes "[Ahcart]";
mes "Have you thought about it more?";
next;
switch(select("I'll do it.:I'm not ready.")) {
case 1:
mes "[Ahcart]";
mes "Ok, to Veins.";
mes "I'll contact them.";
mes "It's your first duty to go to Veins.";
next;
mes "[Ahcart]";
mes "You should be able to find it easily.";
mes "Go now.";
job_3rd_gc = 3;
setquest 7101;
close;
case 2:
mes "[Ahcart]";
mes "You are too cautious.";
mes "I get the sense that you don't want to work for us.";
close;
}
} else if (job_3rd_gc == 3) {
mes "[Ahcart]";
mes "Go to Veins and find a chapter.";
mes "You can hear more details from there.";
close;
} else {
mes "[Ahcart]";
mes "Good luck to you.";
close;
}
}
function script func_3rdgc {
.@n$ = "["+strcharinfo(0)+"]";
mes .@n$;
mes "Let me collect all the information...";
.@i = 0;
if (questprogress(7112) == 1) {
mes "Madelle saw a person who looked like a priest from Rachel late at night.";
++.@i;
}
if (questprogress(7113) == 1) {
mes "Crave said that there was a girl who bought lots of things day and night.";
++.@i;
}
if (questprogress(7114) == 1) {
mes "Trovan said that there was a guy who could be seen often but is not a hotel guest, so he is suspicious.";
++.@i;
}
if (!getarg(0)) {
.@i -= 2;
if (questprogress(7115) == 1) {
mes "A peddler wears shabby clothes, but she buys fresh and expensive things every single day.";
++.@i;
}
if (questprogress(7116) == 1) {
mes "The old man in village said that there was a girl who showed up in same place at the same time, so maybe moved here.";
++.@i;
}
}
next;
if (.@i == 3) {
mes .@n$;
mes "One day, Madelle saw a person who looked like a priest of Rachel,";
mes "and Trovan is suspicious of why that person is here.";
next;
mes .@n$;
mes "But the reason that Trovan suspects them is...";
next;
switch(select("They are unfamiliar:The residence is unclear")) {
case 1:
mes .@n$;
mes "No, that's not the reason. The guard sees new adventurers every day.";
mes "Besides, Madelle told me that it was a guy and Crave said it was a girl.";
mes "I'm confused.";
next;
mes .@n$;
mes "Let me rethink this.";
job_3rd_gc = 7;
close;
case 2:
mes .@n$;
mes "Yeah, adventurers often visit so it can't be a proper reason.";
next;
mes .@n$;
mes "The thing Trovan suspected is that his residence is unclear. But he shows up often and buys supplies regularly.";
next;
mes .@n$;
mes "But Crave said it was a girl.";
mes "Madelle said that she witnessed a guy.";
next;
if (getarg(0)) {
if(select("Madelle witnessed 2...:There are more than 2...") == 1) {
mes .@n$;
mes "Madelle said that she saw one more person in the darkness.";
mes "Then is it a girl who brought the supplies?";
next;
}
}
else select("It could be a helper.");
mes .@n$;
mes "Yeah. There could be one more helper.";
mes "She sent a person to buy the stuff instead of herself.";
mes "Or it could be a peer Madelle can't see.";
next;
mes .@n$;
mes "Crave said that she comes here day and night to buy stuff regularly.";
mes "Then I know what I have to do.";
job_3rd_gc = 8;
close;
}
}
mes .@n$;
mes "Umm...";
mes "Do I need more information? I think something more is needed.";
close;
}
job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{
mes "[Daora]";
if (Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Baby_Assassin) {
if (job_3rd_gc < 4) {
if (Sex) {
mes "Oh~ you're good-looking!";
mes "So, what do you want?";
} else {
mes "Hmm, you're a girl.";
mes "Ok pick up whatever you want.";
}
next;
mes "[Daora]";
mes "I'm not sure that you already know or not, but we are selling special Morroc liquor.";
mes "Which one do you want?";
next;
switch(select("Tropical Sograt:Vermilion on the Beach:No thanks!:......")) {
case 1:
mes "[Daora]";
if (Zeny > 799) {
mes "Here you are, take it.";
Zeny -= 800;
getitem 12112,1; //Tropical_Sograt
close;
}
mes "It's 800 zeny per glass of Tropical Sograt.";
close;
case 2:
mes "[Daora]";
if (Zeny > 799) {
mes "Here you are, take it.";
Zeny -= 800;
getitem 12113,1; //Vermilion_The_Beach
close;
}
mes "It's 800 zeny per glass of Vermilion on the Beach.";
close;
case 3:
mes "[Daora]";
mes "Don't show me your nervousness!";
specialeffect2 EF_HIT1;
percentheal -30,0;
close;
case 4:
mes "[Daora]";
mes "What? Why are you looking at me like that?";
mes "Oh? You are a person of this world.";
mes "Your name is...";
next;
mes "["+strcharinfo(0)+"]";
mes strcharinfo(0)+".";
next;
mes "[Daora]";
if (job_3rd_gc == 3) {
mes "Ah~ I've heard your name before.";
mes "Umm... right!";
mes "You were recommended by Ahcart.";
next;
mes "[Daora]";
mes "Yeah, can you find an entrance to an alley in the corner?";
mes "Go in there, then you can hear a more detailed story.";
mes "Take on this special task~!";
job_3rd_gc = 4;
changequest 7101,7102;
close;
}
mes "What, I don't know that name.";
mes "Hey, I have to be in business, so can you move over?";
close;
}
} else if (job_3rd_gc == 4) {
mes "The room in the corner. Feel free to enter it because no one enters that room anyway.";
mes "Or do you need something?";
next;
mes "[Daora]";
mes "Ah, I'm not selling liquir to someone who's started the special task.";
next;
switch(select("Not selling liquor...:I need information.:Fine then punk!")) {
case 1:
mes "[Daora]";
mes "Hey, you are performing a task now.";
mes "And you want me to sell you booze?!";
mes "Is every assasin like you? Lazy boozers?";
close;
case 2:
mes "[Daora]";
mes "You dare to demand information after taking a task.";
mes "You didn't meet a master yet?";
mes "As if I would just tell you because you ask!";
mes "You are childish.";
close;
case 3:
mes "[Daora]";
mes "Don't talk to me like I'm one of your friends!";
mes "You have no right to be that way!";
specialeffect2 EF_HIT1;
percentheal -30,0;
close;
}
} else if (job_3rd_gc == 10) {
mes "Oh~! good for me.";
mes "Who is she?";
mes "You told her that we'll protect her?";
next;
select("Yes,I did.");
mes "[Daora]";
mes "Hmm, I see...";
mes "Your opinion will be important.";
mes "I got it.";
next;
mes "[Daora]";
mes "She was so scared,";
mes "so I gave her a hot drink";
mes "and took her to a her room.";
next;
mes "[Daora]";
mes "Well... there is better place to keep an eye on her than this room.";
next;
select("No, I just protect...");
mes "[Daora]";
mes "Ah~ whatever anyway you make me work.";
mes "To protect that young girl.";
next;
mes "[Daora]";
mes "Mayshell told me that I have to support you, so I'm not going to complain.";
next;
mes "[Daora]";
mes "So, don't worry.";
mes "Are you supposed to be here for her?";
mes "Go ahead.";
job_3rd_gc = 11;
close;
} else if (job_3rd_gc == 11) {
mes "She is in a room.";
mes "The one in front of master's room.";
mes "Can you find it?";
close;
} else if (job_3rd_gc == 12) {
mes "That girl...";
mes "will be sent to her home?";
mes "Don't worry about that.";
next;
mes "[Daora]";
mes "Mayshell and the other guys will handle it.";
close;
} else if (job_3rd_gc == 14) {
mes "Oh, it's perfect timing.";
mes "Mayshell will call you.";
mes "Go to the master's room.";
close;
} else if (job_3rd_gc > 4 && job_3rd_gc < 18) {
mes "What do you need?";
mes "We don't sell to anyone who has started the special task.";
next;
switch(select("....:Give me 1 glass.:Then, can you give milk?")) {
case 1:
mes "[Daora]";
mes "Why? Are you disappointed?";
mes "Um~";
mes "I can't let anyone on duty drink.";
close;
case 2:
mes "[Daora]";
if (job_3rd_gc == 5) {
mes "I told you that I won't sell you any.";
mes "An empty glass is fine without liquor.";
mes "I already told you...";
next;
mes "[Daora]";
mes "I'll let you know all the information that I know.";
next;
mes "[Daora]";
mes "If you need to, visit me anytime and I'll serve you a drink after your task is done.";
job_3rd_gc = 6;
close;
} else if (job_3rd_gc == 6) {
if (questprogress(7091) == 1) {
mes "You hope that there will be something in the glass?";
mes "Information can't come out of empty glasses.";
close;
}
mes "You need a glass?";
mes "Mayshell's order distracted you, so you can't understand anything.";
next;
mes "[Daora]";
mes "Ok, what do you want to know?";
mes "You hope that there will be something in the glass?";
next;
switch(select("Ask for help.:Handle it by yourself.")) {
case 1:
mes "[Daora]";
mes "So, it means just killing a strange guy in the village?";
mes "Why were you in agony because of that?";
mes "Hmm... Let me see...";
next;
mes "[Daora]";
mes "Then it will need legwork?";
mes "Where is the most crowded place in this village?";
mes "The pub and motel.";
next;
mes "[Daora]";
mes "And the guard of the village always keeps an eye on strange people.";
mes "Or the old merchant is quick in visual learning.";
next;
mes "[Daora]";
mes "I can say that especially...";
mes "Trovan, Crave who is a trader, and Madelle in the pub are quick in visual learning.";
next;
mes "[Daora]";
mes "It's good information, isn't it?";
setquest 7091;
next;
mes "- The advice of Daora is attached to the board with quest information. -";
close;
case 2:
mes "[Daora]";
mes "Ok. It's great.";
mes "Each word and behavior will be an important key of the events.";
mes "So, look around carefully and figure it out.";
next;
mes "[Daora]";
mes "Something good will happen.";
close;
}
} else if (job_3rd_gc == 7) {
mes "You seem to be worried.";
mes "Here, It's cold water.";
mes "You think over with cold water.";
next;
switch(select("Figure out based on information.:Stop the stage.")) {
case 1:
if (questprogress(7091) == 1)
.@j = 1;
callfunc "func_3rdgc",.@j;
close;
case 2:
mes "You stop the confirmation of information.";
close;
}
} else if (job_3rd_gc == 8) {
if (questprogress(7092) == 1) {
mes "Wait in an alley where she usually shows up to find her, and you will be able to pursue the question.";
next;
mes "[Daora]";
mes "Trying wouldn't hurt.";
mes "If you want to find a root, you have to find a leaf first.";
mes "Work hard.";
close;
}
mes "Did you solve it?";
mes "What will you do?";
next;
switch(select("Get advice.:It's a secret.")) {
case 1:
mes "[Daora]";
mes "Can you let me know about an information you collected?";
next;
if(select("You have a heart-to-heart talk with him.:That's impossible.") == 2) {
mes "[Daora]";
mes "What, I can't support you properly?";
mes "You solve it by yourself.";
close;
}
mes "[Daora]";
mes "Hum. Got it.";
next;
mes "[Daora]";
mes "There is a guy who looks like a priest and Trovan and Madelle saw him.";
mes "A merchant saw a girl who buys things regularly.";
next;
mes "[Daora]";
mes "The main target is a guy,";
mes "but the helper is a girl.";
mes "Maybe.";
next;
mes "[Daora]";
mes "Above all,";
mes "it's really getting to you.";
next;
mes "[Daora]";
mes "Then it's simple.";
mes "Why don't you meet her in the place where she visits often?";
next;
mes "[Daora]";
mes "It's the transience of duty.";
mes "You don't know the meaning with a piece of the puzzle.";
next;
mes "[Daora]";
mes "They can be related people or not.";
mes "Ok, I'll be very attentive to my want.";
next;
mes "[Daora]";
mes "Right~?";
mes "Go on a place where can look down a village well and find Melissa.";
mes "That will be helpful.";
next;
mes "- Daora's advice is attached on the board of quest. -";
setquest 7092;
close;
case 2:
mes "[Daora]";
mes "Umm~.";
mes "Right. There is a secret";
mes "you can't tell anyone while perfoming a task.";
next;
mes "[Daora]";
mes "In those regards, you surpass the standards.";
close;
}
} else if (job_3rd_gc == 9) {
if (questprogress(7093) == 1) {
mes "So, go to the east of village, you can see a narrow alley directed to the north.";
next;
mes "[Daora]";
mes "The blind alley that Melissa told means this street.";
mes "You are thinking like a child.";
close;
}
mes "Haha... how's it going?";
next;
switch(select("Where is the blind alley?:It's okay.")) {
case 1:
mes "[Daora]";
mes "The blind alley?";
mes "Hmm... well.";
mes "Is there a blind alley like our pub...";
next;
mes "[Daora]";
mes "Ah, in the northeast alley";
mes "directed upside in the village,";
mes "there is no street because";
mes "the houses stand close together in that area.";
next;
mes "[Daora]";
mes "Around Melissa's house,";
mes "that is the blind alley";
mes "for the boy, maybe.";
next;
mes "[Daora]";
mes "It's very easy to find walking around the village.";
setquest 7093;
next;
mes "- Daora's advice is attached on the board of quest. -";
close;
case 2:
mes "[Daora]";
mes "Ok. It's going well.";
mes "Can I expect a good result?";
close;
}
} else if (job_3rd_gc == 13) {
mes "I sent a girl named Estillda to her home.";
mes "Why do we handle worthless things like it?";
next;
if (questprogress(7094) == 1) {
mes "[Daora]";
mes "I'm not sure if he still lives...";
mes "Anyway, he is a key artisan in Rachel,";
mes "and can recognize all kinds of keys.";
next;
mes "[Daora]";
mes "What? Residence?";
mes "I told you, it's Rachel.";
mes "He maybe lives in comfort for the rest of his days in Rachel.";
next;
mes "[Daora]";
mes "Go ask inside a pub of Rachel...";
close;
}
mes "[Daora]";
mes "Yeah, how's it going?";
next;
switch(select("It progress satisfactorily.:Show the key.")) {
case 1:
mes "[Daora]";
mes "My glass, you don't need it?";
next;
mes "["+strcharinfo(0)+"]";
mes "Yes. I already have enough information.";
mes "If that is a stuff has a long story behind it,";
mes "we have only one way.";
next;
mes "[Daora]";
mes "Right.";
mes "If you think carefully,";
mes "you can find a way.";
next;
mes "[Daora]";
mes "Good luck~";
close;
case 2:
mes "[Daora]";
mes "What is th--";
mes "I see, that guy had this key...?";
next;
mes "[Daora]";
mes "It's a symbol of shrines";
mes "and has a showy pattern.";
mes "Hmm...";
next;
mes "[Daora]";
mes "So, you want to know this key's use?";
mes "If you do, go to Rachel.";
mes "There is a key artisan there.";
next;
mes "[Daora]";
mes "Now, he is retired, but he";
mes "spends his declining years in peace.";
mes "You can ask him yourself.";
next;
mes "[Daora]";
mes "Ask what this key's use is.";
setquest 7094;
next;
mes "- Daora's advice is attached on the quest board. -";
close;
}
} else if (job_3rd_gc == 15) {
if (questprogress(7095) == 1) {
mes "The field northwest of Veins.";
mes "You can find that easily with a map.";
mes "There are lots of wolves, so be careful.";
close;
}
mes "Hey, how's Mayshell?";
mes "Can you fix an uncomfortable way of talking?";
next;
mes "[Daora]";
mes "Don't pretend to be a noblewoman.";
next;
switch(select("I'm going to go.:Do you know a mansion around Veins?")) {
case 1:
mes "[Daora]";
mes "Ok.";
mes "Don't be carried away by ill-advised bravery.";
mes "Well... it's also hard to be killed.";
close;
case 2:
mes "[Daora]";
mes "Yes, sure.";
mes "There is a mansion between ravines.";
mes "It's very gloomy.";
mes "I don't understand his taste.";
next;
mes "[Daora]";
mes "And that mansion is built in back of a ravine...";
mes "It's always dark like the night.";
next;
mes "[Daora]";
mes "The location?";
mes "Well...";
mes "It's in the northwest field of Veins.";
mes "You can go through a narrow road to northeast.";
setquest 7095;
next;
mes "- Daora's advice is attached on the board of quest. -";
next;
mes "[Daora]";
mes "There are lots of scary wolves in that area, be careful.";
close;
}
} else {
mes "No. It's not funny anymore.";
close;
}
case 3:
mes "[Daora]";
mes "Our milk is expensive!";
mes "Give me 500 zeny for a cup.";
next;
switch(select("It's ok. Give me a cup of milk.:You are a barefaced robber!")) {
case 1:
mes "[Daora]";
if (Zeny > 499) {
mes "Here you are. Milk.";
mes "Then take a rest.";
Zeny -= 500;
getitem 519,1; //Milk
close;
}
mes "I told you, it's 500 zeny.";
mes "A poor man. You have only a fine figure!";
close;
case 2:
mes "[Daora]";
mes "An impertinent fellow!";
specialeffect2 EF_HIT1;
percentheal -30,0;
close;
}
}
} else {
mes "You've completed the task perfectly.";
mes "What do you need now?";
mes "Do you need something else?";
next;
mes "[Daora]";
mes "If you decide on a way to walk, it's time to start newly.";
mes "Everyone is waiting for you.";
close;
}
} else if (Class == Job_Guillotine_Cross || Class == Job_Guillotine_Cross_T || Class == Job_Baby_Cross) {
if (Sex) {
mes "Oh~ you're good-looking~!";
mes "It's worthwhile to open a pub~";
mes "I can feel fruitful labors whenever I see a guy like you~";
} else {
mes "Hmm... You look as good as I did in my youth.";
mes "What do you want?";
}
next;
switch(select("Tropical Sograt:Vermilion on the Beach:Milk")) {
case 1:
mes "[Daora]";
if (Zeny > 799) {
mes "Here you are, take it.";
Zeny -= 800;
getitem 12112,1; //Tropical_Sograt
close;
}
mes "It's 800 zeny per 1 glass of Tropical Sograt.";
close;
case 2:
mes "[Daora]";
if (Zeny > 799) {
mes "Here you are, take it.";
Zeny -= 800;
getitem 12113,1; //Vermilion_The_Beach
close;
}
mes "[Daora]";
mes "It's 800 zeny per 1 glass of Vermilion on the Beach.";
close;
case 3:
mes "[Daora]";
if (Sex) {
mes "Uh... Umm...";
mes "It's complicated order. but I don't have any choice since you want it.";
next;
mes "[Daora]";
if (Zeny > 499) {
mes "I feel sorry to take 500 zeny per bottle, but I have to.";
mes "It's very hard to get milk in Veins.";
Zeny -= 500;
getitem 519,1; //Milk
close;
}
mes "Umm... I think I can't help you.";
mes "There is no milk in Veins.";
close;
} else {
mes "Ah, milk.";
mes "Huu! Milk!";
next;
mes "[Daora]";
mes "I don't have anything like that.";
close;
}
}
} else {
if (Sex == 1) {
mes "Oh~ you're good-looking!";
mes "So, what do you want?";
}
else {
mes "Hum...you're a girl.";
mes "Ok pick up whatever you want.";
}
next;
mes "[Daora]";
mes "I'm not sure that you already know or not, but we are selling special liquor of Morroc.";
mes "Which one do you want?";
next;
switch(select("Tropical Sograt:Vermilion the beach:No thanks!")) {
case 1:
mes "[Daora]";
if (Zeny > 999) {
mes "Here you are, take it.";
Zeny -= 1000;
getitem 12112,1; //Tropical_Sograt
close;
}
mes "It's 1000 zeny per glass of Tropical Sograt.";
close;
case 2:
mes "[Daora]";
if (Zeny > 999) {
mes "Here you are, take it.";
Zeny -= 1000;
getitem 12113,1; //Vermilion_The_Beach
close;
}
mes "It's 1000 zeny per glass of Vermilion on the Beach.";
close;
case 3:
mes "[Daora]";
mes "Don't show me your nervousness!";
specialeffect2 EF_HIT1;
percentheal -30,0;
close;
}
}
}
job3_guil01,16,20,4 script Mayshell#3rdgc03 4_F_KHELLISIA,{
if (!checkweight(1201,2)) {
mes "- You can't continue this quest because you have too many items. -";
close;
}
mes "[Mayshell]";
if (job_3rd_gc == 4) {
mes "You were sent here by Ahcart?";
mes "I'll give you a task without asking anymore questions.";
mes "Ok, listen carefully.";
next;
mes "[Mayshell]";
mes "We are chasing a person trying to dissolve an organization.";
mes "We got information about a guy who looks like a town leader.";
next;
mes "[Mayshell]";
mes "Your task is to punish him under the cover of shadow.";
next;
mes "[Mayshell]";
mes "Our objective shouldn't be released to anybody.";
mes "Your memories should disappear in shadow.";
mes "Be cautious and avoid observation.";
next;
select("Ok...:So the task is...?");
mes "[Mayshell]";
mes "What does he look like?";
mes "How do you recognize him?";
mes "I can't tell you.";
mes "That's for you to find out.";
next;
mes "[Mayshell]";
mes "You will need a compass.";
mes "You need a lamp and a light to see in the darkness.";
next;
mes "[Mayshell]";
mes "At that point, you will be able to have a drink and rest.";
next;
mes "[Mayshell]";
mes "Overcome the adversity.";
mes "It is up to you to judge.";
mes "We can't help you, so you must figure it out for yourself.";
next;
mes "[Mayshell]";
mes "We saw a stranger in this village, we are quite sure that he is the person who we are looking for your task.";
next;
mes "[Mayshell]";
mes strcharinfo(0)+".";
mes "Time is not waiting for you.";
mes "Go ahead. Spill blood with the blade of a knife that stands for a stoic life.";
job_3rd_gc = 5;
changequest 7102,7103;
close;
} else if (job_3rd_gc == 5) {
mes "You already have your orders.";
mes "Even though you don't have any evidence, I trust you to do a good job.";
next;
mes "[Mayshell]";
mes "It's a test to watch you.";
mes "Let me see, "+strcharinfo(0)+"...";
mes "Go out and think about what you have to do first.";
next;
mes "[Mayshell]";
mes "Your task is finding a stranger.";
next;
mes "[Mayshell]";
mes "Go out search diligently.";
mes "I'll allow you to have some water.";
next;
mes "[Mayshell]";
mes "Meet Daora before you start.";
mes "She may be helpful to you.";
close;
} else if (job_3rd_gc == 14) {
mes "Welcome.";
mes "How was your day?";
mes "I heard about your activity.";
next;
mes "[Mayshell]";
mes "You found a key, right?";
mes "Huhu. I have my ways of finding out.";
next;
mes "[Mayshell]";
mes "Can you show me the key?";
mes "I'm going to check if";
mes "you were capable or not...";
next;
select("Give a key to him.");
mes "[Mayshell]";
if (countitem(6150) == 0) {
mes "You didn't bring a key?";
mes "I'll be in lots of trouble.";
close;
}
mes "I didn't expect your success without a clear target...";
mes "You are a man of greater ability than I thought.";
next;
mes "[Mayshell]";
mes "I think you find a target what we look for.";
mes "Then you handle it after finding a key's host.";
next;
mes "[Mayshell]";
mes "Then it'll be over.";
mes "But you have to find the key's host by yourself.";
next;
mes "[Mayshell]";
mes "When you find the mansion, there will be a person waiting for you.";
next;
mes "[Mayshell]";
mes "This is the last step.";
mes "Don't make any mistakes.";
delitem 6150,1; //Key_Of_The_Mansion
job_3rd_gc = 15;
changequest 7108,7109;
close;
} else if (job_3rd_gc == 15) {
mes "Ok, you have something to do?";
mes "If you are late, Renzak might get upset.";
close;
} else if (job_3rd_gc == 18 || job_3rd_gc == 19) {
mes "I already got a report from Renzak.";
if (job_3rd_gc == 18) {
mes "You completed the task quickly.";
mes "That's great.";
} else {
mes "I'm so happy to see you.";
mes "But quickness is very important to us.";
next;
mes "[Mayshell]";
mes "You were not punctual...";
mes "At least you came back alive.";
}
next;
.@all_wine = 0;
for(.@i = 0; .@i < 5; ++.@i)
if (questprogress(7091+.@i) == 1) {
++.@all_wine;
}
mes "[Mayshell]";
if (.@all_wine < 2) {
mes "You did the job by yourself";
mes "even though there wasn't any";
mes "information about it, and you";
mes "collected it.";
next;
mes "[Mayshell]";
mes "You corresponded with all conditions";
mes "promptly and with patience.";
next;
mes "[Mayshell]";
if (job_3rd_gc == 18) {
mes "The evaluation of your task is... [S].";
mes "[S] is for 'special'.";
.@quest = 7099;
} else {
mes "The evaluation of your task is... [A].";
mes "If you were punctual, you would have received higher.";
.@quest = 7096;
}
next;
} else {
mes "You made full use of Daora's advice.";
mes "But, didn't I mention it?";
next;
mes "[Mayshell]";
mes "I told you to keep it a secret...";
mes "Of course, I don't want to blame you.";
next;
mes "[Mayshell]";
mes "It's important not only to solve this by yourself,";
mes "but also to make an effort getting information.";
next;
mes "[Mayshell]";
if (.@all_wine > 3) {
if (job_3rd_gc == 18) {
mes "The evaluation of your task is... [B].";
.@quest = 7097;
} else {
mes "The evaluation of your task is... [C].";
mes "You need to act by yourself.";
.@quest = 7098;
}
next;
} else {
mes "You adjusted an affair with flexible points of view.";
mes "You were not dependent on the others and you used the surroundings properly.";
next;
mes "[Mayshell]";
mes "I like that.";
if (job_3rd_gc == 18) {
mes "The evaluation of your task is... [A].";
.@quest = 7096;
} else {
mes "The evaluation of your task is... [B].";
.@quest = 7097;
}
next;
}
}
mes "[Mayshell]";
mes "You got a new qualification for completing this task.";
mes "It's a shadow of our assasin as a shadow of the world...";
next;
mes "[Mayshell]";
mes "I'm going to give you the qualification to be a ^4d4dffGuillotine Cross^000000.";
mes "I'm not pushing you, so you can come whenever you want to visit.";
next;
mes "[Mayshell]";
mes "I reward you for your labor, and I'm going to give you a present.";
mes "I got this one from guild, I hope it's helpful to you.";
job_3rd_gc = 20;
getitem 12106,1; //Accessory_Box
erasequest 7091;
erasequest 7092;
erasequest 7093;
if (questprogress(7094)) erasequest 7094;
if (questprogress(7095)) erasequest 7095;
erasequest 7112;
erasequest 7113;
erasequest 7114;
if (questprogress(7115)) erasequest 7115;
if (questprogress(7116)) erasequest 7116;
changequest 7111,.@quest;
next;
mes "[Mayshell]";
mes "I want to tell you something.";
mes "I order you that ^4d4dffyou should not leave a document at all^000000, whatever it is.";
next;
mes "[Mayshell]";
mes "There are two types of information:";
mes "Things that can be shared and those that cannot.";
next;
mes "[Mayshell]";
mes "And never leave records or tell anybody about a task you completed...";
mes "for your junior who will follow your steps.";
next;
mes "[Mayshell]";
mes "Don't forget.";
mes "And the task you did is related to Rachel, Rune-Midgard, and our assassin guild.";
mes "So the others should not be known. Of course, you are included, so please forget everything.";
close;
} else if (job_3rd_gc == 20) {
mes "You are acknowledged by the guild.";
mes "Feel free to come whenever you want to become a Guillotine Cross.";
next;
mes "[Mayshell]";
mes "That choice means that you will have to walk a street of blood again.";
next;
mes "[Mayshell]";
mes "Bercasell is waiting in the room on the opposite side.";
mes "Meet him.";
close;
} else if (job_3rd_gc > 20) {
mes "Even though I gave you a qualification,";
mes "I don't want to celebrate that qualification.";
next;
mes "[Mayshell]";
mes "It's a way to abandon one's mind and the way of pain, of adversity.";
mes "I pushed you that way.";
next;
mes "[Mayshell]";
mes "It's funny.";
mes "We live for checking our comrades...";
mes "But it's a rule of the assasin.";
next;
mes "[Mayshell]";
mes "In a dark night, it's the fate of a person who is going on the shadow of the moon.";
mes "I wish you to store one's mind, please...";
close;
} else {
mes "You are not allowed in here.";
close;
}
}
ve_in,228,108,3 script Waitress#3rdgc04 1_F_PUBGIRL,{
mes "[Waitress]";
if (job_3rd_gc < 6) {
mes "Welcome~";
mes "Visit and take a rest~";
close;
} else if (job_3rd_gc == 6) {
if (questprogress(7091) == 1) {
if (questprogress(7112) == 1) {
mes "That's all the information that I know.";
mes "After that, I can't remember anything else.";
next;
mes "Then can we figure it out with the information you collected?-";
next;
switch(select("Do it.:Stop it.")) {
case 1:
callfunc "func_3rdgc",1;
close;
case 2:
mes "You stop the confirmation of information.";
close;
}
} else {
mes "Welcome.";
mes "Are you ready to order?";
next;
switch(select("You are...:Your name is..?:Water, please.")) {
case 1:
mes "[Waitress]";
mes "What's the matter?";
mes "Are you ready to order?";
next;
select("I'm looking for Madelle...");
mes "[Madelle]";
mes "Ah? Madelle? Do you know about Daora?";
mes "I'm Madelle.";
mes "I think you have business because you came from Daora.";
next;
select("Was there a suspicious guest?");
mes "[Madelle]";
mes "A suspicious guest?";
mes "What kind of...?";
mes "Ah, well... we have had a few strangers.";
next;
mes "[Madelle]";
mes "We don't have lots of floating population because of the rough terrain in the village.";
mes "Almost all people have been here since they were born or adventurers who are regulars.";
next;
mes "[Madelle]";
mes "But if they are not that kind of people...";
mes "Yes, there were strangers.";
next;
select("Can you tell me about them?");
mes "[Madelle]";
mes "Um... One looked like a priest from Rachel.";
mes "A priest in this village...";
mes "Maybe he is a soldier, I understand.";
next;
mes "[Madelle]";
mes "One day, there was a guy who seemed to be exhausted and bought food.";
mes "I remember him because he visited after closing a store.";
next;
mes "[Madelle]";
mes "I'm not sure but there was a person who was wearing a hood.";
mes "He seemed be exhausted and they wanted to buy a small drink and a snack.";
next;
mes "[Madelle]";
mes "I haven't seen any of them since.";
mes "So I don't know anymore.";
setquest 7112;
next;
mes "- The information of Madelle is attached on the guest board.";
mes "Then can we figure out what information you've collected? -";
next;
switch(select("Do it.:Stop it.")) {
case 1:
callfunc "func_3rdgc",1;
close;
case 2:
mes "You stop the confirmation of information.";
close;
}
case 2:
mes "[Waitress]";
mes "What? My name?";
mes "Are you hitting on me?";
mes "Don't do that.";
if (Sex) mes "You are not my type.";
else mes "I don't swing that way.";
close;
case 3:
mes "[Waitress]";
mes "Do you want ice with that?";
close;
}
}
} else {
if (questprogress(7112) == 1) {
mes "That's all the information that I know.";
mes "I haven't seen them since.";
next;
mes "- I wonder if I can figure it out with the information I've collected... -";
next;
switch(select("Do it.:Stop it.")) {
case 1:
callfunc "func_3rdgc",0;
close;
case 2:
mes "You stop the confirmation of information.";
close;
}
} else {
mes "Welcome.";
mes "Are you ready to order?";
next;
switch(select("Suspicious people?:Which one is the best food?")) {
case 1:
mes "[Waitress]";
mes "A suspicious person?";
mes "You are a suspicious person.";
close;
case 2:
mes "[Waitress]";
mes "Umm? well...";
mes "If you want to have a simple dish, have a meal from our fixed menu.";
mes "It's 5000 zeny, Do you want it?";
next;
switch(select("Yes, I'll try it.:......")) {
case 1:
if (Zeny > 4999) {
mes "[Waitress]";
mes "Here you are, this is a meal from the fixed menu.";
mes "Feel free to call me when you need.";
next;
switch(select("How's your business?:Do you have lots of guests?")) {
case 1:
mes "[Waitress]";
mes "Well... not bad.";
mes "This is the only pub here so it's good.";
break;
case 2:
mes "[Waitress]";
mes "Not that much lately.";
mes "It's so-so.";
break;
}
next;
mes "[Waitress]";
mes "A business in a village can keep up with customers.";
mes "Thesedays, adventurers have been visiting more often.";
next;
select("Any suspicious visitors?");
mes "[Waitress]";
mes "Sure, I see some everyday.";
mes "I can recognize when I see their outfits.";
mes "I have to memorize their characters because of business.";
next;
select("It's boring...");
mes "[Waitress]";
mes "Yeah sometimes.";
mes "Everyday I have to talk";
mes "with same people.";
mes "But...";
next;
mes "[Waitress]";
mes "I'm refreshed when I see guests like you.";
mes "I remember something that happened a few days ago.";
next;
mes "[Waitress]";
mes "When I closed the store,";
mes "he seemed be exhausted and they wanted to buy a small drink and a snack.";
next;
mes "[Waitress]";
mes "He was a stranger but I'm sure that he is from Rachel.";
mes "He looked like a priest.";
next;
mes "[Waitress]";
mes "I thought that a priest came here, but it's wrong.";
mes "I was starting to get scared.";
next;
mes "[Waitress]";
mes "I thought that I may have opened the door to a thief.";
mes "Ah, sorry, I must be talking too much.";
next;
mes "[Waitress]";
mes "It was boring to talk with that old man...";
mes "Anyway, don't let me disturb you anymore.";
mes "Bon Appetit!";
next;
mes "[Waitress]";
mes "Oh by the way, my name is Madelle.";
mes "I hope you remember my name.";
Zeny -= 5000;
setquest 7112;
next;
mes "- Madelle's information is attached to a quest board. What information have I collected? -";
next;
switch(select("Check information.:Cancel.")) {
case 1:
callfunc "func_3rdgc",0;
close;
case 2:
mes "You stop the confirmation of information.";
close;
}
} else {
mes "[Waitress]";
mes "A meal from our menu is 5000 zeny.";
mes "You have to pay.";
mes "It's prepay.";
close;
}
case 2:
mes "[Waitress]";
mes "You feel annoyed.";
mes "I see. I won't push you.";
mes "Take a rest there.";
close;
}
}
}
}
} else {
mes "Hi~!";
mes "We can see often each other.";
next;
mes "[Madelle]";
mes "A meal? Liquor?";
mes "Hoho, have a good time!";
close;
}
}
ve_in,246,303,3 script Young Merchant#3rdgc05 4_M_RACHMAN2,{
if (job_3rd_gc < 6) {
mes "[Young Merchant]";
mes "If you want to buy stuff, go to this person.";
mes "I'm a distributor.";
close;
}
else if (job_3rd_gc == 6) {
if (questprogress(7091) == 1) {
if (questprogress(7113) == 1) {
mes "[Crave]";
mes "I already gave you all the information I have.";
mes "I'm quick in visual learning.";
mes "I can't find the other girl, only the one who matches your condition.";
next;
mes "Can we figure out with the information you collected?";
next;
switch(select("Do it.:Stop it.")) {
case 1:
callfunc "func_3rdgc",1;
close;
case 2:
mes "You stop the confirmation of information.";
close;
}
} else {
mes "[Young Merchant]";
mes "How about increasing potion in next time...";
mes "Um, do you have something to tell me?";
next;
switch(select("Do you know Crave?:Give me a potion.")) {
case 1:
mes "[Crave]";
mes "I'm Crave, who are you...?";
//mes "You're not a usual stuff in connection.."; //FIXME: Dialogue.
next;
mes "[Crave]";
mes "Ah, is it about Daora?";
mes "Yes, what can I do for you?";
next;
select("Did you see a stranger these past days?");
mes "[Crave]";
mes "Stranger... about Daora's business?";
mes "Ok. I understand what you are talking about.";
next;
mes "[Crave]";
mes "I found a new face while";
mes "watching the stores.";
mes "It was a girl...";
next;
mes "[Crave]";
mes "She buys food and the necessities of life regularly in the morning and afternoon.";
mes "I wanted to know more about her, because she was pretty.";
mes "But there is no person who knows her residence.";
next;
mes "[Crave]";
mes "Is it a mysterious person?";
mes "I don't know who she is, or where she lives!";
next;
mes "[Crave]";
mes "I want to talk to her, but she runs away...";
mes "She must be hiding something.";
setquest 7113;
next;
mes "- The information Crave gave is attached on the quest board.";
mes "Then can we figure out with information you collected? -";
next;
switch(select("Do it.:Stop it.")) {
case 1:
callfunc "func_3rdgc",1;
close;
case 2:
mes "You stop the confirmation of information.";
close;
}
case 2:
mes "[Young Merchant]";
mes "I carry on a wholesale trade, not a retail trade.";
mes "Buy that from a tool salesperson.";
close;
}
}
} else {
if (questprogress(7113) == 1) {
mes "[Crave]";
mes "I already gave you all the information I have.";
mes "I'm quick in visual learning.";
mes "I can't find the other girl, only the one who matches your condition.";
next;
mes "Can we figure out with the information you collected?";
next;
switch(select("Do it.:Stop it.")) {
case 1:
callfunc "func_3rdgc",0;
close;
case 2:
mes "You stop the confirmation of information.";
close;
}
} else {
mes "[Young Merchant]";
mes "What's wrong?";
mes "I'm a merchant, but not a retail merchant.";
mes "If you want to buy things, go to the others.";
next;
switch(select("Suspicious people?:I heard that you are sharp.")) {
case 1:
mes "[Young Merchant]";
mes "A suspicious person?";
mes "There are lots of people who are suspicious.";
next;
mes "[Young Merchant]";
mes "It's that lame person that's suspicious, isn't it?";
close;
case 2:
mes "[Young Merchant]";
mes "Hmm? It's reasonable.";
mes "I have to be quick in visual learning for living as a merchant.";
next;
mes "[Young Merchant]";
mes "I have to memorize the faces of people who do business with me so I can make a profit.";
mes "Then I can make steady customers.";
next;
switch(select("I'm looking for a cousin...:End conversation.")) {
case 1:
mes "[Young Merchant]";
mes "Is she a beautiful blonde?";
next;
switch(select("No, it's a boy.:Yes, she is.")) {
case 1:
mes "[Young Merchant]";
mes "Is he?";
mes "I don't know.";
mes "I know only a mysterious blonde beauty.";
close;
case 2:
mes "[Crave]";
mes "Oh, she is?";
mes "I'm Crave. If you find her later, please contact me.";
next;
mes "[Crave]";
mes "Don't give me a fierce scowl.";
mes "I'm a man of ability.";
next;
select("Where did you see her?");
mes "["+strcharinfo(0)+"]";
mes "A few days have passed already.";
mes "I want to find her as soon as possible.";
mes "You said you saw that child? Where did you see her?";
next;
mes "[Crave]";
mes "So... that's why we don't know her residence.";
mes "I can understand buying food and other supplies.";
next;
mes "[Crave]";
mes "She always runs away without saying anything.";
mes "I like her because of her mysterious atmosphere.";
next;
mes "[Crave]";
mes "I think that she ran away from home.";
mes "She visits here to buy stuff every day and every night regularly.";
next;
mes "[Crave]";
mes "She may run away when she sees you.";
mes "It's probably better to hide in the alley to catch her.";
setquest 7113;
next;
mes "- Crave's information is attached to the quest board. What information have I collected? -";
next;
switch(select("Check information.:Cancel.")) {
case 1:
callfunc "func_3rdgc",0;
close;
case 2:
mes "You stop the confirmation of information.";
close;
}
}
case 2:
mes "[Young Merchant]";
mes "Why do you change your face while I'm talking about a steady customer?";
mes "Oh, you are...";
mes "It's a sword of darkness that can't make a profit unrelated to memorizing people's faces.";
close;
}
}
}
}
} else {
mes "[Crave]";
mes "Excuse me?";
mes "Did you find who you were looking for?";
close;
}
}
veins,291,215,3 script Vigilante#3rdgc06 4_DST_SOLDIER,{
if (job_3rd_gc < 6) {
mes "[Vigilante]";
mes "Do you have any inconveniences while you are traveling?";
mes "At the outskirts of the city, there are many monsters. Be careful.";
close;
}
else if (job_3rd_gc == 6) {
if (questprogress(7091) == 1) {
if (questprogress(7114) == 1) {
mes "[Trovan]";
mes "I already gave you all the information I have.";
mes "He's the only suspicious person that's been seen.";
mes "But nothing has happened yet, so I'm keeping watch.";
next;
mes "- What information have I collected? -";
next;
switch(select("Check information.:Cancel.")) {
case 1:
callfunc "func_3rdgc",1;
close;
case 2:
mes "You stop the confirmation of information.";
close;
}
} else {
mes "[Vigilante]";
mes "Hello?";
mes "Do you need help?";
next;
switch(select("Do you know Trovan?:No thanks.")) {
case 1:
mes "[Vigilante]";
mes "Eh? I'm Trovan, a member of the vigilante corps of Veins.";
mes "What's the matter?";
next;
mes "[Trovan]";
mes "Ah, you were recommended by Daora.";
mes "I remember all of the faces of people who live in this village.";
next;
mes "[Trovan]";
mes "Maybe he is a stranger.";
mes "We should exclude normal adventurers.";
next;
mes "[Trovan]";
mes "And if Daora finds a person, he must not be a normal person.";
mes "So we should exclude normal guests...";
next;
mes "[Trovan]";
mes "Then we can set limits for guessing who it is.";
mes "A few days ago, a priest visited this village.";
mes "He covered his face with a hood, so I couldn't see him too well.";
next;
mes "[Trovan]";
mes "I can detect suspicious people pretty well.";
mes "He might be a criminal if he were hiding his face.";
next;
mes "[Trovan]";
mes "Why is he suspicious?";
mes "He shows up here regularly, but he has no definite residence.";
mes "And I always lose him when I try to follow him.";
next;
mes "[Trovan]";
mes "I can't offer any more information.";
mes "I always have to guard the entrance of the village, so I can't follow him for too long.";
next;
mes "[Trovan]";
mes "Anyway. He is a only person who I suspect.";
mes "He hasn't been caught doing anything criminal,";
mes "but he's always covering himself up.";
setquest 7114;
next;
mes "- Trovan's information is attached to the quest board. What information have I collected? -";
next;
switch(select("Check information.:Cancel.")) {
case 1:
callfunc "func_3rdgc",1;
close;
case 2:
mes "You stop the confirmation of information.";
close;
}
case 2:
mes "[Trovan]";
mes "Recently, I've seen many suspicious people.";
mes "I'm keeping strict watch.";
close;
}
}
} else {
if (questprogress(7114) == 1) {
mes "[Trovan]";
mes "I already gave you all the information I have.";
mes "He's the only suspicious person that's been seen.";
mes "But nothing has happened yet, so I'm keeping watch.";
next;
mes "- Should I figure out the information collected? -";
next;
switch(select("Check the information.:Cancel.")) {
case 1:
callfunc "func_3rdgc",0;
close;
case 2:
mes "You stop the confirmation of information.";
close;
}
} else {
mes "[Trovan]";
mes "I'm Trovan, a guard of Veins.";
mes "What's wrong?";
next;
switch(select("Is there a wanted man?:Nothing.")) {
case 1:
mes "[Trovan]";
mes "A wanted man?";
mes "No, what's the matter?";
next;
mes "[Trovan]";
mes "Did you find any suspicious people entering this village lately?";
mes "Umm...";
next;
mes "[Trovan]";
mes "Recently, there's been a man in this village wearing a hood.";
mes "He is not a traveler. He bought food and slipped out of the village.";
next;
mes "[Trovan]";
mes "I'm wondering about his identity.";
mes "I think he is related to a shrine...";
mes "Or maybe he isn't...";
next;
mes "[Trovan]";
mes "There is no one else like him among the people living in this village.";
mes "I wonder where he is from.";
next;
mes "[Trovan]";
mes "He might still be here.";
mes "There are no new people except for him. I know almost all of the adventurer's faces that visit here.";
mes "So that's not much news.";
setquest 7114;
next;
mes "- Trovan's information is attached to the quest board. What information have I collected? -";
next;
switch(select("Check information.:Cancel.")) {
case 1:
callfunc "func_3rdgc",0;
close;
case 2:
mes "You stop the confirmation of information.";
close;
}
case 2:
mes "[Trovan]";
mes "Don't go too far away.";
close;
}
}
}
} else {
mes "[Trovan]";
mes "How's it going?";
close;
}
}
veins,187,143,5 script Peddler#3rdgc07 4_F_HUGRANMA,{
mes "[Peddler]";
if (job_3rd_gc < 6) {
mes "What a huge sandstorm.";
mes "Are you ok?";
close;
}
else if (job_3rd_gc == 6) {
if (questprogress(7091) == 1) {
mes "What a huge sandstorm.";
mes "Are you ok?";
close;
} else {
if (questprogress(7115) == 1) {
mes "So, did you find that girl?";
mes "If you do, let her know that she has to come and visit me.";
next;
mes "- You can't get more information from the peddler. What information have I collected? -";
next;
switch(select("check information.:Cancel.")) {
case 1:
callfunc "func_3rdgc",1;
close;
case 2:
mes "You stop the confirmation of information.";
close;
}
} else {
mes "Hey. Hey!";
mes "I'm talking to you!";
next;
switch(select("Ignore him.:Listen to the story.")) {
case 1:
mes "[Peddler]";
mes "You are too cold.";
close;
case 2:
mes "[Peddler]";
mes "A pretty girl just bought food.";
mes "You know that freshness is important when buying fish...";
next;
mes "[Peddler]";
mes "But I gave the wrong fish to her.";
mes "Recently, she bought food from my store.";
mes "I can't find her, maybe she doesn't live here.";
next;
mes "[Peddler]";
mes "She looks shabby but she always buys expensive food.";
mes "I thought that she was a maid but we don't have a mansion that can hire maids in Veins.";
next;
mes "[Peddler]";
mes "Kind of suspicious, isn't it?";
mes "But, I gave spoiled fish to her...";
next;
mes "[Peddler]";
mes "So I have to find her and exchange the fish for a refund.";
next;
mes "[Peddler]";
mes "If you find her, send that message, please?";
mes "I can't miss a guest like her.";
next;
mes "[Peddler]";
mes "Ok, let's see...";
mes "She is blonde girl.";
mes "You should be able";
mes "to find her easily.";
next;
mes "[Peddler]";
mes "Actually, nobody knows where she's from.";
mes "You're an adventurer, so I'm asking you.";
next;
select("I'll send her your message.:Hmm...");
mes "["+strcharinfo(0)+"]";
mes "- Even though I don't have time to spare, the girl mentioned by the peddler is suspicious. -";
next;
mes "["+strcharinfo(0)+"]";
mes "- A girl who has no clear residence and buys expensive food. I have to find out. -";
next;
mes "[Peddler]";
mes "Then send my message to her, please.";
mes "If I can't exchange the fish, it will spoil.";
setquest 7115;
next;
mes "- The peddler's information is attached to the quest board. What information have I collected? -";
next;
switch(select("Check information.:Cancel.")) {
case 1:
callfunc "func_3rdgc",0;
close;
case 2:
mes "You stop the confirmation of information.";
close;
}
}
}
}
} else {
mes "Did you send my message properly?";
mes "Then why she hasn't she visited here to exchange the fish?";
close;
}
}
veins,235,126,3 script Old Man#3rdgc07 4_M_DST_GRAND,{
mes "[Old Man]";
if (job_3rd_gc < 6) {
mes "Haha... I can remember my past when I see a young adventurer like you...";
close2;
} else if (job_3rd_gc == 6) {
if (questprogress(7091) == 1) {
mes "Haha... I can remember my past when I see a young adventurer like you...";
close;
} else {
if (questprogress(7116) == 1) {
mes "Thanks for talking to me.";
next;
mes "- I can't get anymore information from the Old Man. What information have I collected? -";
next;
switch(select("Check information.:Cancel.")) {
case 1:
callfunc "func_3rdgc",0;
close;
case 2:
mes "You stop the confirmation of information.";
close;
}
} else {
mes "What? What's the matter?";
mes "You want to talk with me?";
next;
switch(select("Suspicious person...:You look good.")) {
case 1:
mes "[Old Man]";
mes "A suspicious person?";
mes "Well, Trovan may know more about her than me.";
close;
case 2:
mes "[Old Man]";
mes "Thanks anyway.";
mes "I'll just sit down here...";
next;
mes "[Old Man]";
mes "I look around at people who pass by here all the time.";
mes "I can find out where they're from easily by watching what they wear.";
next;
mes "[Old Man]";
mes "I can't forget her at all because of her funny outfit.";
mes "It's not difficult to forget a person wearing a formal dress.";
next;
select("Then what's funny?");
mes "[Old Man]";
mes "Umm, this village is not funny anymore.";
mes "I know everything~ I even found out everyone's job.";
next;
mes "[Old Man]";
mes "But...";
mes "Recently, a girl showed up.";
mes "In the morning, she buys some food from a peddler and then disappears.";
next;
mes "[Old Man]";
mes "And in the afternoon she usually buys the necessities of life.";
mes "A little bit at a time.";
mes "And then she goes somewhere after...";
next;
mes "[Old Man]";
mes "I figure that she must be preparing something.";
mes "If she buys a lot of stuff, then she can be found easily.";
next;
mes "[Old Man]";
mes "I think she stocks up heavily on foods that help during battles.";
next;
mes "[Old Man]";
mes "She just recently started this routine.";
mes "Is she a newcomer?";
next;
mes "[Old Man]";
mes "I'm going to watch you for a while.";
mes "Ah, why am I bothering you with this story?";
setquest 7116;
next;
mes "- The information of the Old Man is attached to the quest board. What information have I collected?";
next;
switch(select("Check information.:Cancel.")) {
case 1:
callfunc "func_3rdgc",0;
close;
case 2:
mes "You stop the confirmation of information.";
close;
}
}
}
}
} else if (job_3rd_gc == 8) {
mes "You want to know something?";
mes "We have a marvelous girl in our village.";
next;
mes "[Old Man]";
mes "I don't know what kind of gift she has, but she knows how to find people.";
next;
mes "[Old Man]";
mes "If you want to find her, ask that kid.";
close;
} else {
mes "I still don't know.";
mes "I'm too old...";
close;
}
}
veins,223,180,3 script Girl#3rdgc09 4_F_DST_CHILD,{
mes "[Melissa]";
if (job_3rd_gc == 8) {
mes "Hi?";
mes "What?";
mes "Have you lost a friend?";
next;
switch(select("Do you know something?:No...")) {
case 1:
mes "[Melissa]";
mes "I have a special gift that I've had my whole life.";
mes "People visit me when they need to find something.";
next;
mes "[Melissa]";
mes "Are looking for someone?";
mes "Can you tell me about their character?";
next;
switch(select("You are joking.:Let me do it.")) {
case 1:
mes "[Melissa]";
mes "Ha! But you'll come back to me when you need to find someone.";
mes "I know everything.";
close;
case 2:
.@ans00 = 0;
mes "[Melissa]";
mes "Ok, answer my question.";
mes "Is it a boy or a girl?";
next;
switch(select("A boy:A girl")) {
case 1:
mes "[Melissa]";
mes "A boy and...";
break;
case 2:
mes "[Melissa]";
mes "A girl and...";
++.@ans00;
break;
}
next;
mes "[Melissa]";
mes "What is the hair color?";
next;
switch(select("Dark:Red:Light yellowish:White")) {
case 1:
mes "[Melissa]";
mes "Dark hair color... hmm...";
mes "Dark brown or black hair...";
break;
case 2:
mes "[Melissa]";
mes "Light brown or dark orange... Red hair...";
break;
case 3:
mes "[Melissa]";
mes "Light orange to blonde hair.";
++.@ans00;
break;
case 4:
mes "[Melissa]";
mes "Gray... white... gold... silver hair...";
break;
}
next;
mes "[Melissa]";
mes "Young or old?";
next;
switch(select("Like a child.:Young.:Middle-aged.:Very old.")) {
case 1:
mes "[Melissa]";
mes "And a child.";
break;
case 2:
mes "[Melissa]";
mes "A young person.";
mes "Like you?";
++.@ans00;
break;
case 3:
mes "[Melissa]";
mes "Same age as a tool salesman?";
mes "Middle-aged.";
break;
case 4:
mes "[Melissa]";
mes "Yes, very old.";
break;
}
next;
mes "[Melissa]";
mes "Hi, "+((Sex)?"brother":"sister")+"~ Let me collect all of the information you've provided...";
next;
mes "- She begins to murmur and gestures toward the sky. Her hair springs up as she says... -";
next;
if (.@ans00 == 3) {
mes "[Melissa]";
mes "Got it!";
mes "I know her.";
mes "Her name is ^4d4dffEstillda^000000.";
mes "Right?";
next;
mes "[Melissa]";
mes "Why are you looking for her? Is she your friend?";
mes "She gave me candy the other day.";
next;
mes "[Melissa]";
mes "Umm... this girl...";
mes "will pass around";
mes "a blind alley in";
mes "about 1 hour!";
mes "Hehehe!";
erasequest 7103;
setquest 7104;
job_3rd_gc = 9;
next;
mes "[Melissa]";
mes "She has to be who you're looking for. I'm never wrong.";
mes "Tell me I did a good job!";
next;
switch(select("Pat Melissa on the head.:Giver her a thumbs up sign.")) {
case 1:
mes "You pat Melissa on the head.";
mes "She reacts like a puppy would.";
next;
mes "[Melissa]";
mes "Hehehe...";
mes "I'm here to help~!";
close;
case 2:
mes "[Melissa]";
mes "Hehehe...";
mes "I did good!";
close;
}
} else {
mes "[Melissa]";
mes "Umm...";
mes "That person who has those characteristics is...";
next;
mes "[Melissa]";
mes "Wha-...? Eww, I've never been wrong.";
mes "I don't know why, but I can't see that person.";
next;
mes "[Melissa]";
mes "Eeeahhh! Wahhh!";
next;
mes "- All I can do is soothe Melissa as she cries. I have to think about the person's characteristics again. -";
close;
}
}
case 2:
mes "[Melissa]";
mes "It's strange.";
mes "In this village people are always looking for someone.";
close;
}
} else if (job_3rd_gc == 9) {
mes "Did you find her?";
mes "Say thanks to her for giving me candy the other day.";
close;
} else {
mes "When I'm looking for people, an angel wearing black clothes gives me information.";
next;
mes "[Melissa]";
mes "I told Daora about this story, then she said to me not to do it again.";
mes "Maybe she isn't a good angel.";
close;
}
}
veins,337,284,0 script #ghostestilla_3rdgc HIDDEN_WARP_NPC,3,3,{
end;
OnTouch:
if (job_3rd_gc == 9) {
if ((questprogress(7104,PLAYTIME) == 1) || (questprogress(7105,PLAYTIME) == 1)) {
mes ".....?";
mes "There's a sign of somebody present.";
mes "You still have time.";
close;
} else if ((questprogress(7104,PLAYTIME) == 2) || (questprogress(7105,PLAYTIME) == 2)) {
mes "The blind alley that Melissa told me about must be this street.";
next;
mes "There's a sign of somebody present.";
mes "A blonde girl shows up!";
donpcevent "Estillda#3rdgc10::OnEnable";
next;
select("Make a surprise attack.");
.@c_spec = readparam(bDex)+readparam(bAspd)+readparam(bCritical);
if (.@c_spec > 209 || (!rand(2) && .@c_spec > 190 && .@c_spec < 210) || (!rand(3) && .@c_spec < 191)) {
mes "You take her by the wrist trying not to let her see you.";
mes "The food that she is holding falls on the floor.";
next;
mes "[Estillda]";
mes "Ahhhh!";
mes "Who are you?";
mes "What are you doing?";
next;
if(select("Who sent you?:Who's from Rachel?") == 2) {
mes "[Estillda]";
mes "I don't know! I don't have any idea. I don't know him!";
next;
}
mes "[Estillda]";
mes "If I buy stuff for him...";
mes "He said that he can pay for my labor and production costs.";
next;
mes "[Estillda]";
mes "I don't know who he is.";
mes "It's true.";
mes "Is he bad guy?";
next;
mes "[Estillda]";
mes "Help me, please?";
mes "Help me.";
mes "I'll do anything you want.";
next;
mes "[Estillda]";
mes "I didn't know anything about him, I don't know if he's a bad guy.";
mes "I just bought some stuff... (sobbing)...";
next;
mes "- Estillda is in shock because she thinks that she's in trouble. -";
next;
select("Calm her down.");
mes "["+strcharinfo(0)+"]";
mes "Just relax for a second.";
mes "I totally understand what you're saying.";
mes "You won't get into any trouble.";
next;
mes "["+strcharinfo(0)+"]";
mes "I'm looking for a guy who committed a crime and ran away.";
mes "I have to catch him.";
next;
mes "["+strcharinfo(0)+"]";
mes "So who made you get those supplies?";
next;
mes "["+strcharinfo(0)+"]";
mes "If you cooperate with me, I'm going to protect you until this is all done.";
mes "The Assassin Guild will protect you.";
next;
mes "[Estillda]";
mes "You promise, right?";
mes "How can I help you?";
next;
select("When are you supposed to meet?");
mes "[Estillda]";
mes "Oh, I already delivered the stuff.";
mes "I'm on my way back.";
next;
mes "[Estillda]";
mes "Ah, these are mine.";
mes "I got a lot of zeny.";
next;
mes "["+strcharinfo(0)+"]";
mes "Then go straight this way and pretend that nothing happened.";
next;
mes "- I demand that she walks as usual and tell her how to get to Daora's pub. -";
donpcevent "Estillda#3rdgc10::OnDisable";
if (questprogress(7104)) erasequest 7104;
if (questprogress(7105)) erasequest 7105;
job_3rd_gc = 10;
setquest 7106;
next;
mes "- The pub in the underground of Veins is the best place to keep her safe. -";
close;
} else {
mes "- I tried to take her by the wrist, but she already knew and ran away screaming. -";
donpcevent "Estillda#3rdgc10::OnDisable";
if (questprogress(7104)) erasequest 7104;
if (questprogress(7105)) erasequest 7105;
setquest 7105;
next;
mes "You couldn't catch Estillda.";
close;
}
} else {
mes "An error has occurred.";
mes "Please contact the GM team to fix this situation.";
close;
}
}
end;
}
veins,341,287,3 script Estillda#3rdgc10 4_F_SHABBY,{
OnInit:
OnDisable:
disablenpc "Estillda#3rdgc10";
end;
OnEnable:
enablenpc "Estillda#3rdgc10";
end;
}
job3_guil01,79,15,1 script Estillda#3rdgc11 4_F_SHABBY,{
if (job_3rd_gc == 11) {
mes "Estillda is looking around with an anxious expression on her face.";
next;
switch(select("Are you ok?:Intimidate her.")) {
case 1:
mes "[Estillda]";
mes "Yes? Yes...";
mes "I thought assassins were scary.";
mes "But I don't think so...";
next;
select("You don't look like you're from Veins");
mes "[Estillda]";
mes "Yes? Yes...";
mes "I'm from Rachel.";
mes "I'm here to make zeny.";
mes "I had a desolate life in Rachel.";
next;
switch(select("You came here with alone?:Had a desolate life...")) {
case 1:
mes "[Estillda]";
mes "No.";
mes "I don't think so.";
mes "I came here with a guy.";
next;
mes "[Estillda]";
mes "I usually come here by myself. Sometimes he checks my destination.";
mes "I thought that he is an important person from some company.";
next;
mes "[Estillda]";
mes "But I don't know who he is.";
break;
case 2:
mes "[Estillda]";
mes "I'm a native,";
mes "I work in his house.";
mes "I think it's not bad.";
mes "I just left my home...";
next;
mes "[Estillda]";
mes "He said that he needed a maid and that he could pay me enough money.";
break;
}
next;
mes "[Estillda]";
mes "Actually I don't know him well.";
mes "...I'll never do it.";
mes "I want to go home. I miss my mommy.";
next;
switch(select("What can you tell me?:Tell me what you know!")) {
case 1:
mes "[Estillda]";
mes "Yes. Right?";
mes "I'm going to tell you everything that I know.";
break;
case 2:
mes "[Estillda]";
mes "Sorry. I'm sorry.";
mes "I'm going to do what you want...";
next;
mes "["+strcharinfo(0)+"]";
mes "Your attitude is a problem.";
mes "Let's take up the main subject.";
break;
}
next;
mes "[Estillda]";
mes "I usually supply food";
mes "and other life necessities.";
next;
mes "[Estillda]";
mes "I buy some food to eat for myself.";
mes "And I buy expensive food for him everyday.";
next;
mes "[Estillda]";
mes "I think he is very fussy about food...";
mes "And I get money whenever I deliver food..";
next;
select("Where did you sleep?");
mes "[Estillda]";
mes "Yes? Yes, around here.";
mes "There is a place that soldiers stay.";
mes "He wants me to stay there...";
next;
select("When are you supposed to meet?");
mes "[Estillda]";
mes "In a couple of hours.";
mes "At a warehouse underground in the south.";
next;
mes "["+strcharinfo(0)+"]";
mes "Thanks for your cooperation.";
mes "Your house is in Rachel?";
mes "Estillda is your real name?";
mes "Yes, I'm going to draw his rations in Rachel.";
next;
mes "["+strcharinfo(0)+"]";
mes "To go back home without an accident.";
job_3rd_gc = 12;
changequest 7106,7107;
close;
case 2:
mes "[Estillda]";
mes "Yes?";
mes "Please...";
mes "Don't kill me.";
next;
mes "- Estillda looks scared. You need to change the subject. -";
close;
}
} else if (job_3rd_gc == 12) {
mes "[Estillda]";
mes "We usually meet at the same place at the same time.";
mes "It's in a warehouse underground in the south.";
mes "Don't tell him that I told you.";
close;
}
end;
}
veins,206,56,0 script #3rdgc_battleroom01 HIDDEN_WARP_NPC,1,1,{
end;
OnInit:
$@3rdgc_room01 = 0;
end;
OnTouch:
if (job_3rd_gc == 12) {
if (questprogress(7107,PLAYTIME) == 2) {
mes "This must be the place Estillda told me about.";
next;
switch(select("Go inside.:Observe the situation.")) {
case 1:
if ($@3rdgc_room01 == 0) {
warp "job3_guil02",34,44;
$@3rdgc_room01 = 1;
} else {
mes "You tried to open the door but it's locked.";
mes "It doesn't show any signs of life.";
next;
mes "Come back here later.";
}
close;
case 2:
mes "I back up to watch the situation unfold.";
close;
}
} else if (questprogress(7107,PLAYTIME) == 1) {
mes "This must be the place Estillda told me about.";
mes "I have enough time for meeting.";
close;
} else {
mes "An error has occurred.";
mes "Contact the GM team to resolve the situation.";
close;
}
}
end;
}
job3_guil02,34,44,0 script #3rdgc_room01_mag01 HIDDEN_WARP_NPC,2,2,{
end;
OnEnable:
enablenpc "#3rdgc_room01_mag01";
end;
OnDisable:
disablenpc "#3rdgc_room01_mag01";
end;
OnStop:
stopnpctimer;
end;
OnTouch:
if (job_3rd_gc == 12) {
initnpctimer;
donpcevent "A man with black clothes::OnEnable";
disablenpc "#3rdgc_room01_mag01";
} else {
mes "You don't have to come here now.";
close;
warp "veins",178,62;
$@3rdgc_room01 = 0;
end;
}
end;
OnTimer295000:
mapannounce "job3_guil02","Dandelion: ...Ha, you are strong and sticky!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
donpcevent "A man with black clothes::OnReset";
end;
OnTimer296000:
mapannounce "job3_guil02","The Dandelion ran away.",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
end;
OnTimer298000:
mapwarp "job3_guil02","veins",186,65;
end;
OnTimer299000:
donpcevent "Dandelion#3rdgc12::OnDisable";
donpcevent "A man with black clothes::OnDisable";
donpcevent "#3rdgc_room01_mag01::OnEnable";
end;
OnTimer300000:
$@3rdgc_room01 = 0;
stopnpctimer;
end;
}
job3_guil02,51,43,7 script A man with black clothes 4_M_DSTMAN,4,4,{
end;
OnInit:
OnDisable:
hideonnpc "A man with black clothes";
.on = 0;
end;
OnEnable:
hideoffnpc "A man with black clothes";
.on = 1;
end;
OnReset:
killmonster "job3_guil02","A man with black clothes::OnMyMobDead";
end;
OnTouch:
if (!.on) end;
mes "[A man with black clothes]";
mes "You just arrived here.";
mes "Why are you so late?";
mes "Put your stuff down.";
next;
select("......");
mes "[A man with black clothes]";
mes "May the goddess bless you eternally...";
npcskill "AL_BLESSING",10,0,0;
next;
emotion e_gasp;
mes "[A man with black clothes]";
mes "Who... who are you?!";
mes "A... Assassin Guild?!";
mes "What?!";
mes "When did I give you a clue?!";
next;
select("You lost your head...");
mes "["+strcharinfo(0)+"]";
mes "Is this the correct target?";
mes "Can you talk with me for a sec?";
next;
mes "[A man with black clothes]";
mes "No way!!!!";
mes "You... I'll make you close your eyes forever!";
next;
mes "["+strcharinfo(0)+"]";
mes "What?!";
close2;
donpcevent "A man with black clothes::OnDisable";
monster "job3_guil02",51,43,"Dandelion",2031,1,"A man with black clothes::OnMyMobDead";
end;
OnMyMobDead:
donpcevent "#3rdgc_room01_mag01::OnStop";
donpcevent "#3rdgc_2nd_timer::OnEnable";
mapwarp "job3_guil02","job3_guil02",47,43;
end;
}
job3_guil02,1,1,0 script #3rdgc_2nd_timer CLEAR_NPC,{
end;
OnEnable:
initnpctimer;
end;
OnTimer1000:
donpcevent "Dandelion#3rdgc12::OnEnable";
end;
OnTimer60000:
mapwarp "job3_guil02","veins",186,65;
end;
OnTimer61000:
donpcevent "Dandelion#3rdgc12::OnDisable";
donpcevent "A man with black clothes::OnDisable";
donpcevent "#3rdgc_room01_mag01::OnEnable";
$@3rdgc_room01 = 0;
stopnpctimer;
end;
}
job3_guil02,49,43,5 script Dandelion#3rdgc12 4_M_DSTMANDEAD,{
if (!checkweight(1201,2)) {
mes "- You can't continue this quest because you have too many items. -";
close;
}
if (job_3rd_gc == 12) {
mes "[Dandelion]";
mes "Eyah!";
mes "You... won't find anything.";
mes "Everything... is guided... by the goddess...";
mes "Keeek!";
next;
mes "- He puts something in his mouth and swallows. -";
next;
mes "["+strcharinfo(0)+"]";
mes "What is that?!";
mes "What do you have in your mouth...?";
mes "Why did you do that?";
next;
mes "It's too late to save him.";
mes "He passed away.";
mes "You find a key with a fancy decoration around his neck.";
job_3rd_gc = 13;
getitem 6150,1; //Key_Of_The_Mansion
changequest 7107,7108;
close;
} else {
if (job_3rd_gc == 13) {
mes "There is nothing to do.";
mes "Let's get out of here.";
} else
mes "You are shoved by an unknown force.";
close2;
warp "veins",178,62;
end;
}
OnInit:
OnDisable:
disablenpc "Dandelion#3rdgc12";
end;
OnEnable:
enablenpc "Dandelion#3rdgc12";
end;
}
rachel,115,77,3 script Girke#3rdgc13 4_M_03,{
mes "[Girke]";
mes "Oh~ young man.";
mes "I'm Girke Sara.";
mes "Just call me Girke.";
next;
mes "- He smells like alcohol. -";
next;
mes "[Girke]";
mes "You know what?";
mes "A man who is a legendary key artisan lives in our village.";
mes "Hiccup~";
next;
mes "[Girke]";
mes "Ah~hahahaha";
mes "My dad likes pieces of work like that.";
mes "One day, he said to me.";
next;
mes "[Girke]";
mes "'Girke, my wish is having a key crafted from Oresa.'";
next;
mes "[Girke]";
mes "But Oresa already disappeared after handing everything over to his apprentice.";
mes "Finally, my dad passed away without seeing such a key...";
next;
mes "[Girke]";
mes "You know.";
mes "That Oresa! He lives in our town?!";
mes "Hiccup~";
next;
mes "[Girke]";
mes "But he is too old...";
mes "But the artisan is...";
next;
mes "[Girke]";
mes "...difficult to meet.";
mes "Like my dad... He's a bit of a loner.";
next;
mes "[Girke]";
mes "What am I talking to you about.";
mes "Are you drunken? Daddy... (sobbing)";
mes "Ah... Daddy...";
next;
mes "- Girke starts to cry. -";
close;
}
ra_in01,175,196,3 script Oresa Rava#3rdgc13 4_M_LGTGRAND,{
mes "[Oresa Rava]";
if (job_3rd_gc == 13) {
mes "I don't know why you are visiting me, but I'm not crafting anymore.";
mes "I'm too old to craft.";
next;
select("Do you know this key?");
mes "[Oresa Rava]";
mes "Hmm? Umm... Give it to me.";
mes "This pattern...";
mes "Where did you get this from?";
next;
switch(select("I just picked it up.:I have a story...")) {
case 1:
mes "[Oresa Rava]";
mes "Umm? Did you just pick it up?";
mes "That's impossible.";
mes "Did something happen in that house.";
next;
mes "[Oresa Rava]";
mes "So what will you do with this key?";
next;
select("I'm going to find the owner.");
mes "[Oresa Rava]";
mes "Ah~! That's why you came here to see me.";
mes "I gave that key to a person who was a priest.";
next;
mes "[Oresa Rava]";
mes "I couldn't see my home after he became a priest, but I made a key for a celebration.";
next;
mes "[Oresa Rava]";
mes "It's a key to his mansion.";
mes "Now I don't know where he lives.";
mes "But can you visit there and send over the caretaker of the summer cottage?";
next;
break;
case 2:
mes "[Oresa Rava]";
mes "I don't know what's going on.";
mes "I gave that key to a person who was a priest.";
next;
mes "[Oresa Rava]";
mes "I couldn't see my home after he became a priest, but I made a key for a celebration.";
next;
mes "[Oresa Rava]";
mes "It's a key to his mansion.";
mes "Now I don't know where he lives.";
mes "But can you visit there and send over the caretaker of the summer cottage?";
next;
mes "[Oresa Rava]";
mes "Actually, I can't trust you...";
mes "But you showed up with a key. It may be an act of providence.";
next;
select("Sure.");
break;
}
mes "[Oresa Rava]";
mes "That mansion was...";
mes "built in a gorge of Veins.";
mes "I don't know the exact location of it though.";
next;
select("That should be enough.");
mes "[Oresa Rava]";
mes "Are you sure?";
mes "You are so kind.";
mes "Send over that key.";
next;
mes "- Find the owner of that key soon and tell Mayshell. -";
job_3rd_gc = 14;
close;
} else if (job_3rd_gc == 14) {
mes "That key is of a mansion built in a gorge of Veins.";
mes "I'm sure of it.";
close;
} else {
mes "It's an old story about that artisan.";
mes "Now... It's best to see my grandchild.";
next;
mes "[Oresa Rava]";
mes "You are laughing now, but you will understand me soon.";
close;
}
}
//Pre-RE: ve_fild05 (327,308)
ve_fild02,330,384,3 script Girl#3rdgc14 4_F_GUILLOTINE,{
if (job_3rd_gc > 14 && job_3rd_gc < 18) {
mes "[Renzak]";
if (job_3rd_gc == 15) {
mes "You are here.";
mes "I'm Renzak.";
mes "You sent here from Mayshell?";
//mes "I'm not dwelling on."; //FIXME: Dialogue.
next;
mes "[Renzak]";
mes "Our final target is over there.";
mes "The mansion is surrounded by cliffs.";
mes "You must remove the target in the mansion.";
next;
mes "[Renzak]";
mes "I'm going to give you 10 min.";
mes "Complete your task and then wait in the backdoor of the mansion.";
mes "I'll wait for you there.";
} else if (job_3rd_gc == 16) {
mes "You have to attain our goal and come out of the mansion's backdoor within 10 minutes.";
mes "You can do it.";
} else {
mes "You failed.";
mes "You must succeed.";
next;
mes "[Renzak]";
mes "You have to come out of the mansion's backdoor.";
mes "I'll wait for you.";
}
next;
switch(select("I got it.:I'll be ready.")) {
case 1:
if ($@3rdgc_room02 == 0) {
erasequest ((job_3rd_gc == 17)?7110:7109);
job_3rd_gc = 17;
setquest 7110;
$@3rdgc_room02 = 1;
warp "job3_guil03",22,70;
} else {
mes "[Renzak]";
mes "Wait a second.";
mes "Just wait until it gets dark.";
next;
mes "[Renzak]";
mes "It'll be easy to infiltrate because it's covered by the cliff's shadow.";
job_3rd_gc = 16;
}
close;
case 2:
mes "[Renzak]";
mes "You don't have time to spare.";
mes "You should prepare for action.";
if (job_3rd_gc == 17) {
erasequest 7110;
setquest 7109;
}
job_3rd_gc = 16;
close;
}
} else if (job_3rd_gc > 18) {
mes "[Renzak]";
mes "You look good.";
mes "Me? I've always had the same figure.";
next;
mes "[Renzak]";
mes "I just wait for guys who will do what I ask.";
close;
} else {
mes "[Shadow-faced girl]";
mes "......";
mes "This road is blocked.";
mes "Go back.";
close;
}
OnInit:
$@3rdgc_room02 = 0;
end;
}
job3_guil03,22,70,0 script #3rdgc_event01 HIDDEN_WARP_NPC,3,3,{
end;
OnEnable:
enablenpc "#3rdgc_event01";
end;
OnDisable:
disablenpc "#3rdgc_event01";
end;
OnStop:
stopnpctimer;
end;
OnTouch:
if (job_3rd_gc == 17) {
initnpctimer;
donpcevent "#3rdgc_event_master::OnEnable";
disablenpc "#3rdgc_event01";
} else {
mes "You don't have to come here.";
close2;
warp "ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303)
$@3rdgc_room02 = 0;
}
end;
OnTimer900000:
mapannounce "job3_guil03","Renzak : Withdraw!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
end;
OnTimer901000:
mapwarp "job3_guil03","ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303)
end;
OnTimer902000:
donpcevent "#3rdgc_event_master::OnReset";
stopnpctimer;
end;
}
job3_guil03,1,4,0 script #3rdgc_event_master CLEAR_NPC,{
end;
OnEnable:
donpcevent "Barbed-Wire Entanglement::OnEnable";
donpcevent "Guard Dog#dog01::OnEnable";
donpcevent "Guard Dog#dog02::OnEnable";
donpcevent "#3rdgc_sunchal_nomal::OnEnable";
donpcevent "#3rdgc_sunchal_kill01::OnEnable";
donpcevent "#3rdgc_sunchal_kill02::OnEnable";
donpcevent "#3rdgc_sunchal_kill03::OnEnable";
donpcevent "#3rdgc_gojung_kill01::OnEnable";
donpcevent "#3rdgc_gojung_kill02::OnEnable";
donpcevent "#3rdgc_gojung_kill03::OnEnable";
donpcevent "Priest from Rachel::OnEnable";
end;
OnReset:
donpcevent "#3rdgc_guard::OnStop";
donpcevent "#3rdgc_guardoff::OnReset";
donpcevent "#3rdgc_hide01::OnStop";
donpcevent "#3rdgc_hide02::OnStop";
donpcevent "#3rdgc_hide03::OnStop";
donpcevent "#3rdgc_sunchal_kill01::OnStop";
donpcevent "#3rdgc_sunchal_kill02::OnStop";
donpcevent "#3rdgc_sunchal_kill03::OnStop";
donpcevent "#3rdgc_gojung_kill01::OnStop";
donpcevent "#3rdgc_gojung_kill02::OnStop";
donpcevent "#3rdgc_gojung_kill03::OnStop";
donpcevent "Guard Dog#dog01::OnReset";
donpcevent "Guard Dog#dog02::OnReset";
donpcevent "#3rdgc_sunchal_nomal::OnReset";
donpcevent "#3rdgc_sunchal_kill01::OnReset";
donpcevent "#3rdgc_sunchal_kill02::OnReset";
donpcevent "#3rdgc_sunchal_kill03::OnReset";
donpcevent "#3rdgc_gojung_kill01::OnReset";
donpcevent "#3rdgc_gojung_kill02::OnReset";
donpcevent "#3rdgc_gojung_kill03::OnReset";
donpcevent "Priest from Rachel::OnReset";
donpcevent "Barbed-Wire Entanglement::OnDisable";
donpcevent "Guard Dog#dog01::OnDisable";
donpcevent "Guard Dog#dog02::OnDisable";
donpcevent "#3rdgc_gojung_kill01::OnDisable";
donpcevent "#3rdgc_gojung_kill02::OnDisable";
donpcevent "#3rdgc_gojung_kill03::OnDisable";
donpcevent "Priest from Rachel::OnDisable";
donpcevent "Renzak#3rdgc16::OnDisable";
donpcevent "#3rdgc_event01::OnEnable";
$@3rdgc_room02 = 0;
end;
}
//Original name: Barbed-Wire Entanglements#3rdgc_door01
job3_guil03,55,79,0 script Barbed-Wire Entanglement CLEAR_NPC,1,1,{
end;
OnEnable:
enablenpc "Barbed-Wire Entanglement";
end;
OnDisable:
disablenpc "Barbed-Wire Entanglement";
end;
OnTouch:
mes "There is space on the bottom of the old fence.";
next;
if(select("Find another way.:Climb into the space.") == 2) {
mes "You climb into the narrow space.";
mes "The hole is blocked with the old barbed-wire entanglements.";
close2;
warp "job3_guil03",57,79;
disablenpc "Barbed-Wire Entanglement";
end;
}
close;
}
job3_guil03,98,46,0 script #3rdgc_hide01 HIDDEN_WARP_NPC,1,4,{
end;
OnStop:
killmonster "job3_guil03","#3rdgc_hide01::OnMyMobDead";
stopnpctimer;
end;
OnTouch:
mapannounce "job3_guil03","Man's voice : Umm? Is that a shadow in the window?",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
initnpctimer;
end;
OnTimer2000:
monster "job3_guil03",97,49,"Guard",1985,1,"#3rdgc_hide01::OnMyMobDead";
monster "job3_guil03",98,49,"Guard",1985,1,"#3rdgc_hide01::OnMyMobDead";
monster "job3_guil03",99,49,"Guard Dog",1866,1,"#3rdgc_hide01::OnMyMobDead";
mapannounce "job3_guil03","Guards : An invader!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
end;
OnTimer60000:
mapannounce "job3_guil03","Guards : Keep strict watch!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
donpcevent "#3rdgc_guard::OnEnable";
stopnpctimer;
end;
OnMyMobDead:
if (mobcount("job3_guil03","#3rdgc_hide01::OnMyMobDead") < 1)
stopnpctimer;
end;
}
job3_guil03,98,55,0 script #3rdgc_hide02 HIDDEN_WARP_NPC,1,4,{
end;
OnStop:
killmonster "job3_guil03","#3rdgc_hide02::OnMyMobDead";
stopnpctimer;
end;
OnTouch:
mapannounce "job3_guil03","Man's voice : There is something outside!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
initnpctimer;
end;
OnTimer2000:
monster "job3_guil03",97,57,"Guard",1985,1,"#3rdgc_hide02::OnMyMobDead";
monster "job3_guil03",98,57,"Guard",1985,1,"#3rdgc_hide02::OnMyMobDead";
monster "job3_guil03",99,57,"Guard Dog",1866,1,"#3rdgc_hide02::OnMyMobDead";
mapannounce "job3_guil03","Guards : An invader!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
end;
OnTimer60000:
mapannounce "job3_guil03","Guards : Keep strict watch!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
donpcevent "#3rdgc_guard::OnEnable";
stopnpctimer;
end;
OnMyMobDead:
if (mobcount("job3_guil03","#3rdgc_hide02::OnMyMobDead") < 1)
stopnpctimer;
end;
}
job3_guil03,98,64,0 script #3rdgc_hide03 HIDDEN_WARP_NPC,1,4,{
end;
OnStop:
killmonster "job3_guil03","#3rdgc_hide03::OnMyMobDead";
stopnpctimer;
end;
OnTouch:
mapannounce "job3_guil03","Man's voice : What is that?",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
initnpctimer;
end;
OnTimer2000:
monster "job3_guil03",97,67,"Guard",1985,1,"#3rdgc_hide03::OnMyMobDead";
monster "job3_guil03",98,67,"Guard",1985,1,"#3rdgc_hide03::OnMyMobDead";
monster "job3_guil03",99,67,"Guard Dog",1866,1,"#3rdgc_hide03::OnMyMobDead";
mapannounce "job3_guil03","Guards : An invader!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
end;
OnTimer60000:
mapannounce "job3_guil03","Guards : Keep strict watch!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
donpcevent "#3rdgc_guard::OnEnable";
stopnpctimer;
end;
OnMyMobDead:
if (mobcount("job3_guil03","#3rdgc_hide03::OnMyMobDead") < 1)
stopnpctimer;
end;
}
job3_guil03,1,2,0 script #3rdgc_guard CLEAR_NPC,{
end;
OnEnable:
initnpctimer;
end;
OnStop:
stopnpctimer;
end;
OnTimer5000:
mapannounce "job3_guil03","Guards : Take strict precaution outside!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
donpcevent "Exterior Guard#g01::OnEnable";
donpcevent "Exterior Guard#g02::OnEnable";
donpcevent "Exterior Guard#g03::OnEnable";
donpcevent "Exterior Guard#g04::OnEnable";
donpcevent "Exterior Guard#g05::OnEnable";
donpcevent "Exterior Guard#g06::OnEnable";
end;
OnTimer8000:
mapannounce "job3_guil03","Guards : Take strict precaution of the front gate!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
donpcevent "Front Gate Guard#g01::OnEnable";
donpcevent "Front Gate Guard#g03::OnEnable";
donpcevent "Front Gate Guard#g04::OnEnable";
donpcevent "Front Gate Guard#g05::OnEnable";
end;
OnTimer13000:
mapannounce "job3_guil03","Guards : Take strict precaution of the back gate!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
donpcevent "Back Gate Guard#g01::OnEnable";
donpcevent "Back Gate Guard#g03::OnEnable";
donpcevent "Back Gate Guard#g04::OnEnable";
donpcevent "Back Gate Guard#g05::OnEnable";
end;
OnTimer16000:
mapannounce "job3_guil03","Guards : Take strict precaution of the interior!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
donpcevent "Interior Guard#g01::OnEnable";
donpcevent "Interior Guard#g03::OnEnable";
donpcevent "Interior Guard#g04::OnEnable";
donpcevent "Interior Guard#g05::OnEnable";
stopnpctimer;
end;
}
job3_guil03,1,3,0 script #3rdgc_guardoff CLEAR_NPC,{
end;
OnDisable:
initnpctimer;
end;
OnReset:
stopnpctimer;
donpcevent "Front Gate Guard#g01::OnDisable";
donpcevent "Front Gate Guard#g03::OnDisable";
donpcevent "Front Gate Guard#g04::OnDisable";
donpcevent "Front Gate Guard#g05::OnDisable";
donpcevent "Back Gate Guard#g01::OnDisable";
donpcevent "Back Gate Guard#g03::OnDisable";
donpcevent "Back Gate Guard#g04::OnDisable";
donpcevent "Back Gate Guard#g05::OnDisable";
donpcevent "Interior Guard#g01::OnDisable";
donpcevent "Interior Guard#g03::OnDisable";
donpcevent "Interior Guard#g04::OnDisable";
donpcevent "Interior Guard#g05::OnDisable";
donpcevent "Exterior Guard#g01::OnDisable";
donpcevent "Exterior Guard#g02::OnDisable";
donpcevent "Exterior Guard#g03::OnDisable";
donpcevent "Exterior Guard#g04::OnDisable";
donpcevent "Exterior Guard#g05::OnDisable";
donpcevent "Exterior Guard#g06::OnDisable";
donpcevent "Front Gate Guard#g01::OnReset";
donpcevent "Back Gate Guard#g01::OnReset";
donpcevent "Interior Guard#g01::OnReset";
donpcevent "Exterior Guard#g01::OnReset";
donpcevent "Exterior Guard#g02::OnReset";
donpcevent "Exterior Guard#g03::OnReset";
donpcevent "Exterior Guard#g04::OnReset";
donpcevent "Exterior Guard#g05::OnReset";
donpcevent "Exterior Guard#g06::OnReset";
end;
OnTimer1000:
mapannounce "job3_guil03","Guards : Umm? I'm imagining things.",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
end;
OnTimer4000:
mapannounce "job3_guil03","Guards : Let's go back.",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
end;
OnTimer5000:
donpcevent "Front Gate Guard#g01::OnDisable";
donpcevent "Front Gate Guard#g03::OnDisable";
donpcevent "Front Gate Guard#g04::OnDisable";
donpcevent "Front Gate Guard#g05::OnDisable";
donpcevent "Back Gate Guard#g01::OnDisable";
donpcevent "Back Gate Guard#g03::OnDisable";
donpcevent "Back Gate Guard#g04::OnDisable";
donpcevent "Back Gate Guard#g05::OnDisable";
donpcevent "Interior Guard#g01::OnDisable";
donpcevent "Interior Guard#g03::OnDisable";
donpcevent "Interior Guard#g04::OnDisable";
donpcevent "Interior Guard#g05::OnDisable";
donpcevent "Exterior Guard#g01::OnDisable";
donpcevent "Exterior Guard#g02::OnDisable";
donpcevent "Exterior Guard#g03::OnDisable";
donpcevent "Exterior Guard#g04::OnDisable";
donpcevent "Exterior Guard#g05::OnDisable";
donpcevent "Exterior Guard#g06::OnDisable";
stopnpctimer;
end;
}
- script #3rdgc_guard00 -1,{
end;
OnInit:
OnDisable:
disablenpc strnpcinfo(0);
end;
OnEnable:
enablenpc strnpcinfo(0);
end;
}
job3_guil03,93,35,3 script Front Gate Guard#g01 4_M_DSTMAN,5,5,{
end;
OnInit:
OnDisable:
disablenpc "Front Gate Guard#g01";
end;
OnEnable:
enablenpc "Front Gate Guard#g01";
end;
OnReset:
killmonster "job3_guil03","Front Gate Guard#g01::OnMyMobDead";
end;
OnTouch:
disablenpc "Front Gate Guard#g01";
disablenpc "Front Gate Guard#g03";
disablenpc "Front Gate Guard#g04";
disablenpc "Front Gate Guard#g05";
monster "job3_guil03",93,37,"Guard Dog",1866,1,"Front Gate Guard#g01::OnMyMobDead";
monster "job3_guil03",93,36,"Front Gate Guard",1985,1,"Front Gate Guard#g01::OnMyMobDead";
monster "job3_guil03",93,35,"Front Gate Guard",1985,1,"Front Gate Guard#g01::OnMyMobDead";
monster "job3_guil03",93,34,"Front Gate Guard",1985,1,"Front Gate Guard#g01::OnMyMobDead";
monster "job3_guil03",93,33,"Front Gate Guard",1985,1,"Front Gate Guard#g01::OnMyMobDead";
monster "job3_guil03",93,32,"Guard Dog",1866,1,"Front Gate Guard#g01::OnMyMobDead";
end;
OnMyMobDead:
end;
}
job3_guil03,93,36,3 duplicate(#3rdgc_guard00) Front Gate Guard#g03 4_M_DSTMAN
job3_guil03,93,34,3 duplicate(#3rdgc_guard00) Front Gate Guard#g04 4_M_DSTMAN
job3_guil03,93,33,3 duplicate(#3rdgc_guard00) Front Gate Guard#g05 4_M_DSTMAN
job3_guil03,133,52,5 script Back Gate Guard#g01 4_M_DSTMAN,5,5,{
end;
OnInit:
OnDisable:
disablenpc "Back Gate Guard#g01";
end;
OnEnable:
enablenpc "Back Gate Guard#g01";
end;
OnReset:
killmonster "job3_guil03","Back Gate Guard#g01::OnMyMobDead";
end;
OnTouch:
disablenpc "Back Gate Guard#g01";
disablenpc "Back Gate Guard#g03";
disablenpc "Back Gate Guard#g04";
disablenpc "Back Gate Guard#g05";
monster "job3_guil03",133,54,"Guard Dog",1866,1,"Back Gate Guard#g01::OnMyMobDead";
monster "job3_guil03",133,53,"Back Gate Guard",1985,1,"Back Gate Guard#g01::OnMyMobDead";
monster "job3_guil03",133,52,"Back Gate Guard",1985,1,"Back Gate Guard#g01::OnMyMobDead";
monster "job3_guil03",133,51,"Back Gate Guard",1985,1,"Back Gate Guard#g01::OnMyMobDead";
monster "job3_guil03",133,50,"Back Gate Guard",1985,1,"Back Gate Guard#g01::OnMyMobDead";
monster "job3_guil03",133,49,"Guard Dog",1866,1,"Back Gate Guard#g01::OnMyMobDead";
end;
OnMyMobDead:
end;
}
job3_guil03,133,53,5 duplicate(#3rdgc_guard00) Back Gate Guard#g03 4_M_DSTMAN
job3_guil03,133,51,5 duplicate(#3rdgc_guard00) Back Gate Guard#g04 4_M_DSTMAN
job3_guil03,133,50,5 duplicate(#3rdgc_guard00) Back Gate Guard#g05 4_M_DSTMAN
job3_guil03,117,51,4 script Interior Guard#g01 4_M_DSTMAN,5,5,{
end;
OnInit:
OnDisable:
disablenpc "Interior Guard#g01";
end;
OnEnable:
enablenpc "Interior Guard#g01";
end;
OnReset:
killmonster "job3_guil03","Interior Guard#g01::OnMyMobDead";
end;
OnTouch:
disablenpc "Interior Guard#g01";
disablenpc "Interior Guard#g03";
disablenpc "Interior Guard#g04";
disablenpc "Interior Guard#g05";
monster "job3_guil03",117,53,"Guard Dog",1866,1,"Interior Guard#g01::OnMyMobDead";
monster "job3_guil03",117,52,"Interior Guard",1985,1,"Interior Guard#g01::OnMyMobDead";
monster "job3_guil03",117,51,"Interior Guard",1985,1,"Interior Guard#g01::OnMyMobDead";
monster "job3_guil03",117,50,"Interior Guard",1985,1,"Interior Guard#g01::OnMyMobDead";
monster "job3_guil03",117,49,"Interior Guard",1985,1,"Interior Guard#g01::OnMyMobDead";
monster "job3_guil03",117,48,"Guard Dog",1866,1,"Interior Guard#g01::OnMyMobDead";
end;
OnMyMobDead:
end;
}
job3_guil03,117,52,4 duplicate(#3rdgc_guard00) Interior Guard#g03 4_M_DSTMAN
job3_guil03,117,50,4 duplicate(#3rdgc_guard00) Interior Guard#g04 4_M_DSTMAN
job3_guil03,117,49,4 duplicate(#3rdgc_guard00) Interior Guard#g05 4_M_DSTMAN
job3_guil03,88,44,4 script Exterior Guard#g01 4_M_DSTMAN,5,5,{
end;
OnInit:
OnDisable:
disablenpc "Exterior Guard#g01";
end;
OnEnable:
enablenpc "Exterior Guard#g01";
end;
OnReset:
killmonster "job3_guil03","Exterior Guard#g01::OnMyMobDead";
end;
OnTouch:
mapannounce "job3_guil03","Guards : Who are you?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
disablenpc "Exterior Guard#g01";
monster "job3_guil03",88,44,"Exterior Guard",1985,1,"Exterior Guard#g01::OnMyMobDead";
monster "job3_guil03",88,43,"Exterior Guard",1985,1,"Exterior Guard#g01::OnMyMobDead";
monster "job3_guil03",88,45,"Guard Dog",1866,1,"Exterior Guard#g01::OnMyMobDead";
end;
OnMyMobDead:
end;
}
job3_guil03,88,55,4 script Exterior Guard#g02 4_M_DSTMAN,5,5,{
end;
OnInit:
OnDisable:
disablenpc "Exterior Guard#g02";
end;
OnEnable:
enablenpc "Exterior Guard#g02";
end;
OnReset:
killmonster "job3_guil03","Exterior Guard#g02::OnMyMobDead";
end;
OnTouch:
mapannounce "job3_guil03","Guards : Enemy?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
disablenpc "Exterior Guard#g02";
monster "job3_guil03",88,55,"Exterior Guard",1985,1,"Exterior Guard#g02::OnMyMobDead";
monster "job3_guil03",88,54,"Exterior Guard",1985,1,"Exterior Guard#g02::OnMyMobDead";
monster "job3_guil03",88,56,"Guard Dog",1866,1,"Exterior Guard#g02::OnMyMobDead";
end;
OnMyMobDead:
end;
}
job3_guil03,88,64,4 script Exterior Guard#g03 4_M_DSTMAN,5,5,{
end;
OnInit:
OnDisable:
disablenpc "Exterior Guard#g03";
end;
OnEnable:
enablenpc "Exterior Guard#g03";
end;
OnReset:
killmonster "job3_guil03","Exterior Guard#g03::OnMyMobDead";
end;
OnTouch:
mapannounce "job3_guil03","Guards : An invader, remove!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
disablenpc "Exterior Guard#g03";
monster "job3_guil03",88,64,"Exterior Guard",1985,1,"Exterior Guard#g03::OnMyMobDead";
monster "job3_guil03",88,63,"Exterior Guard",1985,1,"Exterior Guard#g03::OnMyMobDead";
monster "job3_guil03",88,65,"Guard Dog",1866,1,"Exterior Guard#g03::OnMyMobDead";
end;
OnMyMobDead:
end;
}
job3_guil03,73,62,4 script Exterior Guard#g04 4_M_DSTMAN,5,5,{
end;
OnInit:
OnDisable:
disablenpc "Exterior Guard#g04";
end;
OnEnable:
enablenpc "Exterior Guard#g04";
end;
OnReset:
killmonster "job3_guil03","Exterior Guard#g04::OnMyMobDead";
end;
OnTouch:
mapannounce "job3_guil03","Guards : Who are you?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
disablenpc "Exterior Guard#g04";
monster "job3_guil03",73,62,"Exterior Guard",1985,1,"Exterior Guard#g04::OnMyMobDead";
monster "job3_guil03",73,61,"Exterior Guard",1985,1,"Exterior Guard#g04::OnMyMobDead";
monster "job3_guil03",73,63,"Guard Dog",1866,1,"Exterior Guard#g04::OnMyMobDead";
end;
OnMyMobDead:
end;
}
job3_guil03,77,51,4 script Exterior Guard#g05 4_M_DSTMAN,5,5,{
end;
OnInit:
OnDisable:
disablenpc "Exterior Guard#g05";
end;
OnEnable:
enablenpc "Exterior Guard#g05";
end;
OnReset:
killmonster "job3_guil03","Exterior Guard#g05::OnMyMobDead";
end;
OnTouch:
mapannounce "job3_guil03","Guards : Who are you?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
disablenpc "Exterior Guard#g05";
monster "job3_guil03",77,51,"Exterior Guards",1985,1,"Exterior Guard#g05::OnMyMobDead";
monster "job3_guil03",77,50,"Exterior Guards",1985,1,"Exterior Guard#g05::OnMyMobDead";
monster "job3_guil03",77,49,"Guard Dog",1866,1,"Exterior Guard#g05::OnMyMobDead";
end;
OnMyMobDead:
end;
}
job3_guil03,73,34,4 script Exterior Guard#g06 4_M_DSTMAN,5,5,{
end;
OnInit:
OnDisable:
disablenpc "Exterior Guard#g06";
end;
OnEnable:
enablenpc "Exterior Guard#g06";
end;
OnReset:
killmonster "job3_guil03","Exterior Guard#g06::OnMyMobDead";
end;
OnTouch:
mapannounce "job3_guil03","Guard : Who are you?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
disablenpc "Exterior Guard#g06";
monster "job3_guil03",73,34,"Exterior Guards",1985,1,"Exterior Guard#g06::OnMyMobDead";
monster "job3_guil03",73,33,"Exterior guards",1985,1,"Exterior Guard#g06::OnMyMobDead";
monster "job3_guil03",73,32,"Guard Dog",1866,1,"Exterior Guard#g06::OnMyMobDead";
end;
OnMyMobDead:
end;
}
job3_guil03,110,27,3 script Guard Dog#dog01 HELL_POODLE,3,1,{
end;
OnEnable:
enablenpc "Guard Dog#dog01";
end;
OnDisable:
disablenpc "Guard Dog#dog01";
end;
OnReset:
killmonster "job3_guil03","Guard Dog#dog01::OnMyMobDead";
end;
OnTouch:
mapannounce "job3_guil03","You have been detected by the guard dog.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
disablenpc "Guard Dog#dog01";
monster "job3_guil03",110,27,"Guard Dog",1866,1,"Guard Dog#dog01::OnMyMobDead";
monster "job3_guil03",103,27,"Dog Trainer",1985,1,"Guard Dog#dog01::OnMyMobDead";
monster "job3_guil03",104,27,"Dog Trainer's Assistant",1985,1,"Guard Dog#dog01::OnMyMobDead";
monster "job3_guil03",98,27,"Guard",1985,1,"Guard Dog#dog01::OnMyMobDead";
end;
OnMyMobDead:
end;
}
job3_guil03,119,27,3 script Guard Dog#dog02 HELL_POODLE,3,1,{
end;
OnEnable:
enablenpc "Guard Dog#dog02";
end;
OnDisable:
disablenpc "Guard Dog#dog02";
end;
OnReset:
killmonster "job3_guil03","Guard Dog#dog02::OnMyMobDead";
end;
OnTouch:
mapannounce "job3_guil03","You have been detected by the guard dog.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
disablenpc "Guard Dog#dog02";
monster "job3_guil03",124,27,"Guard Dog",1866,1,"Guard Dog#dog02::OnMyMobDead";
monster "job3_guil03",126,27,"Dog Trainer",1985,1,"Guard Dog#dog02::OnMyMobDead";
monster "job3_guil03",104,27,"Trainer's Assistant",1985,1,"Guard Dog#dog02::OnMyMobDead";
monster "job3_guil03",131,27,"Guard",1985,1,"Guard Dog#dog02::OnMyMobDead";
end;
OnMyMobDead:
end;
}
job3_guil03,2,1,0 script #3rdgc_sunchal_nomal CLEAR_NPC,{
end;
OnEnable:
monster "job3_guil03",62,35,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
monster "job3_guil03",108,78,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
monster "job3_guil03",133,77,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
monster "job3_guil03",79,69,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
monster "job3_guil03",117,27,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
monster "job3_guil03",62,48,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
monster "job3_guil03",116,24,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
monster "job3_guil03",137,24,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
monster "job3_guil03",49,74,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
monster "job3_guil03",48,50,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
monster "job3_guil03",62,48,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
monster "job3_guil03",61,38,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
monster "job3_guil03",74,47,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
monster "job3_guil03",90,34,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
monster "job3_guil03",91,51,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
monster "job3_guil03",155,77,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
monster "job3_guil03",127,67,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
monster "job3_guil03",131,43,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
monster "job3_guil03",103,27,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
monster "job3_guil03",63,74,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
monster "job3_guil03",79,69,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
end;
OnReset:
killmonster "job3_guil03","#3rdgc_sunchal_nomal::OnMyMobDead";
end;
OnMyMobDead:
end;
}
job3_guil03,2,2,0 script #3rdgc_sunchal_kill01 CLEAR_NPC,{
end;
OnEnable:
.@i = atoi(charat(strnpcinfo(0),20));
setarray .@x[1],74,124,103;
setarray .@y[1],63, 78, 24;
monster "job3_guil03",.@x[.@i],.@y[.@i],"Guard",1985,1,strnpcinfo(0)+"::OnMyMobDead";
end;
OnStop:
mapannounce "job3_guil03","Guard : Am I imagining things? I just heard something...",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
stopnpctimer;
end;
OnReset:
killmonster "job3_guil03",strnpcinfo(0)+"::OnMyMobDead";
end;
OnMyMobDead:
initnpctimer;
end;
OnTimer3000:
mapannounce "job3_guil03","Guard : Huh? What's that sound. Hey, what's going on?",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
end;
OnTimer70000:
mapannounce "job3_guil03","Guard : What's the matter?",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
end;
OnTimer10000:
mapannounce "job3_guil03","Guard : Something's wrong, take caution!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
donpcevent "#3rdgc_guard::OnEnable";
stopnpctimer;
end;
}
job3_guil03,2,3,0 duplicate(#3rdgc_sunchal_kill01) #3rdgc_sunchal_kill02 CLEAR_NPC
job3_guil03,2,4,0 duplicate(#3rdgc_sunchal_kill01) #3rdgc_sunchal_kill03 CLEAR_NPC
job3_guil03,64,68,3 script #3rdgc_gojung_kill01 4_M_DSTMAN,7,7,{
end;
OnEnable:
enablenpc strnpcinfo(0);
end;
OnDisable:
disablenpc strnpcinfo(0);
end;
OnStop:
mapannounce "job3_guil03","Guard : Am I imagining things? I just heard something.",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
stopnpctimer;
end;
OnReset:
killmonster "job3_guil03",strnpcinfo(0)+"::OnMyMobDead";
end;
OnTouch:
.@i = atoi(charat(strnpcinfo(0),19));
setarray .@x[1],64,86,83;
setarray .@y[1],68,63,36;
mapannounce "job3_guil03","Guard : Who are you?!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
disablenpc strnpcinfo(0);
monster "job3_guil03",.@x[.@i],.@y[.@i],"Guard",1985,1,strnpcinfo(0)+"::OnMyMobDead";
initnpctimer;
end;
OnMyMobDead:
stopnpctimer;
end;
OnTimer5000:
if (strnpcinfo(0) == "#3rdgc_gojung_kill03") end;
OnTimer10000:
mapannounce "job3_guil03","Guard : I need support! Take caution!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
donpcevent "#3rdgc_guard::OnEnable";
stopnpctimer;
end;
}
job3_guil03,86,63,1 duplicate(#3rdgc_gojung_kill01) #3rdgc_gojung_kill02 4_M_DSTMAN,8,8
job3_guil03,83,36,5 duplicate(#3rdgc_gojung_kill01) #3rdgc_gojung_kill03 4_M_DSTMAN,6,6
job3_guil03,88,71,0 script #3rdgc_safezone01 HIDDEN_WARP_NPC,1,1,{
end;
OnTouch:
mes "It's a good bush to hide yourself.";
donpcevent strnpcinfo(0)+"::OnTimer";
close;
OnTimer:
//FIXME: This is a workaround for...
//var pccount_tt = GetNeighborPcNumber 2
getmapxy(.@map$,.@x,.@y,1);
setarray .@x[1],.@x-2,.@x+2;
setarray .@y[1],.@y-2,.@y+2;
sleep 1000;
for(.@i = 0; .@i<9; ++.@i) {
if (getareausers(.@map$,.@x[1],.@y[1],.@x[2],.@y[2]) < 1)
end;
sleep 1000;
}
if (getareausers(.@map$,.@x[1],.@y[1],.@x[2],.@y[2]) > 0)
donpcevent "#3rdgc_guardoff::OnDisable";
end;
}
job3_guil03,82,45,0 duplicate(#3rdgc_safezone01) #3rdgc_safezone02 HIDDEN_WARP_NPC,1,1
job3_guil03,72,53,0 duplicate(#3rdgc_safezone01) #3rdgc_safezone03 HIDDEN_WARP_NPC,1,1
job3_guil03,111,51,7 script Priest from Rachel 4_M_MIDDLE1,{
if (!.on) end;
mes "[Priest from Rachel]";
if (job_3rd_gc == 17) {
mes "Are you from the Assassin Guild?";
next;
mes "[Priest from Rachel]";
mes "The reason that our organization was dissolved was because of you guys.";
mes "You are a thorough person?";
next;
mes "[Priest from Rachel]";
mes "Because of you, you ruined everything!";
setnpcdisplay(strnpcinfo(0), HIDEN_PRIEST);
next;
mes "[Priest from Rachel]";
mes "You want to destroy us forever!";
mes "I can't put the Goddess to shame on a dirty Odin!";
next;
mes "[Priest from Rachel]";
mes "I'll never forgive you!!!";
mes "Pagan! Justice will be swift!";
donpcevent "Priest from Rachel::OnDisable";
monster "job3_guil03",111,51,"Priest from Rachel",2030,1,"Priest from Rachel::OnMyMobDead";
close;
}
mes "Who are you?";
mes "Get out of here.";
close2;
warp "ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303)
end;
OnInit:
OnDisable:
.on = 0;
hideonnpc "Priest from Rachel";
end;
OnEnable:
.on = 1;
hideoffnpc "Priest from Rachel";
end;
OnReset:
killmonster "job3_guil03","Priest from Rachel::OnMyMobDead";
end;
OnMyMobDead:
donpcevent "Renzak#3rdgc16::OnEnable";
mapannounce "job3_guil03","I... I can't die in vain...",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
donpcevent "#3rdgc_event01::OnStop";
initnpctimer;
end;
OnTimer3000:
mapannounce "job3_guil03","Renzak : Hey! Come out!",bc_map,"0x4d4dff"; //FW_NORMAL 12 0 0
end;
OnTimer40000:
mapannounce "job3_guil03","Renzak : Don't lag!",bc_map,"0x4d4dff"; //FW_NORMAL 12 0 0
end;
OnTimer60000:
mapwarp "job3_guil03","ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303)
end;
OnTimer61000:
donpcevent "#3rdgc_guard::OnStop";
donpcevent "#3rdgc_guardoff::OnReset";
donpcevent "#3rdgc_hide01::OnStop";
donpcevent "#3rdgc_hide02::OnStop";
donpcevent "#3rdgc_hide03::OnStop";
donpcevent "#3rdgc_sunchal_kill01::OnStop";
donpcevent "#3rdgc_sunchal_kill02::OnStop";
donpcevent "#3rdgc_sunchal_kill03::OnStop";
donpcevent "#3rdgc_gojung_kill01::OnStop";
donpcevent "#3rdgc_gojung_kill02::OnStop";
donpcevent "#3rdgc_gojung_kill03::OnStop";
donpcevent "Guard Dog#dog01::OnReset";
donpcevent "Guard Dog#dog02::OnReset";
donpcevent "#3rdgc_sunchal_nomal::OnReset";
donpcevent "#3rdgc_sunchal_kill01::OnReset";
donpcevent "#3rdgc_sunchal_kill02::OnReset";
donpcevent "#3rdgc_sunchal_kill03::OnReset";
donpcevent "#3rdgc_gojung_kill01::OnReset";
donpcevent "#3rdgc_gojung_kill02::OnReset";
donpcevent "#3rdgc_gojung_kill03::OnReset";
donpcevent "Priest from Rachel::OnReset";
donpcevent "Barbed-Wire Entanglement::OnDisable";
donpcevent "Guard Dog#dog01::OnDisable";
donpcevent "Guard Dog#dog02::OnDisable";
donpcevent "#3rdgc_gojung_kill01::OnDisable";
donpcevent "#3rdgc_gojung_kill02::OnDisable";
donpcevent "#3rdgc_gojung_kill03::OnDisable";
donpcevent "Priest from Rachel::OnDisable";
donpcevent "Renzak#3rdgc16::OnDisable";
end;
OnTimer61500:
donpcevent "#3rdgc_event01::OnEnable";
$@3rdgc_room02 = 0;
stopnpctimer;
end;
}
job3_guil03,146,70,3 script Renzak#3rdgc16 4_F_GUILLOTINE,{
mes "[Renzak]";
if (questprogress(7110,HUNTING) == 2) {
mes "My peers will come here to settle this affair.";
mes "Go to Mayshell for the report.";
next;
mes "[Renzak]";
if (questprogress(7110,PLAYTIME) == 1) {
mes "You finished quickly.";
mes "Good job.";
job_3rd_gc = 18;
} else {
mes "I told you that you have to finish within 10 minutes.";
mes "You might be exhausted.";
mes "Fortunately you are ok.";
job_3rd_gc = 19;
}
erasequest 7110;
setquest 7111;
close2;
warp "job3_guil01",51,50;
end;
}
mes "Get the target!";
mes "Actually, I'm not supposed to be here. Is something wrong with you?";
close;
OnInit:
disablenpc "Renzak#3rdgc16";
end;
OnEnable:
enablenpc "Renzak#3rdgc16";
end;
OnDisable:
disablenpc "Renzak#3rdgc16";
end;
}
job3_guil01,148,53,3 script Bercasell#3rdgc16 4_M_GUILLOTINE,{
if (!checkweight(1201,2)) {
mes "- You can't continue this quest because you have too many items. -";
close;
}
mes "[Bercasell]";
if (Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Baby_Assassin) {
if (job_3rd_gc == 20) {
if (JobLevel > 49 && SkillPoint == 0 && BaseLevel > 98) {
mes "I'm so tired...";
mes "You were sent by Mayshell?";
mes "Tell me why you came to see me.";
next;
switch(select("What is a Guillotine Cross?:I want to be a Guillotine Cross.:Nothing.")) {
case 1:
mes "[Bercasell]";
mes ".....";
next;
mes "[Bercasell]";
mes "So you want to know about the Guillotine Cross?";
mes "Get out!";
next;
switch(select("Just tell me...:......")) {
case 1:
mes "[Bercasell]";
callsub L_Info;
mes "[Bercasell]";
mes "It's funny that I'm talking to you like this.";
mes "I want to stop you from becoming a Guillotine Cross because of your defiance.";
close;
case 2:
mes "[Bercasell]";
mes "Yes, you don't ask questions.";
mes "That's good. You are qualified. What about being a Guillotine Cross?";
mes "Do you want to be a Guillotine Cross?";
next;
switch(select("Yes, change my job.:I need to think about it.")) {
case 1:
L_JobChange:
mes "[Bercasell]";
mes "You don't regret it?";
callsub L_Info;
mes "[Bercasell]";
mes "You can become a living offensive weapon.";
mes "Do you really want to become a Guillotine Cross?";
next;
switch(select("Yes, change my job.:I need to rethink it.")) {
case 1:
mes "[Bercasell]";
if (hascashmount()) {
mes "I cannot perform the job change.";
mes "Please remove your mount and try again.";
close;
} else if (SkillPoint != 0) {
mes "You still have unspent skill points.";
mes "Please use all your skill points and try again.";
close;
}
mes "Is your decision final?";
mes "Good.";
next;
mes "[Bercasell]";
mes "Now, you are an assassin, yet you are not an assassin anymore.";
mes "You are in the shadows, but it's different from the other shadows.";
next;
mes "[Bercasell]";
mes "Your enemy is everything you can see.";
mes "Don't forget yourself.";
mes "A weight of the blood on your weapons.";
next;
mes "[Bercasell]";
mes "Ok, change your clothes to your new uniform.";
mes "You are now a Guillotine Cross.";
next;
mes "[Bercasell]";
mes "A sword of the shadow...";
setlook 7,0;
jobchange roclass(eaclass()|EAJL_THIRD);
if (questprogress(7096) == 1) {
job_3rd_gc = 25;
erasequest 7096;
} else if (questprogress(7097) == 1) {
job_3rd_gc = 26;
erasequest 7097;
} else if (questprogress(7098) == 1) {
job_3rd_gc = 27;
erasequest 7098;
} else if (questprogress(7099) == 1) {
job_3rd_gc = 28;
erasequest 7099;
}
getitem 2795,1; //Green_Apple_Ring
getitem 5755,1; //Silent_Executer
next;
mes "[Bercasell]";
mes "And... these are presents to celebrate your becoming a Guillotine Cross.";
close;
case 2:
mes "[Bercasell]";
mes "You are prudent. That's a good thing.";
mes "I'll wait for the day that you decide to join us as a Guillotine Cross.";
close;
}
case 2:
mes "[Bercasell]";
mes "You are prudent. That's a good thing.";
mes "I'll wait for the day that you decide to join us as a Guillotine Cross.";
close;
}
}
case 2:
goto L_JobChange;
case 3:
mes "[Bercasell]";
mes "Don't bother me.";
close;
}
}
mes "......";
mes "What can I do for you?";
next;
switch(select("I want to be a Guillotine.:Nothing.")) {
case 1:
mes "[Bercasell]";
mes "Do you?";
mes "What for...?";
mes "Of course, you came here with your own will...";
next;
mes "[Bercasell]";
mes "Guillotine Cross is an enforcer of the Assassin Guild's laws.";
mes "Can you put a dagger in the back of one of your peers?";
next;
mes "[Bercasell]";
mes "You are not ready to do it yet...";
close;
case 2:
mes "[Bercasell]";
mes "Don't bother me.";
close;
}
} else if (job_3rd_gc > 20) {
mes "Don't pursue only strength.";
mes "You'll get tired.";
mes "It's no better than living.";
mes "If you only seek power...";
next;
mes "[Bercasell]";
mes "Someday, it'll come back to you.";
mes "Well, I'm just a weapon, suppose I have no right to talk about life...";
close;
} else {
mes "What's going on with Daora?";
mes "Why are you in here?";
mes "Did I say you could come here?";
next;
mes "[Bercasell]";
mes "Or did Mayshell send you?";
mes "Or what, are you my fan?";
mes "You found the wrong place!";
next;
mes "[Bercasell]";
mes "Get out of here now!!!";
close;
}
} else if (Class == Job_Guillotine_Cross || Class == Job_Guillotine_Cross_T || Class == Job_Baby_Cross) {
mes "Don't pursue only strength.";
mes "You'll get tired.";
mes "It's no better than living.";
mes "If you only seek power...";
next;
mes "[Bercasell]";
mes "Someday, it'll come back to you.";
mes "Well, I'm just a weapon, suppose I have no right to talk about life...";
close;
}
mes "What?";
mes "Hey, you aren't supposed to be here!";
mes "Get out now!";
close;
L_Info:
mes "Guillotine Cross is an enforcer.";
mes "A living offensive weapon...";
next;
mes "[Bercasell]";
mes "Who is an assassin's natural enemy?";
mes "Swordman? Priest?";
mes "Wizard?";
mes "Things of evil in great abundance?";
next;
mes "[Bercasell]";
mes "No, an assassin's natural enemy is other assassins.";
mes "The most threatening thing to us is us.";
next;
mes "[Bercasell]";
mes "In the darkness of the guild, in the shadows we are the Guillotine Crosses.";
mes "We maintain the law and order within the Assassin Guild.";
next;
mes "[Bercasell]";
mes "Sometimes we set examples for our peers, sometimes we aim swords at our members' necks in the name of the Guild.";
mes "We are the Guillotine Cross, the sword of the Assassin Guild.";
next;
mes "[Bercasell]";
mes "We have the skill to find members who are in the darkness, and you are being way too pushy.";
next;
mes "[Bercasell]";
mes "We have highly advanced combat skills.";
next;
return;
}
// Warp Portals
//============================================================
job3_guil01,80,77,0 script #gate_to_guil05 WARPNPC,1,1,{
end;
OnTouch:
if (job_3rd_gc > 3)
warp "job3_guil01",60,50;
else {
mes "[Daora]";
mes "Hey, there!";
mes "No trespassing!";
close;
}
end;
}
job3_guil01,51,55,0 script #gate_to_guil07 WARPNPC,1,1,{
end;
OnTouch:
if (job_3rd_gc == 4 || job_3rd_gc == 14 || job_3rd_gc > 17)
warp "job3_guil01",12,7;
else {
mes " [-----------------------------]";
mes " No trespassing without ";
mes " permission. ";
mes " I'm not a ";
mes " generous person. ";
mes " - Mayshell ";
mes " [-----------------------------]";
close;
}
end;
}
job3_guil01,51,44,0 script #gate_to_guil09 WARPNPC,1,1,{
end;
OnTouch:
if (job_3rd_gc == 11 || job_3rd_gc == 12)
warp "job3_guil01",79,23;
else if (job_3rd_gc > 19)
warp "job3_guil01",144,57;
else {
mes "You don't have anything to do.";
close;
}
end;
}
job3_guil02,1,3,0 script #GMhelper01_gc CLEAR_NPC,{
callfunc "F_GM_NPC";
mes "What can I do for you?";
next;
if (callfunc("F_GM_NPC",1854,0) == 1) {
.@room01 = $@3rdgc_room01;
mes "I check the recent situation.";
mes "The battle situation of storage: "+.@room01+"";
mes "1 : In progress. 0 : Standby status.";
next;
switch(select("Reset a situation of storage:Stop it.")) {
case 1:
mes "Do you wish to reset a situation of storage?";
mes "Check the inside that there is a person or not, please.";
next;
switch(select("No.:Reset.")) {
case 1:
mes "I did nothing.";
close;
case 2:
mes "Reset a situation of storage.";
donpcevent "Dandelion#3rdgc12::OnDisable";
donpcevent "A man with black clothes::OnDisable";
donpcevent "#3rdgc_room01_mag01::OnEnable";
$@3rdgc_room01 = 0;
next;
mes "Complete a reset.";
close;
}
case 2:
mes "A management for mansion is in mansion.";
close;
}
} else {
mes "-_-.";
close;
}
}
job3_guil03,1,8,0 script #GMhelper02_gc CLEAR_NPC,{
callfunc "F_GM_NPC";
mes "What can I do for you?";
next;
if (callfunc("F_GM_NPC",1854,0) == 1) {
.@room02 = $@3rdgc_room02;
mes "Check the recent situation.";
mes "The battle situation of the mansion is: "+.@room02+"";
mes "1 : In progress. 0 : Standby status.";
next;
switch(select("Reset the mansion:Stop it.")) {
case 1:
mes "Do you want to reset the mansion?";
mes "With completion a rest all players of inside will be expelled.";
next;
switch(select("No.:Reset.")) {
case 1:
mes "I don't anything.";
close;
case 2:
mes "Reset the mansion.";
donpcevent "#3rdgc_guard::OnStop";
donpcevent "#3rdgc_guardoff::OnReset";
donpcevent "#3rdgc_hide01::OnStop";
donpcevent "#3rdgc_hide02::OnStop";
donpcevent "#3rdgc_hide03::OnStop";
donpcevent "#3rdgc_sunchal_kill01::OnStop";
donpcevent "#3rdgc_sunchal_kill02::OnStop";
donpcevent "#3rdgc_sunchal_kill03::OnStop";
donpcevent "#3rdgc_gojung_kill01::OnStop";
donpcevent "#3rdgc_gojung_kill02::OnStop";
donpcevent "#3rdgc_gojung_kill03::OnStop";
donpcevent "Guard Dog#dog01::OnReset";
donpcevent "Guard Dog#dog02::OnReset";
donpcevent "#3rdgc_sunchal_nomal::OnReset";
donpcevent "#3rdgc_sunchal_kill01::OnReset";
donpcevent "#3rdgc_sunchal_kill02::OnReset";
donpcevent "#3rdgc_sunchal_kill03::OnReset";
donpcevent "#3rdgc_gojung_kill01::OnReset";
donpcevent "#3rdgc_gojung_kill02::OnReset";
donpcevent "#3rdgc_gojung_kill03::OnReset";
donpcevent "Priest from Rachel::OnReset";
donpcevent "Barbed-Wire Entanglement::OnDisable";
donpcevent "Guard Dog#dog01::OnDisable";
donpcevent "Guard Dog#dog02::OnDisable";
donpcevent "#3rdgc_gojung_kill01::OnDisable";
donpcevent "#3rdgc_gojung_kill02::OnDisable";
donpcevent "#3rdgc_gojung_kill03::OnDisable";
donpcevent "Priest from Rachel::OnDisable";
donpcevent "Renzak#3rdgc16::OnDisable";
next;
mes "Complete a reset of NPC inside.";
mes "The global var is organized.";
mes "We start to expel by force.";
mes "Just put the enter button now.";
donpcevent "#3rdgc_event01::OnEnable";
$@3rdgc_room02 = 0;
close2;
mapwarp "job3_guil03","ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303)
end;
}
case 2:
mes "The management of storage is in a storage.";
close;
}
} else {
mes "-_-.";
close;
}
}