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//===== 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;
	}
}