//===== Hercules Script ======================================
//= Eden Group Quest - Quests NPCs
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.5
//===== Description: =========================================
//= Eden Group Headquarter NPCs.
//===== Additional Comments: =================================
//= 1.0 First Version.
//= 1.1 Removed unencoded comments (Korean -> Gibberish)
//= Readded the GM helper NPC, commented out.
//= 1.2 Some little optimization here and there. [Masao]
//= 1.3 Added Instructor Ur and the new Quests which come
//= alongside him. Special thanks to Chilly for the base. [Masao]
//= 1.4 Partial cleaning and bug fixing. [Euphy]
//= 1.4a Added 'npcskill' command. [Euphy]
//= 1.4b Added 'disable_items' command. [Euphy]
//= 1.5 Added GM management function. [Euphy]
//============================================================
moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{
if (countitem(6219) > 0) {
if (para_suv01 == 0) {
mes "[Boya]";
mes "What's up?";
mes "If you have any normal missions use the bulletin board.";
next;
switch (select("What is your responsiblily?:Don't you have equipment?:Ignore.")) {
case 1:
mes "[Boya]";
mes "I give training missions to members.";
mes "That's why they participate in it.";
mes "If they don't want to get in trouble, it's essential.";
next;
mes "[Boya]";
mes "Through battle training they can improve their real experience.";
mes "The members that prove themselves will even get a reward.";
next;
mes "[Boya]";
mes "We gave them special equipmant that we have made.";
mes "These gifts are for people who are really doing their best.";
next;
mes "[Boya]";
mes "If you are curious, you can join.";
mes "The training battle course is not very difficult.";
mes "There's nothing to worry about.";
next;
mes "[Boya]";
mes "If you want to join, don't hesitate.";
next;
switch (select("Participate in the training.:Ignore.")) {
case 1:
mes "[Boya]";
mes "Really? You already seem ready.";
mes "We have a total of 3 steps for the training.";
mes "Let me see...";
next;
if (BaseLevel < 12) {
mes "[Boya]";
mes "Umm. You should raise your level more!";
mes "You need to be at least level 12!";
mes "I'm sorry but those are the rules.";
close;
}
if ((BaseLevel > 11) && (BaseLevel < 20)) {
mes "[Boya]";
mes "Really? You already seem ready.";
mes "We have a total of 3 steps for the training.";
mes "Let me see...";
next;
mes "[Boya]";
mes "The first step is course A.";
mes "Course A is called 'Conquer the Desert!'.";
mes "It's the most proper mission for your level.";
next;
mes "[Boya]";
mes "^4d4dffThere is a desert town called Morroc.";
mes "From there go south and then east. There is small oasis in the center of that field.^000000";
next;
mes "[Boya]";
mes "If you go there, you will find a dog around the oasis.";
mes "He is really mysterious and he can speak so don't be suprised.";
next;
mes "[Boya]";
mes "Tell the dog ^4d4dffBoya is really great.^000000";
mes "If you have any questions ask that dog.";
next;
mes "[Boya]";
mes "Why are you staring at me?";
mes "I had to come up with a password right?";
mes "What's wrong with that password?";
next;
mes "[Boya]";
mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you.";
mes "Ok, may Freya bless you~!";
para_suv01 = 1;
setquest 7128;
close;
}
if ((BaseLevel > 19) && (BaseLevel < 26)) {
mes "[Boya]";
mes "I'll send you to the first step of course B.";
mes "Course B is called 'Conquer the Culvert!'.";
mes "It's the most proper mission for your level.";
next;
mes "[Boya]";
mes "You need to register to explore the culvert in Prontera at the Knight Guild.";
mes "After registering there go to the western gate of Prontera. The manager of the culvert is near the entrance.";
next;
mes "[Boya]";
mes "Once you enter the culvert you can find a dispatched cat. Don't be surprised if he talks to you.";
next;
mes "[Boya]";
mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000.";
mes "He is really mysterious and he can speak so don't be suprised.";
mes "He will give you a battle target when you tell him that.";
mes "If you have any questions ask the cat.";
next;
mes "[Boya]";
mes "Why are you staring at me like that?";
mes "It's just a password that I made up.";
next;
mes "[Boya]";
mes "Anyway...";
mes "That place is nor far from here so, it is a reasonable place for a beginner like you.";
mes "Ok, may Freya bless you~!";
para_suv01 = 6;
setquest 7133;
close;
}
if ((BaseLevel > 25) && (BaseLevel < 33)) {
mes "[Boya]";
mes "Cool.";
mes "Let me choose a proper place for you.";
next;
mes "[Boya]";
mes "I'll send you to the second step of course A.";
mes "This course is called 'Conquer the Ghost Cave!'.";
mes "It's the most proper mission for your level.";
next;
mes "[Boya]";
mes "There is a small archer village north of Payon.";
mes "There is a cave on the western hill of the archer village.";
next;
mes "[Boya]";
mes "We have dispatched someone in front of the cave.";
mes "His name is... um...";
mes "...";
next;
mes "[Boya]";
mes "Anyway he is one of us so he will know me.";
mes "He will give you a mission.";
mes "If you have questions ask him.";
next;
mes "[Boya]";
mes "Why are you staring at me?";
mes "We haven't met for a long time that's why I can't remember his name!";
next;
mes "[Boya]";
mes "Anyway...";
mes "That place is not far from here so, come back quickly.";
mes "Ok, may Freya bless you~!";
para_suv01 = 13;
setquest 7138;
close;
}
if ((BaseLevel > 32) && (BaseLevel < 40)) {
mes "[Boya]";
mes "I'll send you to the 2nd step of course B.";
mes "This course is called 'Conquer Anthell!'.";
mes "It's the most proper mission for your level.";
next;
mes "[Boya]";
mes "Travel just southwest of Morroc City.";
mes "There you will find a hole in the ground to a cave called Anthell.";
next;
mes "[Boya]";
mes "There are lots of ants in there. kk?";
mes "It is also covered in sand so be careful in there ok.";
next;
mes "[Boya]";
mes "That's why it's called ant hell.";
mes "One of our members will be waiting there.";
mes "His name is... K? M? Hmm? Anyway I can't remember.";
next;
mes "[Boya]";
mes "He is one of us so he will know me.";
mes "He will give you a mission.";
mes "If you have any questions ask him.";
next;
mes "[Boya]";
mes "Why are you staring at me?";
mes "We haven't met for a long time that's why I can't remember his name!";
next;
mes "[Boya]";
mes "Anyway...";
mes "That place is not far from here so, come back quickly.";
mes "Ok, blessing you~!!";
para_suv01 = 17;
setquest 7142;
close;
}
if ((BaseLevel > 39) && (BaseLevel < 50)) {
mes "[Boya]";
mes "You are on the third step of course A.";
mes "This course is called 'Conquer Orc village!'.";
mes "Let me see...";
next;
mes "[Boya]";
mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
next;
mes "[Boya]";
mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
mes "It's up to you.";
next;
mes "[Boya]";
mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
next;
mes "[Boya]";
mes "She will explain what needs to be done there.";
mes "If you have any questions ask her.";
next;
mes "[Boya]";
mes "Ok, may Freya bless you!";
para_suv01 = 24;
setquest 7147;
close;
}
if ((BaseLevel > 49) && (BaseLevel < 60)) {
mes "[Boya]";
mes "You are on the third step of course B.";
mes "This course is called 'Conquer Orc dungeon!'.";
mes "It's the most proper mission for your level.";
next;
mes "[Boya]";
mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
next;
mes "[Boya]";
mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
mes "It's up to you.";
next;
mes "[Boya]";
mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
next;
mes "[Boya]";
mes "She will explain what needs to be done there.";
mes "If you have any questions ask her.";
next;
mes "[Boya]";
mes "Ok, may Freya bless you!";
para_suv01 = 29;
setquest 7152;
close;
}
if (BaseLevel > 59) {
mes "[Boya]";
mes "You are on the last step.";
mes "This course is called 'Conquer the Ocean City!'.";
mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
next;
mes "[Boya]";
mes "First take a ship to to Byalan Island from Izlude!";
mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
next;
mes "[Boya]";
mes "Although it's underwater, you can breath so don't worry.";
mes "There is a dispatched trainee around the entrance of the Ocean City.";
next;
mes "[Boya]";
mes "Tell him that I sent you and follow his directions.";
mes "Ok, may Freya bless you!";
para_suv01 = 33;
setquest 7156;
close;
}
case 2:
mes "[Boya]";
mes "It's all your decision.";
mes "It's not my business but you should probably reconsider.";
close;
}
case 2:
mes "[Boya]";
mes "Huh?";
mes "You are so honest!";
mes "Gosh. You wanted to know something about equipment?";
next;
mes "[Boya]";
mes "I have a uniform set which is free for our group members.";
mes "But, I can't give it for free.";
next;
mes "[Boya]";
mes "We give it to great participants who do their best in the training.";
next;
mes "-Boya eyes you from top to bottom.";
mes "Hmm... he seems to think something is wrong.-";
next;
mes "[Boya]";
mes "Due to emotion.";
next;
select("What?!");
mes "[Boya]";
mes "So, will you join the training or not?";
mes "I look a little bit funny, actually I am really busy I was called shining Rune Knight.";
mes "Make a decision, hurry.";
next;
switch (select("Participate in the training.:Refuse!!")) {
case 1:
mes "[Boya]";
mes "Really? You already seem ready.";
mes "We have a total of 3 steps for the training.";
mes "Let me see...";
next;
if (BaseLevel < 12) {
mes "[Boya]";
mes "Umm. You should raise your level more!";
mes "You need to be at least level 12!";
mes "I'm sorry but those are the rules.";
close;
}
if ((BaseLevel > 11) && (BaseLevel < 20)) {
mes "[Boya]";
mes "Really? You already seem ready.";
mes "We have a total of 3 steps for the training.";
mes "Let me see...";
next;
mes "[Boya]";
mes "The first step is course A.";
mes "Course A is called 'Conquer the Desert!'.";
mes "It's the most proper mission for your level.";
next;
mes "[Boya]";
mes "^4d4dffThere is a desert town called Morroc.";
mes "From there go south and then east. There is small oasis in the center of that field.^000000";
next;
mes "[Boya]";
mes "If you go there, you will find a dog around the oasis.";
mes "He is really mysterious and he can speak so don't be suprised.";
next;
mes "[Boya]";
mes "Tell the dog ^4d4dffBoya is really great.^000000";
mes "If you have any questions ask that dog.";
next;
mes "[Boya]";
mes "Why are you staring at me?";
mes "I had to come up with a password right?";
mes "What's wrong with that password?";
next;
mes "[Boya]";
mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you.";
mes "Ok, may Freya bless you~!";
para_suv01 = 1;
setquest 7128;
close;
}
if ((BaseLevel > 19) && (BaseLevel < 26)) {
mes "[Boya]";
mes "I'll send you to the first step of course B.";
mes "Course B is called 'Conquer the Culvert!'.";
mes "It's the most proper mission for your level.";
next;
mes "[Boya]";
mes "You need to register to explore the culvert in Prontera at the Knight Guild.";
mes "After registering there go to the western gate of Prontera. The manager of the culvert is near the entrance.";
next;
mes "[Boya]";
mes "Once you enter the culvert you can find a dispatched cat. Don't be surprised if he talks to you.";
next;
mes "[Boya]";
mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000.";
mes "He is really mysterious and he can speak so don't be suprised.";
mes "He will give you a battle target when you tell him that.";
mes "If you have any questions ask the cat.";
next;
mes "[Boya]";
mes "Why are you staring at me like that?";
mes "It's just a password that I made up.";
next;
mes "[Boya]";
mes "Anyway...";
mes "That place is nor far from here so, it is a reasonable place for a beginner like you.";
mes "Ok, may Freya bless you~!";
para_suv01 = 6;
setquest 7133;
close;
}
if ((BaseLevel > 25) && (BaseLevel < 33)) {
mes "[Boya]";
mes "Cool.";
mes "Let me choose a proper place for you.";
next;
mes "[Boya]";
mes "I'll send you to the second step of course A.";
mes "This course is called 'Conquer the Ghost Cave!'.";
mes "It's the most proper mission for your level.";
next;
mes "[Boya]";
mes "There is a small archer village north of Payon.";
mes "There is a cave on the western hill of the archer village.";
next;
mes "[Boya]";
mes "We have dispatched someone in front of the cave.";
mes "His name is... um...";
mes "...";
next;
mes "[Boya]";
mes "Anyway he is one of us so he will know me.";
mes "He will give you a mission.";
mes "If you have questions ask him.";
next;
mes "[Boya]";
mes "Why are you staring at me?";
mes "We haven't met for a long time that's why I can't remember his name!";
next;
mes "[Boya]";
mes "Anyway...";
mes "That place is not far from here so, come back quickly.";
mes "Ok, may Freya bless you~!";
para_suv01 = 13;
setquest 7138;
close;
}
if ((BaseLevel > 32) && (BaseLevel < 40)) {
mes "[Boya]";
mes "I'll send you to the 2nd step of course B.";
mes "This course is called 'Conquer Anthell!'.";
mes "It's the most proper mission for your level.";
next;
mes "[Boya]";
mes "Travel just southwest of Morroc City.";
mes "There you will find a hole in the ground to a cave called Anthell.";
next;
mes "[Boya]";
mes "There are lots of ants in there. kk?";
mes "It is also covered in sand so be careful in there ok.";
next;
mes "[Boya]";
mes "That's why it's called ant hell.";
mes "One of our members will be waiting there.";
mes "His name is... K? M? Hmm? Anyway I can't remember.";
next;
mes "[Boya]";
mes "He is one of us so he will know me.";
mes "He will give you a mission.";
mes "If you have any questions ask him.";
next;
mes "[Boya]";
mes "Why are you staring at me?";
mes "We haven't met for a long time that's why I can't remember his name!";
next;
mes "[Boya]";
mes "Anyway...";
mes "That place is not far from here so, come back quickly.";
mes "Ok, blessing you~!!";
para_suv01 = 17;
setquest 7142;
close;
}
if ((BaseLevel > 39) && (BaseLevel < 50)) {
mes "[Boya]";
mes "You are on the third step of course A.";
mes "This course is called 'Conquer Orc village!'.";
mes "Let me see...";
next;
mes "[Boya]";
mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
next;
mes "[Boya]";
mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
mes "It's up to you.";
next;
mes "[Boya]";
mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
next;
mes "[Boya]";
mes "She will explain what needs to be done there.";
mes "If you have any questions ask her.";
next;
mes "[Boya]";
mes "Ok, may Freya bless you!";
para_suv01 = 24;
setquest 7147;
close;
}
if ((BaseLevel > 49) && (BaseLevel < 60)) {
mes "[Boya]";
mes "You are on the third step of course B.";
mes "This course is called 'Conquer Orc dungeon!'.";
mes "It's the most proper mission for your level.";
next;
mes "[Boya]";
mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
next;
mes "[Boya]";
mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
mes "It's up to you.";
next;
mes "[Boya]";
mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
next;
mes "[Boya]";
mes "She will explain what needs to be done there.";
mes "If you have any questions ask her.";
next;
mes "[Boya]";
mes "Ok, may Freya bless you!";
para_suv01 = 29;
setquest 7152;
close;
}
if (BaseLevel > 59) {
mes "[Boya]";
mes "You are on the last step.";
mes "This course is called 'Conquer the Ocean City!'.";
mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
next;
mes "[Boya]";
mes "First take a ship to to Byalan Island from Izlude!";
mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
next;
mes "[Boya]";
mes "Although it's underwater, you can breath so don't worry.";
mes "There is a dispatched trainee around the entrance of the Ocean City.";
next;
mes "[Boya]";
mes "Tell him that I sent you and follow his directions.";
mes "Ok, may Freya bless you!";
para_suv01 = 33;
setquest 7156;
close;
}
case 2:
mes "[Boya]";
mes "You are so rude!";
specialeffect2 EF_HIT1;
percentheal -50,0;
next;
mes "-Beats quickly and this shining Rune Knight turns invisible.";
mes "It hurts too much-";
close;
}
case 3:
mes "[Boya]";
mes "Don't bother me.";
close;
}
}
if ((para_suv01 > 0) && (para_suv01 < 5)) {
mes "[Boya]";
mes "Hey, I already talked all about the training areas.";
mes "I will explain again please concentrate.";
next;
mes "[Boya]";
mes "An oasis souteast of Morroc.";
mes "There is a big dog in the center.";
mes "The detailed story is written in the log, see?";
close;
}
if (para_suv01 == 5) {
mes "[Boya]";
mes "Oh you've come back.";
mes "Good job.";
mes "Now you are adapting.";
next;
mes "[Boya]";
mes "Completed step 1.";
mes "Congratulations.";
mes "We will give you a uniform and some equipment.";
next;
mes "[Boya]";
mes "Can you see a large blue gate next to the board?";
mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there.";
next;
mes "[Boya]";
mes "Inform the manager that I sent you. He will give you some stuff.";
mes "Go go go!";
para_suv01 = 11;
completequest 7132;
close;
}
if ((para_suv01 > 5) && (para_suv01 < 10)) {
mes "[Boya]";
mes "The training name was 'Conquer the Culvert!.";
mes "Did you explore the culvert fully?";
next;
mes "[Boya]";
mes "Come back when you've completed all the courses from the local trainer.";
close;
}
if (para_suv01 == 10) {
mes "[Boya]";
mes "Oh you're back.";
mes "Good job.";
mes "Now you are adapting.";
next;
mes "[Boya]";
mes "Completed step 1.";
mes "Congratulations.";
mes "My team will give you a uniform and some equipment.";
next;
mes "[Boya]";
mes "Can you see a large blue gate next to the board?";
mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there.";
next;
mes "[Boya]";
mes "Inform the manager that I sent you. He will give you some stuff.";
mes "Go go go!";
para_suv01 = 11;
completequest 7137;
close;
}
if (para_suv01 == 11) {
mes "[Boya]";
mes "What are you doing?";
mes "Get the equipment from the storage manager.";
mes "Our uniform is pretty awesome haha.";
close;
}
if (para_suv01 == 12) {
mes "[Boya]";
mes "Um, did you like the supplies?";
mes "I like the red hat.";
mes "The red ribbon is really cute.";
next;
if (BaseLevel > 25) {
mes "[Boya]";
mes "And you seem to.";
mes "Able to take upper class, now.";
mes "What about it, do you want?";
next;
switch (select("No, way.:Absolutely, I will.")) {
case 1:
mes "[Boya]";
mes "Really?";
mes "Actually I don't care but the uniform will be changed as upper class.";
close;
case 2:
mes "[Boya]";
mes "Cool.";
mes "Let me choose a proper place for you.";
next;
if ((BaseLevel > 25) && (BaseLevel < 33)) {
mes "[Boya]";
mes "Cool.";
mes "Let me choose a proper place for you.";
next;
mes "[Boya]";
mes "I'll send you to the second step of course A.";
mes "This course is called 'Conquer the Ghost Cave!'.";
mes "It's the most proper mission for your level.";
next;
mes "[Boya]";
mes "There is a small archer village north of Payon.";
mes "There is a cave on the western hill of the archer village.";
next;
mes "[Boya]";
mes "We have dispatched someone in front of the cave.";
mes "His name is... um...";
mes "...";
next;
mes "[Boya]";
mes "Anyway he is one of us so he will know me.";
mes "He will give you a mission.";
mes "If you have questions ask him.";
next;
mes "[Boya]";
mes "Why are you staring at me?";
mes "We haven't met for a long time that's why I can't remember his name!";
next;
mes "[Boya]";
mes "Anyway...";
mes "That place is not far from here so, come back quickly.";
mes "Ok, may Freya bless you~!";
para_suv01 = 13;
setquest 7138;
close;
}
if ((BaseLevel > 32) && (BaseLevel < 40)) {
mes "[Boya]";
mes "I'll send you to the 2nd step of course B.";
mes "This course is called 'Conquer Anthell!'.";
mes "It's the most proper mission for your level.";
next;
mes "[Boya]";
mes "Travel just southwest of Morroc City.";
mes "There you will find a hole in the ground to a cave called Anthell.";
next;
mes "[Boya]";
mes "There are lots of ants in there. kk?";
mes "It is also covered in sand so be careful in there ok.";
next;
mes "[Boya]";
mes "That's why it's called ant hell.";
mes "One of our members will be waiting there.";
mes "His name is... K? M? Hmm? Anyway I can't remember.";
next;
mes "[Boya]";
mes "He is one of us so he will know me.";
mes "He will give you a mission.";
mes "If you have any questions ask him.";
next;
mes "[Boya]";
mes "Why are you staring at me?";
mes "We haven't met for a long time that's why I can't remember his name!";
next;
mes "[Boya]";
mes "Anyway...";
mes "That place is not far from here so, come back quickly.";
mes "Ok, blessing you~!!";
para_suv01 = 17;
setquest 7142;
close;
}
if ((BaseLevel > 39) && (BaseLevel < 50)) {
mes "[Boya]";
mes "You are on the third step of course A.";
mes "This course is called 'Conquer Orc village!'.";
mes "Let me see...";
next;
mes "[Boya]";
mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
next;
mes "[Boya]";
mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
mes "It's up to you.";
next;
mes "[Boya]";
mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
next;
mes "[Boya]";
mes "She will explain what needs to be done there.";
mes "If you have any questions ask her.";
next;
mes "[Boya]";
mes "Ok, may Freya bless you!";
para_suv01 = 24;
setquest 7147;
close;
}
if ((BaseLevel > 49) && (BaseLevel < 60)) {
mes "[Boya]";
mes "You are on the third step of course B.";
mes "This course is called 'Conquer Orc dungeon!'.";
mes "It's the most proper mission for your level.";
next;
mes "[Boya]";
mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
next;
mes "[Boya]";
mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
mes "It's up to you.";
next;
mes "[Boya]";
mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
next;
mes "[Boya]";
mes "She will explain what needs to be done there.";
mes "If you have any questions ask her.";
next;
mes "[Boya]";
mes "Ok, may Freya bless you!";
para_suv01 = 29;
setquest 7152;
close;
}
if (BaseLevel > 59) {
mes "[Boya]";
mes "You are on the last step.";
mes "This course is called 'Conquer the Ocean City!'.";
mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
next;
mes "[Boya]";
mes "First take a ship to to Byalan Island from Izlude!";
mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
next;
mes "[Boya]";
mes "Although it's underwater, you can breath so don't worry.";
mes "There is a dispatched trainee around the entrance of the Ocean City.";
next;
mes "[Boya]";
mes "Tell him that I sent you and follow his directions.";
mes "Ok, may Freya bless you!";
para_suv01 = 33;
setquest 7156;
close;
}
}
}
mes "[Boya]";
mes "The battle training is organized into steps.";
mes "When you able to join next step come back again after leveling more.";
next;
mes "[Boya]";
mes "The next training step is available for those over Level 26.";
mes "When you reach that level, come by again. get it?";
close;
}
if ((para_suv01 > 12) && (para_suv01 < 16)) {
mes "[Boya]";
mes "The training area is at the north cave of Payon.";
mes "A staff member is already dispatched there.";
mes "Find him and follow his directions.";
close;
}
if (para_suv01 == 16) {
mes "[Boya]";
mes "You finished the second step of training.";
mes "Now do you understand how this world is organized?";
next;
mes "[Boya]";
mes "I will certify that you completed the training.";
mes "The person in charge of equipment storage will supply you with what you need.";
next;
mes "[Boya]";
mes "Choose an equipment that fits your particular set of skills.";
para_suv01 = 22;
completequest 7141;
close;
}
if ((para_suv01 > 16) && (para_suv01 < 21)) {
mes "[Boya]";
mes "The training area is southwest of Morroc.";
mes "Enter the Saint Darmain Fortress to reach it directly.";
next;
mes "[Boya]";
mes "There's someone there named... Uh... he is waiting for you to follow his direction.";
close;
}
if (para_suv01 == 21) {
mes "[Boya]";
mes "You finished the second step of training.";
mes "Now do you understand how this world is organized?";
next;
mes "[Boya]";
mes "I will certify that you completed the training.";
mes "The person in charge of equipment storage will supply you with what you need.";
next;
mes "[Boya]";
mes "The person in charge of equipment storage will supply you with what you need.";
para_suv01 = 22;
completequest 7146;
close;
}
if (para_suv01 == 22) {
mes "[Boya]";
mes "We serve trainees with equipment and armor after passing the second step of training.";
mes "Go to the storage and meet the person in charge there.";
next;
mes "[Boya]";
mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
close;
}
if (para_suv01 == 23) {
mes "[Boya]";
mes "Hey long time no see.";
mes "So what's up?";
next;
switch (select("I want to join training.:Nothing.")) {
case 1:
mes "[Boya]";
mes "Hmm... really?";
mes "Let me see... which step is good for you...";
next;
if ((BaseLevel > 39) && (BaseLevel < 50)) {
mes "[Boya]";
mes "You are on the third step of course A.";
mes "This course is called 'Conquer Orc village!'.";
mes "Let me see...";
next;
mes "[Boya]";
mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
next;
mes "[Boya]";
mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
mes "It's up to you.";
next;
mes "[Boya]";
mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
next;
mes "[Boya]";
mes "She will explain what needs to be done there.";
mes "If you have any questions ask her.";
next;
mes "[Boya]";
mes "Ok, may Freya bless you!";
para_suv01 = 24;
setquest 7147;
close;
}
if ((BaseLevel > 49) && (BaseLevel < 60)) {
mes "[Boya]";
mes "You are on the third step of course B.";
mes "This course is called 'Conquer Orc dungeon!'.";
mes "It's the most proper mission for your level.";
next;
mes "[Boya]";
mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
next;
mes "[Boya]";
mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
mes "It's up to you.";
next;
mes "[Boya]";
mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
next;
mes "[Boya]";
mes "She will explain what needs to be done there.";
mes "If you have any questions ask her.";
next;
mes "[Boya]";
mes "Ok, may Freya bless you!";
para_suv01 = 29;
setquest 7152;
close;
}
if (BaseLevel > 59) {
mes "[Boya]";
mes "You are on the last step.";
mes "This course is called 'Conquer the Ocean City!'.";
mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
next;
mes "[Boya]";
mes "First take a ship to to Byalan Island from Izlude!";
mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
next;
mes "[Boya]";
mes "Although it's underwater, you can breath so don't worry.";
mes "There is a dispatched trainee around the entrance of the Ocean City.";
next;
mes "[Boya]";
mes "Tell him that I sent you and follow his directions.";
mes "Ok, may Freya bless you!";
para_suv01 = 33;
setquest 7156;
close;
}
mes "[Boya]";
mes "Sooo sorry but to join this training You need to be at least level 40.";
mes "Concentrate to become higher level then come back.";
close;
case 2:
mes "[Boya]";
mes "Did you come to see me?";
mes "Just that? Without anything?";
mes "At could have least brought some chocolate...";
next;
mes "[Boya]";
mes "Banana roll or stripe straw... anything.";
mes "Oh, I don't eat snacks with cinnamon...";
close;
}
}
if ((para_suv01 > 23) && (para_suv01 < 28)) {
mes "[Boya]";
mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services.";
next;
mes "[Boya]";
mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
close;
}
if (para_suv01 == 28) {
mes "[Boya]";
mes "Cool! You passed the third step of training.";
mes "I will certify that you completed the training.";
mes "The person in charge of equipment storage will supply you with some equipment.";
next;
mes "[Boya]";
mes "We serve trainees with equipment and armor after passing the second step of training.";
mes "Go to the storage and meet the person in charge there.";
next;
mes "[Boya]";
mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
para_suv01 = 37;
completequest 7151;
close;
}
if ((para_suv01 > 28) && (para_suv01 < 32)) {
mes "[Boya]";
mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services there.";
next;
mes "[Boya]";
mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
close;
}
if (para_suv01 == 32) {
mes "[Boya]";
mes "Cool! You passed the third step of training.";
mes "I will certify that you completed the training.";
mes "The person in charge of equipment storage will supply you with some equipment.";
next;
mes "[Boya]";
mes "We serve trainees with equipment and armor after passing the second step of training.";
mes "Go to the storage and meet the person in charge there.";
next;
mes "[Boya]";
mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
para_suv01 = 37;
completequest 7155;
close;
}
if ((para_suv01 > 32) && (para_suv01 < 36)) {
mes "[Boya]";
mes "First take a ship toward to Bayalan from Izlude!";
mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
next;
mes "[Boya]";
mes "There is a dispatched trainee around the entrance of the Ocean City.";
close;
}
if (para_suv01 == 36) {
mes "[Boya]";
mes "Cool! You passed the third step of training.";
mes "I will certify that you completed the training.";
mes "The person in charge of equipment storage will supply you with some equipment.";
next;
mes "[Boya]";
mes "We serve trainees with equipment and armor after passing the second step of training.";
mes "Go to the storage and meet the person in charge there.";
next;
mes "[Boya]";
mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
para_suv01 = 37;
completequest 7159;
close;
}
if (para_suv01 == 37) {
mes "[Boya]";
mes "If you finish all of the steps go and get your supplies.";
mes "We offer equipment to those who complete the training.";
next;
mes "[Boya]";
mes "We might serve you other things.";
mes "If you have any questions, ask the person in charge of the arsenal.";
next;
mes "[Boya]";
mes "The arsenal is past the blue gate and at the end of the right side of the passage.";
close;
}
if (para_suv01 >= 38) {
mes "[Boya]";
mes "My boss created all the courses for the training.";
mes "After he manufactured the uniform and supplies he changed his mind and said that he can't give them for free.";
next;
mes "[Boya]";
mes "People who show their effort for my team and the world can get some supplies.";
mes "That's why these courses were made.";
next;
mes "[Boya]";
mes "Basically we are supposed to offer these supplies for beginners";
mes "but if experts want to participate this training, we accept them.";
next;
mes "[Boya]";
mes "Although the uniform and equipment might be useless.";
mes "participating in this training means they want to become a member of our group.";
next;
mes "[Boya]";
mes "Yes that's all.";
mes "That's why when we decided a hat design it was really difficult.";
next;
mes "[Boya]";
mes "Remember this when you use the equipment.";
mes "But if you decide to sell or trade them off, it is none of our concern.";
close;
}
mes "[Boya]";
mes "What do you want?";
mes "I doubt that you need more training.";
next;
mes "[Boya]";
mes "There is nothing more I can teach a battle master such as yourself.";
close;
}
mes "[Boya]";
mes "You are not in my group are you?";
mes "I don't have anything to say to outsiders.";
mes "If you want something register with my group.";
next;
mes "[Boya]";
mes "To register with the Eden Group ask Laime Evenor next to me.";
close;
}
moc_fild11,180,253,5 script Talking Dog#para03 4_RUS_DWOLF,{
if (para_suv01 == 1) {
mes "[Talking Dog]";
mes "kkkkuuuuahhh.";
mes "rrrrrruuuuhh.";
mes "bowwow..";
next;
mes "[Talking Dog]";
mes "What's up?";
mes "You are!";
mes "A member of the Eden Group.";
mes "Have you come to give me a meal? I don't like drinks.";
next;
switch (select("Boya is really perfect.:Boya is really great.:Boya is really soft.")) {
case 1:
mes "[Talking Dog]";
mes "Uhh...";
mes "What are you saying.";
close;
case 2:
mes "[Talking Dog]";
mes "Ahh... um...";
mes "Gosh, did you come here to participate in the training?";
mes "If Boya sent you then you know that it's battle training.";
mes "Bow wow...";
next;
mes "[Talking Dog]";
mes "If so, should I start securing this oasis more clearly?";
mes "Can you see a Condor flying?";
next;
mes "[Talking Dog]";
mes "Can you scare them away for me?";
mes "So people can use this oasis safer and more comfortably.";
next;
mes "[Talking Dog]";
mes "We should hunt at least 10 Condors, ok?";
mes "I will sleep for a while.";
mes "Krrrr woo bow...";
para_suv01 = 2;
changequest 7128,7129;
close;
case 3:
mes "[Talking Dog]";
mes "Are you ok?";
mes "Haven't you seen a talking dog before?";
mes "What are you talking about?";
close;
}
}
if (para_suv01 == 2) {
if (questprogress(7129,HUNTING) == 2) {
mes "[Talking Dog]";
mes "Woooohh...";
mes "Great!";
mes "I can feel my youth from you.";
next;
mes "[Talking Dog]";
mes "Nevermind.";
mes "Let's find the next target kk!";
mes "Ok. Let's drive the Desert Wolves out of here.";
next;
mes "[Talking Dog]";
mes "If they grow up they will become dangerous.";
mes "......";
next;
mes "[Talking Dog]";
mes "Why, why are you looking at me like that?";
mes "They are wolves and I am a nice dog.";
mes "But I haven't always been a dog my entire life.";
next;
mes "[Talking Dog]";
mes "I will show you that don't have to pity me at all.";
next;
mes "[Talking Dog]";
mes "They pee wherever and have no shame.";
mes "Just waving their tails when they grow up and biting people without any care!";
next;
mes "[Talking Dog]";
mes "You must hunt at least 10!";
mes "Exactly 10!";
mes "Go go go!";
para_suv01 = 3;
changequest 7129,7130;
close;
}
mes "[Talking Dog]";
mes "First lets follow the bald and noisy bird.";
mes "Yes Condors.";
mes "Kill 10 Condors. It seems to easy, right?";
mes "Oh, if you are tired I will help you.";
next;
mes "-When the dog barked, your HP and SP recovered.-";
npcskill "AL_HEAL",11,99,60;
percentheal 100,100;
close;
}
if (para_suv01 == 3) {
if (questprogress(7130,HUNTING) == 2) {
mes "[Talking Dog]";
mes "You are so perfect.";
next;
mes "[Talking Dog]";
mes "Or not. Hehe, anyway thanks for your help.";
mes "The oasis has almost been secured now.";
mes "Ok, it's the last step!";
next;
mes "[Talking Dog]";
mes "There's an annoying monster that hides in the sand and poisons people out of nowhere.";
next;
mes "[Talking Dog]";
mes "All beautiful things have some poison inside but these actually kill.";
mes "Kill Scorpions which are called the poison of the desert!";
next;
mes "[Talking Dog]";
mes "It's the last step so let's make it simple";
mes "Just hunt 5!";
mes "Bow wow!";
para_suv01 = 4;
changequest 7130,7131;
close;
}
mes "[Talking Dog]";
mes "I don't want you to show any pity.";
mes "I am dog with a golden heart.";
next;
mes "[Talking Dog]";
mes "After hunting the 10 Desert Wolves come back again.";
mes "Oh, if you are tired I will help you.";
next;
mes "-When the dog barked, your HP and SP recovered.-";
npcskill "AL_HEAL",11,99,60;
percentheal 100,100;
close;
}
if (para_suv01 == 4) {
if (questprogress(7131,HUNTING) == 2) {
mes "[Talking Dog]";
mes "Um. Excellent.";
mes "You are awesome!";
next;
mes "[Talking Dog]";
mes "Thanks to your effort the oasis is secure.";
mes "Don't look around!";
mes "If I say it's secure!";
mes "Uhuhuhuh aaaang!";
next;
mes "[Talking Dog]";
mes "Here here here.";
mes "If I dig more and more, I can find Scorpions but";
mes "this oasis will be safer for sure.";
next;
mes "[Talking Dog]";
mes "You can be proud and confident by yourself and do your best.";
mes "You've helped a lot to make my rest comfortable.";
next;
mes "[Talking Dog]";
mes "You've helped to conquer the desert,";
mes "and passed the beginner training steps so I will stamp my feet.";
mes "krrrrreuung. hup.";
next;
mes "[Talking Dog]";
mes "Go back to the Eden Group headquarters and show it to the flashy Rune Knight.";
mes "Let me say again that you are great!";
mes "Hooooohooo~";
para_suv01 = 5;
changequest 7131,7132;
close;
}
mes "[Talking Dog]";
mes "Let's hunt only 5 Scorpions.";
mes "So we can make peace in this oasis.";
next;
mes "[Talking Dog]";
mes "When I take a nap they won't chew my tail any more.";
mes "Due to his mistake my feet won't be hurt at all.";
next;
mes "[Talking Dog]";
mes "You can fight.";
mes "I can rest more comfortably.";
mes "Other people are going to be safer too.";
next;
mes "[Talking Dog]";
mes "Everyone will think fondly of the Eden Group.";
mes "Oh, if you are tired I will help you.";
next;
mes "-When the dog barked, your HP and SP recovered.-";
npcskill "AL_HEAL",11,99,60;
percentheal 100,100;
close;
}
if (para_suv01 == 5) {
mes "[Talking Dog]";
mes "kkkkkaaaaauuuunnng.";
mes "oopssss kup.";
next;
mes "[Talking Dog]";
mes "Why are you still here?";
mes "You are done here.";
mes "Hooooo bow wow.";
close;
}
if (para_suv01 > 5) {
mes "[Talking Dog]";
mes "Hey man~ What's going on?";
mes "What about the Rune Knight?";
mes "Krrrrr...";
mes "Hyuk huk...";
next;
mes "[Talking Dog]";
mes "The Eden Group is cool.";
mes "They're a really good group.";
mes "They accepted a wandering talking dog.";
mes "Take care and good luck.";
close;
}
mes "Hey look.";
mes "I'm a talking dog.";
mes "Not a wolf.";
mes "I wasn't a dog originally...";
next;
if (countitem(6219) > 0) {
mes "[Talking Dog]";
mes "Anyway are you a Eden Group member?";
mes "Oh good to see you.";
mes "I am also a member of Eden Group.";
mes "Take care and good luck.";
close;
}
mes "[Talking Dog]";
mes "Why are you looking at me like that?";
mes "......";
close;
}
prt_sewb1,131,262,3 script Timid Cat#para04 4_M_BABYCAT,{
if (para_suv01 < 6) {
mes "[Timid Cat]";
mes "Meow...";
mes "Who are you meow?";
mes "Why are you here meow?";
close;
}
if (para_suv01 == 6) {
mes "[Timid Cat]";
mes "Come on meow...";
mes "I may be standing here and talking to you like this meow but I am a still a cat meow...";
next;
mes "[Timid Cat]";
mes "Dear human you are";
mes "a member of my group?";
mes "Re... really...!";
mes "Dear Boya's help is like a giant and...";
next;
switch (select("Beautiful Saury:Fresh Mackerel:Beautiful Tuna")) {
case 1:
mes "[Timid Cat]";
mes "Big and beautiful Saury...";
mes "I am shy.";
close;
case 2:
mes "[Timid Cat]";
mes "I want to eat mackerel.";
mes "Where are the big and fresh mackerel meow?";
close;
case 3:
mes "[Timid Cat]";
mes "Do you know the big and beautiful tuna?";
mes "Dear Boya sent you here for sure.";
mes "How do I explain this...?";
next;
mes "[Timid Cat]";
mes "Did something pass under my feet just now meow?";
mes "Do you want to kill a cat.";
mes "The environment here is terrible.";
next;
mes "[Timid Cat]";
mes "Anyway I'm doing what I was assigned to do.";
mes "So hi, hello and welcome.";
next;
mes "[Timid Cat]";
mes "Did you come here to have a battle?";
mes "Hunt those Thief Bugs, hurry up!";
mes "Hunt at least 10!";
mes "Meooow!";
next;
mes "[Timid Cat]";
mes "I really don't like those nasty crawlers...";
mes "Meow~!";
next;
mes "^4d4dffThe cat was suprised by";
mes "a thief bug and froze in";
mes "place. Hunt those";
mes "Thief Bugs around here.^000000";
para_suv01 = 7;
changequest 7133,7134;
close;
}
}
if (para_suv01 == 7) {
if (questprogress(7134,HUNTING) == 2) {
mes "[Timid Cat]";
mes "Now do you understand the dirty and humid underground sewers?";
mes "Eeeh look what's next meow.";
next;
mes "[Timid Cat]";
mes "It's a symbol of dirt next to those Thief Bugs.";
mes "Hunt some Tarou to make the sewers cleaner.";
next;
mes "[Timid Cat]";
mes "For our members joining this mission.";
mes "Hunt 10 Tarou.";
mes "Easy, ain't it?";
next;
mes "[Timid Cat]";
mes "Why didn't I ask you at once? kkk..??";
mes "Umm........";
mes "Because it's just a training mission.";
next;
mes "[Timid Cat]";
mes "Training missions are hard and anoying.";
mes "So go hurry and hunt 10 Tarou.";
para_suv01 = 8;
changequest 7134,7135;
close;
}
mes "[Timid Cat]";
mes "Clean the sewers. Now the first step is hunting Thief Bugs.";
mes "Isn't that simple, meow?";
next;
mes "[Timid Cat]";
mes "Take care to check your map so you don't get lost.";
mes "It's a service meeow.";
npcskill "AL_HEAL",11,99,60;
percentheal 100,100;
close;
}
if (para_suv01 == 8) {
if (questprogress(7135,HUNTING) == 2) {
mes "[Timid Cat]";
mes "Great job~!";
mes "How'd you get rid of those dirty bugs and Tarou. You are brave.";
next;
mes "[Timid Cat]";
mes "Now have courage because I'm sending you to a stronger opponent.";
mes "But first in order to test your courage, hunt Familiars.";
next;
mes "[Timid Cat]";
mes "Familiars will bite you so be careful.";
mes "They are mean.";
mes "They scare me so just hunt 5 and that should be enough.";
next;
mes "[Timid Cat]";
mes "That will show me that you are brave.";
mes "Meow~!";
next;
mes "[Timid Cat]";
mes "I don't have anything...";
mes "......";
mes "What do you want meow? Familiars are waiting to fight with you, hurry up, move~!";
para_suv01 = 9;
changequest 7135,7136;
close;
}
mes "[Timid Cat]";
mes "If you can't kill the Tarou you might get all kinds of dirty diseases.";
mes "So be proud of yourself and do your best to kill them.";
next;
mes "[Timid Cat]";
mes "I will help you a little.";
mes "Here, I have recovered your strengh meow..";
npcskill "AL_HEAL",11,99,60;
percentheal 100,100;
close;
}
if (para_suv01 == 9) {
if (questprogress(7136,HUNTING) == 2) {
mes "[Timid Cat]";
mes "You are great meow~";
mes "You killed them so quickly!";
mes "Meow...";
next;
mes "[Timid Cat]";
mes "Now you are not scared of bugs and tarou at all.";
mes "Thanks for participating in the Conquer the Culvert training mission.";
next;
mes "[Timid Cat]";
mes "Now go back to the headquarters and ask Instructor Boya to make sure he has the beautiful tuna...";
mes "I will be waiting here.";
next;
mes "[Timid Cat]";
mes "Do you know how to get to the Eden Group Headquarters?";
mes "Prontera is the closest city from here.";
mes "Go to Prontera and find an Eden Group Teleporter.";
para_suv01 = 10;
changequest 7136,7137;
close;
}
mes "[Timid Cat]";
mes "Familiars are really scary.";
mes "They're always flying.";
next;
mes "[Timid Cat]";
mes "It's the last course so cheer up.";
mes "I will help you a little.";
mes "Here, I have recovered your strengh meow..";
npcskill "AL_HEAL",11,99,60;
percentheal 100,100;
close;
}
if (para_suv01 >= 10) {
mes "[Timid Cat]";
mes "You've completed 'Conquer the Culvert'.";
mes "Go back to the Eden Group headquarters to report to Boya.";
next;
mes "[Timid Cat]";
mes "Boya might eat my tuna while he is waiting for you.";
close;
}
mes "[Timid Cat]";
mes "How are you meeow?";
mes "Did you volunteer to conquer the Culvert?";
mes "You are a member of the Edgen Group for sure.";
mes "You are helping to make the world a better place.";
close;
}
pay_arche,41,136,3 script Eden Member Karl#para05 4_M_KHMAN,{
if (para_suv01 < 13) {
if (countitem(6219) > 0) {
mes "[Karl]";
mes "Hey, how are you?";
mes "Good to see you~";
mes "Are you going inside?";
close;
}
mes "[Karl]";
mes "Umm...?";
mes "You are not the one I am waiting for.";
close;
}
if (para_suv01 == 13) {
mes "[Karl]";
mes "Hello?";
mes "Since I got a report, I was waiting for you.";
mes "You came here to join the training mission, right?";
next;
mes "[Karl]";
mes "Have you ever entered this cave before?";
mes "I don't know if you already heard some stories in this village.";
next;
mes "[Karl]";
mes "There are many of dead souls that change their appearance as if they are real people and make threatening remarks.";
mes "It's too bad, isn't it?";
next;
mes "[Karl]";
mes "That's why we chose this place as step 2 of the battle training mission.";
mes "This step is called 'Conquer Ghost Cave~'.";
mes "Help people to enjoy their nights comfortably.";
next;
mes "[Karl]";
mes "There are many dangerous things there. Hmm...";
mes "To you the 1st floor is enough.";
next;
mes "[Karl]";
mes "Lets conquer the dangerous ghost cave...";
mes "Kill the bone Skeletons in there.";
next;
mes "[Karl]";
mes "The bones are from Skeletons.";
mes "Actually Skeletons or just normal bones are all the same but...";
next;
mes "[Karl]";
mes "Skeletons are one of the basic undead classes.";
mes "Undead never ever. Hunt 15 undead Skeletons.";
next;
mes "[Karl]";
mes "If you feel like you're in danger don't hesitate to just leave.";
mes "You're not worried about getting hurt are you?";
para_suv01 = 14;
changequest 7138,7139;
close;
}
if (para_suv01 == 14) {
if (questprogress(7139,HUNTING) == 2) {
mes "[Karl]";
mes "Did you get how the undead work?";
mes "As you know undead never die so, blessing of live person it's same as curse to them.";
next;
mes "[Karl]";
mes "So... skills which can save people like Heal and Resurrection.";
mes "Those things are really strong attacks to undead class.";
next;
mes "[Karl]";
mes "Anyway... that's it..";
mes "Next... I guess you already see while you were killing Skeletons.";
mes "Some green things are picking up all of the stuff dropped by the dead monsters.";
next;
mes "[Karl]";
mes "Do you know Porings? Maybe they are related to them.";
mes "They look really bad, maybe they have been eating poison or something.";
next;
mes "[Karl]";
mes "Ok if you're ready go and kill those Poporings.";
mes "You should hunt 10 of them.";
next;
para_suv01 = 15;
changequest 7139,7140;
close;
}
mes "[Karl]";
mes "Skeletons are basic undead.";
mes "Use the Heal or Resurrection skill.";
mes "If you can.";
next;
mes "[Karl]";
mes "Just in case I will recover all your energy.";
mes "It's the last step so be careful.";
npcskill "AL_HEAL",11,99,60;
percentheal 100,100;
close;
}
if (para_suv01 == 15) {
if (questprogress(7140,HUNTING) == 2) {
mes "[Karl]";
mes "Did you get back what the Poporing stole?";
mes "This cave is really deep and there are lots of precious things that they could have picked up.";
next;
mes "[Karl]";
mes "You did really great job. Excellent.";
mes "The 1st floor is safer now. Thanks for helping.";
next;
mes "[Karl]";
mes "You've completed all of the training missions so go back to the headquarters and get approval from the flashy Rune Knight.";
next;
mes "[Karl]";
mes "You might get a new uniform.";
mes "Haha. I will keep tabs on your progression.";
para_suv01 = 16;
changequest 7140,7141;
close;
}
mes "[Karl]";
mes "Poporings are stronger than you expect.";
mes "If you treat them the same as a normal Poring it will get you in trouble.";
next;
mes "[Karl]";
mes "Just in case I will recover all your energy.";
mes "It's the last step so be careful.";
npcskill "AL_HEAL",11,99,60;
percentheal 100,100;
close;
}
if (para_suv01 >= 16) {
mes "[Karl]";
mes "I already informed Boya at the Eden Group headquarters.";
mes "If you go there he will give you a big welcome.";
next;
mes "[Karl]";
mes "You will get a new uniform, aren't you excited?";
mes "Hahaha..";
close;
}
mes "[Karl]";
mes "Killing undead?";
mes "Do your best to make the world safer.";
mes "It's one of the goals of the Eden Group.";
close;
}
anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{
if (para_suv01 < 17) {
if (countitem(6219) > 0) {
mes "[Cloud]";
mes "Oops.";
mes "You are a member of my group.";
mes "Why did you come here, are you looking for danger?";
next;
mes "[Cloud]";
mes "One of the strongest boss monsters is in here.";
mes "Be careful when exploring here.";
close;
}
mes "[Cloud ]";
mes "What are you looking at?";
mes "We are not related to each other, are we...";
close;
}
if (para_suv01 == 17) {
mes "[Cloud]";
mes "Hello?";
mes "Why did you come here, looking for danger?";
next;
switch (select("Conquer Ant Hell:Just wanted to meet you:Where am I?")) {
case 1:
mes "[Cloud]";
mes "Uh. Conquer Ant Hell? Did you say that?";
mes "You are a trainee.";
mes "You have come to the right place.";
next;
mes "[Cloud]";
mes "At first I will explain about Ant Hell.";
mes "Ants dug a cave in the sand and it is linked to the surface. That's Ant Hell.";
next;
mes "[Cloud]";
mes "Sand flowed into the hole gradually.";
mes "If anyone steps on the hole they will fall into the cave through the hole in the sand..";
next;
mes "[Cloud]";
mes "It's hard to survive from there.";
mes "To us it seems like a normal happening so it isn't a matter of survival like to normal people.";
next;
mes "[Cloud]";
mes "Many kinds of ants have come to live here.";
mes "There is a boss monster named Maya so you should be more cautious.";
next;
mes "[Cloud]";
mes "Ok let's try to hunt the weakest ant first.";
mes "Pierre is the name of the weakest ant.";
mes "They are just down here.";
next;
mes "[Cloud]";
mes "In the case of ants, they assist eachother when attacked.";
mes "Be careful and kill 15 Pierre ants.";
para_suv01 = 18;
changequest 7142,7143;
close;
case 2:
mes "[Cloud]";
mes "......";
mes "Haha... are you joking?";
mes "You are exhausted from the extremely hot weather in the desert.";
next;
mes "[Cloud]";
mes "I am a busy man.";
mes "One of the trainees was planning to visit me but that person still hasn't showed yet. I am getting nervous.";
close;
case 3:
mes "[Cloud]";
mes "Where you are?";
mes "You are in Anth Hell southwest of Morroc.";
mes "Morroc is the closest city, northeast of here.";
close;
}
}
if (para_suv01 == 18) {
if (questprogress(7143,HUNTING) == 2) {
mes "[Cloud]";
mes "Hey, what was it?";
mes "Maybe you saw an Andre when you were hunting Pierre.";
next;
mes "[Cloud]";
mes "Well, now let's hunt Andre aswel.";
mes "Ahah the way you're looking at me, ''why didn't I ask you to do this all at once'' right?";
next;
mes "[Cloud]";
mes "Ain't it more fun this way?";
mes "Hey, now your next target is 15 Andre!";
mes "You are strong so it will be fine!";
next;
mes "[Cloud]";
mes "If you can't find Andre go deeper into the cave.";
mes "Ah, and be careful of Maya.";
para_suv01 = 19;
changequest 7143,7144;
close;
}
mes "[Cloud]";
mes "What do you think of Ant Hell?";
mes "Can you stay longer?";
mes "Ok, I will recover your strengh so, keep going.";
npcskill "AL_HEAL",11,99,60;
percentheal 100,100;
close;
}
if (para_suv01 == 19) {
if (questprogress(7144,HUNTING) == 2) {
mes "[Cloud]";
mes "Great. You seem to have killed all of the Andre.";
mes "How do you think about fighting ants?";
mes "Was it good?";
next;
mes "[Cloud]";
mes "Hey, cheer up.";
mes "To conquer Ant Hell you have one step left.";
mes "You might have guessed your next target already.";
next;
mes "[Cloud]";
mes "Vitata!";
mes "How can I say... He seems like honey.";
mes "Pierre is a worker. Andre is a guardian and so... Vitata is like a mother.";
next;
mes "[Cloud]";
mes "They are really kind to kids and women but don't show any pity to ants.";
mes "Hunt the Vitata who takes care of the ant eggs.";
next;
mes "[Cloud]";
mes "If somebody falls into Ant Hell it might be a bit safer than before.";
mes "Now it's the last step so cheer up and let's kill 10 Vitata.";
next;
mes "[Cloud]";
mes "If you feel you're in too much danger. Just come back.";
mes "I will heal you.";
para_suv01 = 20;
changequest 7144,7145;
close;
}
mes "[Cloud]";
mes "See, to cheer you up I will heal you until you finish the training.";
mes "Chin up and cheer up.";
npcskill "AL_HEAL",11,99,60;
percentheal 100,100;
close;
}
if (para_suv01 == 20) {
if (questprogress(7145,HUNTING) == 2) {
mes "[Cloud]";
mes "Oh... it might have been an anoying fight.";
mes "You finished so fast.";
next;
mes "[Cloud]";
mes "Good job. Go back to the headquarters and report.";
mes "You've completed the training quickly.";
next;
mes "[Cloud]";
mes "You will get good news.";
mes "You did a really good job even under the hot weather.";
para_suv01 = 21;
changequest 7145,7146;
close;
}
mes "[Cloud]";
mes "See, to cheer up I will heal you until you finish the training.";
mes "Chin up and cheer up.";
next;
mes "[Cloud]";
mes "Just Vitata, isn't that an easy opponent?";
mes "If you see Maya just run away.";
npcskill "AL_HEAL",11,99,60;
percentheal 100,100;
close;
}
if (para_suv01 >= 21) {
mes "[Cloud]";
mes "It's enough to say that you've conquered Ant Hell.";
mes "Aren't you getting used to it here?";
next;
mes "[Cloud]";
mes "Go back to the headquarters and report that you completed the mission, hurry up";
mes "you will receive good news.";
mes "You will receive the Eden Group uniform aswel.";
close;
}
mes "[Cloud]";
mes "I am really proud of the Eden Group.";
mes "Does the uniform look good on me?";
mes "Haha...";
close;
}
in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{
if (para_suv01 < 24) {
if (countitem(6219) > 0) {
mes "[Hooksha]";
mes "Unbelievable why did you come here?";
mes "Um... You are not on the third step of the training?";
mes "Yeeee~ I'm excited~";
next;
mes "[Hooksha]";
mes "I am a little bored waiting for trainees. Where are they?";
close;
}
mes "[Hooksha]";
mes "Hello.";
mes "Why did you come here?";
mes "Umm... Aaaaa...";
next;
mes "[Hooksha]";
mes "Why don't you join my group?";
mes "If you have interest in joining us,";
mes "you won't regret your decision.";
close;
}
if (para_suv01 == 24) {
mes "[Hooksha]";
mes "Hello.";
mes "Are you a trainee?";
mes "Yeah I can tell.";
mes "So shall we begin?";
next;
mes "[Hooksha]";
mes "Actually I don't like this training mission much but anyway let me explain it to you.";
next;
mes "[Hooksha]";
mes "As you know this is Orc Village.";
mes "Orcs don't like humans.";
mes "They don't try to communicate with us. When they see humans they immediately attack us.";
next;
mes "[Hooksha]";
mes "Sadly humans don't want to communicate with them either.";
mes "So we decided to take a strong approach towards them.";
mes "Actually we'd like to get rid of them all.";
next;
mes "[Hooksha]";
mes "We're trying to conquer Orc Village.";
mes "It's the proper place to finish the beginners training mission for an adventurer like you.";
next;
mes "[Hooksha]";
mes "That's why we've chosen this place for this mission.";
mes "Ok, we don't have a lot of time so let's begin.";
mes "First let's eliminate the weakest one.";
next;
mes "[Hooksha]";
mes "It's better to kill them before they grow up.";
mes "Hunt 10 Orc Babies.";
mes "Don't pity them because when they grow up they become aggressive Orc Warriors.";
next;
mes "[Hooksha]";
mes "Good or bad this is how it is going to be.";
mes "Even if they are babies don't hesitate.";
para_suv01 = 25;
changequest 7147,7148;
close;
}
if (para_suv01 == 25) {
if (questprogress(7148,HUNTING) == 2) {
mes "[Hooksha]";
mes "Great. Awesome.";
mes "It's not very pleasant so let's move on.";
next;
mes "[Hooksha]";
mes "On the next step we will fight with Orc Warriors.";
mes "When Orc Babies grow up they become strong Orc Warriors.";
next;
mes "[Hooksha]";
mes "They all are powerful warriors.";
mes "When you were fighting Orc Babies, you probably have been attacked by them.";
next;
mes "[Hooksha]";
mes "Now it's time to hunt 10 Orc Warriors.";
mes "If you are in trouble just come back here to safety.";
mes "Do you understand?";
para_suv01 = 26;
changequest 7148,7149;
close;
}
mes "[Hooksha]";
mes "There are Orc Warriors, Orc Ladies and Orc Babies in Orc Village.";
mes "They are really aggressive.";
next;
mes "[Hooksha]";
mes "You look tired I will recover your health.";
mes "If you are in trouble just come back here to safety.";
npcskill "AL_HEAL",11,99,60;
percentheal 100,100;
close;
}
if (para_suv01 == 26) {
if (questprogress(7149,HUNTING) == 2) {
mes "[Hooksha]";
mes "Now you can move on to the next step.";
next;
mes "[Hooksha]";
mes "Exactly... now it's time to hunt Orc Ladies.";
mes "If you want to conquer Orc Village completely, you should kill them before they have more Orc Babies.";
next;
mes "[Hooksha]";
mes "But you don't need to kill all of them.";
mes "Go and hunt 10 Orc Ladies.";
next;
mes "[Hooksha]";
mes "You can already feel the strong power from outside...";
mes "Don't hesitate to attack them.";
para_suv01 = 27;
changequest 7149,7150;
close;
}
mes "[Hooksha]";
mes "You should be exhausted by now.";
mes "But you still have more targets, understand.";
next;
mes "[Hooksha]";
mes "You look tired, I will recover your health.";
mes "If you are in trouble just come back here to safety.";
npcskill "AL_HEAL",11,99,60;
percentheal 100,100;
close;
}
if (para_suv01 == 27) {
if (questprogress(7150,HUNTING) == 2) {
mes "[Hooksha]";
mes "Great job.";
mes "Now you should understand how the orc tribe works here in Orc Village.";
mes "You've followed the training mission well under hot and humid circumstances.";
mes "You have now completed the 'Conquer Orc Village!' training mission. Congratulations.";
next;
mes "[Hooksha]";
mes "Go back and report to the Eden Group headquarters.";
mes "I'm sure they will have good news for you.";
para_suv01 = 28;
changequest 7150,7151;
close;
}
mes "[Hooksha]";
mes "Orc Lady is the last target.";
mes "Cheer up~!";
next;
mes "[Hooksha]";
mes "You look tired, I will recover your health.";
mes "If you are in trouble just come back here to safety.";
npcskill "AL_HEAL",11,99,60;
percentheal 100,100;
close;
}
if (para_suv01 == 28) {
mes "[Hooksha]";
mes "You have completed the training mission.";
mes "Go back to the Eden Group headquarters and report there.";
close;
}
if (para_suv01 == 29) {
mes "[Hooksha]";
mes "Have you come here to join in the training?";
mes "You look like an expert.";
next;
mes "[Hooksha]";
mes "This isn't a good place to talk so let's hurry.";
mes "This place is linked with the dungeon of Orc Village.";
next;
mes "[Hooksha]";
mes "Can you see that way.";
mes "There is a cave under the ground, normal orcs don't come here.";
next;
mes "[Hooksha]";
mes "The safest place is in here.";
mes "There are many undead monsters down there.";
next;
mes "[Hooksha]";
mes "The undead monsters are dangerous and threatening.";
mes "Don't hesitate when fighting them.";
next;
mes "[Hooksha]";
mes "Now hunt those undead monsters down there.";
next;
mes "[Hooksha]";
mes "Try to hunt 20 Orc zombies in the dungeon.";
mes "They are really well organized.";
next;
mes "[Hooksha]";
mes "They will attack you anywhere without hesitating.";
mes "May Freya bless you.";
para_suv01 = 30;
changequest 7152,7153;
close;
}
if (para_suv01 == 30) {
if (questprogress(7153,HUNTING) == 2) {
mes "[Hooksha]";
mes "It's different from what you saw in Payon, right?";
mes "Although you managed to kill the Orc Zombies, you can't be sure you are much stronger..";
next;
mes "[Hooksha]";
mes "So don't go deeper into that cave or you will die for sure.";
next;
mes "[Hooksha]";
mes "The next target is the Orc Skeleton who was walking next to the Orc Zombies.";
mes "Hunt 20 Orc Skeletons.";
next;
mes "[Hooksha]";
mes "It's the last step of the training mission in the Orc Dungeon.";
mes "It's all up to you.";
next;
mes "[Hooksha]";
mes "Ok, cheer up and see you again.";
mes "Hunt 20 Orc Skeletons.";
para_suv01 = 31;
changequest 7153,7154;
close;
}
mes "[Hooksha]";
mes "Can you stay longer?";
mes "You look tired, I will recover your health.";
mes "If you are in trouble just come back here to safety.";
npcskill "AL_HEAL",11,99,60;
percentheal 100,100;
close;
}
if (para_suv01 == 31) {
if (questprogress(7154,HUNTING) == 2) {
mes "[Hooksha]";
mes "Your training mission has been completed.";
mes "Go back to the Eden Group headquarters and report.";
mes "I would like to say more in detail but I'm getting so tired.";
next;
mes "[Hooksha]";
mes "Recently trainees have come here more and more so, I can't sleep at all.";
mes "I mean not due to you.";
mes "Anyway I will inform the group so go there and report.";
next;
para_suv01 = 32;
changequest 7154,7155;
close;
}
mes "[Hooksha]";
mes "Can you stay longer?";
mes "You look tired I will recover your health.";
mes "If you are in trouble just come back here to safety.";
npcskill "AL_HEAL",11,99,60;
percentheal 100,100;
close;
}
if (para_suv01 == 32) {
mes "[Hooksha]";
mes "Don't you have to report back to the Eden Group headquarters?";
mes "I am so tired leave me alone.";
close;
}
if (para_suv01 > 32) {
mes "[Hooksha]";
mes "Uh? What Orc? Explore the dungeon?";
mes "You are having such a hard time.";
next;
mes "[Hooksha]";
mes "This place is really good to take a rest because Orcs don't come here.";
mes "Ho hum...";
close;
}
}
iz_dun04,43,46,3 script Eden Member Callandiva 4_F_CRU,{
if (para_suv01 < 33) {
if (countitem(6219) > 0) {
mes "[Callandiva]";
mes "How did you get so deep in this ocean city?";
mes "Ah, that symbol is of our group.";
mes "You're a trainee for sure.";
next;
mes "[Callandiva]";
mes "What? You aren't?";
mes "I... see... I see...";
mes "Ok... keep going.";
close;
}
mes "[Callandiva]";
mes "Mysteriously although we're under the sea you can still breathe here.";
mes "Do you know why?";
next;
mes "[Callandiva]";
mes "Let's see due to the moisture my skin is so soft.";
mes "My fingers and toes are not attached to each other amazing.";
next;
mes "[Callandiva]";
mes "I was really shocked and scared when the Eden Group dispatched me here.";
mes "Now I love this environment so much.";
mes "It's really calm...";
close;
}
if (para_suv01 == 33) {
mes "[Callandiva]";
mes "How did you get so deep in this ocean city?";
mes "Ah, that symbol is of our group.";
mes "You're a trainee for sure.";
next;
mes "[Callandiva]";
mes "Good to see you!";
mes "Alright, look down.";
mes "Ancient buildings are sleeping under the water. They were actually built under the sea.";
next;
mes "[Callandiva]";
mes "As you know we don't have any trouble living here.";
mes "But if you see over there... yes right there.";
next;
mes "[Callandiva]";
mes "Can you see a humanoid fish with a very threatening spear?";
mes "He is called a Merman and is a really professional warrior.";
next;
mes "[Callandiva]";
mes "Okay, go and hunt 15 Merman.";
mes "That will be your 1st training mission here.";
para_suv01 = 34;
changequest 7156,7157;
close;
}
if (para_suv01 == 34) {
if (questprogress(7157,HUNTING) == 2) {
mes "[Callandiva]";
mes "Oh, you came back~!";
mes "What did you think of those threatening Mermans?";
mes "Actually, I thought that you would chicken out~";
next;
mes "[Callandiva]";
mes "Good your next opponent will be...~";
mes "Yes, this one...";
mes "The monster that is holding a trident.";
next;
mes "[Callandiva]";
mes "His main abilities are magical.";
mes "The monster is called Strouf!";
mes "Now, it's time to fight with a real magician!";
next;
mes "[Callandiva]";
mes "Try avoiding the Mermans and hunt 10 Strouf, kill them.";
para_suv01 = 35;
changequest 7157,7158;
close;
}
mes "[Callandiva]";
mes "Oh are you tired?";
mes "Mermans are not easy opponents.";
mes "I will help you recover so cheer up.";
npcskill "AL_HEAL",11,99,60;
percentheal 100,100;
close;
}
if (para_suv01 == 35) {
if (questprogress(7158,HUNTING) == 2) {
mes "[Callandiva]";
mes "Did you kill all the Strouf already?";
mes "I wasn't counting that you'd make it.";
mes "I have eyes on the top of my head haha.";
next;
mes "[Callandiva]";
mes "Of course I'm just kidding.";
mes "Don't look at me like that~ it was a joke~!";
mes "Now you're feeling more at ease about this.";
next;
mes "[Callandiva]";
mes "Go back to the headquarters and report it.~";
mes "You will receive the last uniform from the Eden Group headquarters.";
next;
mes "[Callandiva]";
mes "This training mission is made for beginners.";
mes "So it might be useless to you or not.";
next;
mes "[Callandiva]";
mes "Anyway you did great job!";
para_suv01 = 36;
changequest 7158,7159;
close;
}
mes "[Callandiva]";
mes "Oh are you tired?";
mes "Strouf are not easy opponents.";
mes "I can help you recover so cheer up.";
npcskill "AL_HEAL",11,99,60;
percentheal 100,100;
close;
}
if (para_suv01 >= 36) {
mes "[Callandiva]";
mes "I won't give help to you anymore.";
mes "Go back to our headquarters and report about this training mission.";
close;
}
mes "[Callandiva]";
mes "Mysteriously although we're under the sea you can still breathe here.";
mes "Do you know why?";
next;
mes "[Callandiva]";
mes "Let's see due to the moisture my skin is so soft.";
mes "My fingers and toes are not attached to each other amazing.";
next;
mes "[Callandiva]";
mes "I was really shocked and scared when the Eden Group dispatched me here.";
mes "Now I love this environment so much.";
mes "It's really calm...";
close;
}
moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{
mes "[Michael]";
mes "Why did you come here?";
next;
switch (select("To get supplies:Where is here?:Upgrade equipment")) {
case 1:
if (para_suv01 == 11) {
mes "[Michael]";
mes "If you've completed step 1";
mes "we can supply you with a Eden Group Hat, Uniform, Manteau and Boots.";
mes "^4d4dffCheck your inventory first.^000000";
next;
switch (select("Let me check my inventory:I have enough room.")) {
case 1:
mes "[Michael]";
mes "Make sure you have enough room for the supplies.";
close;
case 2:
mes "[Michael]";
mes "Two of the supplies, the ^4d4dffHat and Manteau^000000,";
mes "will only be given out once.";
mes "So treat them with caution and care.";
next;
mes "[Michael]";
mes "As for the Boots and the Uniforms, you will receive better quality ones based on your course grades.";
next;
mes "[Michael]";
mes "One Eden Group Hat.";
mes "One Eden Group Uniform I.";
mes "One pair of Eden Group Boots I.";
mes "One Eden Group Manteau.";
mes "A total of 4 supplies, that's all.";
para_suv01 = 12;
para_suv02 = 1;
getitem 5583,1; //Para_Team_Hat1
getitem 2560,1; //Para_Team_Manteau1
getitem 2456,1; //Para_Team_Boots1
getitem 15009,1; //Para_Team_Uniform1
next;
mes "[Michael]";
mes "Is that correct?";
mes "It is manufactured for beginners so they don't have the best effect but they're still cheaper than equipment in the shops.";
next;
mes "[Michael]";
mes "We made them especially for the Eden Group.";
close;
}
}
if (para_suv01 == 22) {
mes "[Michael]";
mes "If you've completed step 2, we offer extra weapons including the basic equipment.";
next;
mes "[Michael]";
mes "We have chosen the proper weapon for each class.";
mes "But we can't support some classes that can't join us.";
next;
mes "[Michael]";
mes "We can't manufacture all of the weapons in the world, don't you agree?";
next;
mes "[Michael]";
mes "We will supply 1 Weapon, Shoes and Uniform so a total of three things.";
mes "Also we supply extra things to consider some members who can't use some of the supplies.";
next;
mes "[Michael]";
mes "^4d4dffPlease check your inventory to get those items.^000000";
next;
switch (select("I will make more space.:I have got enough space.")) {
case 1:
mes "[Michael]";
mes "Make enough space.";
close;
case 2:
if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) {
mes "[Michael]";
mes "What kind of weapon do you want?";
mes "We have one and Two-handed swords.";
mes "Here are the options.";
next;
mes "[Michael]";
mes "Eden Slayer I: Two-handed sword. attack 162.";
mes "Eden Saber I: One-handed sword. attack 147.";
mes "Both are Lv. 2 and the required level is 26.";
next;
mes "[Michael]";
mes "They also can't be traded with other players or be refined.";
next;
switch (select("Eden Slayer I:Eden Sabre I")) {
case 1:
mes "[Michael]";
mes "You've chosen the Eden Slayer I.";
mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
next;
if (para_suv02 == 0) {
mes "[Michael]";
mes "You don't have a record of receiving any supplies";
mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
para_suv01 = 23;
para_suv02 = 2;
getitem 1192,1; //P_Slayer1
getitem 18514,1; //Para_Team_Hat2
getitem 2571,1; //Para_Team_Manteau2
getitem 2457,1; //Para_Team_Boots2
getitem 15010,1; //Para_Team_Uniform2
next;
mes "[Michael]";
mes "Check your supplies again and look after it.";
close;
}
mes "[Michael]";
mes "A Two-handed sword, Uniform and Boots all 3 supplies.";
mes "Please check it again.";
para_suv01 = 23;
para_suv02 = 2;
getitem 1192,1; //P_Slayer1
getitem 2457,1; //Para_Team_Boots2
getitem 15010,1; //Para_Team_Uniform2
next;
mes "[Michael]";
mes "I hope they're useful to you.";
close;
case 2:
mes "[Michael]";
mes "You've chosen the Eden Sabre I.";
mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
next;
if (para_suv02 == 0) {
mes "[Michael]";
mes "You don't have a record of receiving any supplies";
mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
para_suv01 = 23;
para_suv02 = 2;
getitem 13423,1; //P_Sabre1
getitem 2457,1; //Para_Team_Boots2
getitem 15010,1; //Para_Team_Uniform2
getitem 5583,1; //Para_Team_Hat
getitem 2560,1; //Para_Team_Manteau
next;
mes "[Michael]";
mes "Check your supplies again and look after it.";
close;
}
mes "[Michael]";
mes "A One-handed sword, Uniform and Boots all 3 supplies.";
mes "Please check it again.";
para_suv01 = 23;
para_suv02 = 2;
getitem 13423,1; //P_Sabre1
getitem 2457,1; //Para_Team_Boots2
getitem 15010,1; //Para_Team_Uniform2
next;
mes "[Michael]";
mes "I hope they're useful to you.";
mes "This is what we strive for.";
close;
}
}
if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue || Class == Job_Ninja || Class == Job_Novice || Class == Job_Novice_High) {
mes "[Michael]";
mes "We only have 1 weapon for you.";
next;
mes "[Michael]";
mes "Eden Dagger I: Dagger. MATK+60, attack 124.";
mes "It is Lv. 2 and the required level is 26.";
next;
mes "[Michael]";
mes "It also can't be traded with other players or be refined.";
next;
mes "[Michael]";
mes "You'll receive the Eden Dagger I.";
next;
mes "[Michael]";
mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
next;
if (para_suv02 == 0) {
mes "[Michael]";
mes "You don't have a record of receiving any supplies";
mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
para_suv01 = 23;
para_suv02 = 2;
getitem 13050,1; //P_Dagger1
getitem 2457,1; //Para_Team_Boots2
getitem 15010,1; //Para_Team_Uniform2
getitem 5583,1; //Para_Team_Hat
getitem 2560,1; //Para_Team_Manteau
next;
mes "[Michael]";
mes "Check your supplies again and look after it.";
close;
}
mes "[Michael]";
mes "A Dagger, Uniform and Boots all 3 supplies.";
mes "Please check it again.";
para_suv01 = 23;
para_suv02 = 2;
getitem 13050,1; //P_Dagger1
getitem 2457,1; //Para_Team_Boots2
getitem 15010,1; //Para_Team_Uniform2
next;
mes "[Michael]";
mes "I hope they're useful to you.";
mes "This is what we strive for.";
close;
}
if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) {
mes "[Michael]";
mes "What kind of weapon do you want?";
mes "We have a mace and a One-handed sword.";
mes "Here are the options.";
next;
mes "[Michael]";
mes "Eden Saber I: One-handed sword. attack 147.";
mes "Eden Mace I: Mace. attack 142.";
mes "Both are level 2 and the required level is 26.";
next;
mes "[Michael]";
mes "They also can't be traded with other players or be refined.";
next;
switch (select("Eden Sabre I:Eden Mace I")) {
case 1:
mes "[Michael]";
mes "You've chosen the Eden Sabre I.";
mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
next;
if (para_suv02 == 0) {
mes "[Michael]";
mes "You don't have a record of receiving any supplies";
mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
para_suv01 = 23;
para_suv02 = 2;
getitem 13423,1; //P_Sabre1
getitem 2457,1; //Para_Team_Boots2
getitem 15010,1; //Para_Team_Uniform2
getitem 5583,1; //Para_Team_Hat
getitem 2560,1; //Para_Team_Manteau
next;
mes "[Michael]";
mes "Check your supplies again and look after it.";
close;
}
mes "[Michael]";
mes "A One-handed Sword, Uniform and Boots all 3 supplies.";
mes "Please check it again.";
para_suv01 = 23;
para_suv02 = 2;
getitem 13423,1; //P_Sabre1
getitem 2457,1; //Para_Team_Boots2
getitem 15010,1; //Para_Team_Uniform2
next;
mes "[Michael]";
mes "I hope they're useful to you.";
mes "This is what we strive for.";
close;
case 2:
mes "[Michael]";
mes "You've chosen the Eden Mace I.";
mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
next;
if (para_suv02 == 0) {
mes "[Michael]";
mes "You don't have a record of receiving any supplies";
mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
para_suv01 = 23;
para_suv02 = 2;
getitem 16004,1; //P_Mace1
getitem 2457,1; //Para_Team_Boots2
getitem 15010,1; //Para_Team_Uniform2
getitem 5583,1; //Para_Team_Hat
getitem 2560,1; //Para_Team_Manteau
next;
mes "[Michael]";
mes "Check your supplies again and look after it.";
close;
}
mes "[Michael]";
mes "A Mace, Uniform and Boots all 3 supplies.";
mes "Please check it again.";
para_suv01 = 23;
para_suv02 = 2;
getitem 16004,1; //P_Mace1
getitem 2457,1; //Para_Team_Boots2
getitem 15010,1; //Para_Team_Uniform2
next;
mes "[Michael]";
mes "I hope they're useful to you.";
close;
}
}
if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) {
mes "[Michael]";
mes "We only have 1 weapon for you.";
next;
mes "[Michael]";
mes "Eden Bow I: Bow. attack 82.";
mes "It is Lv. 2 and the required level is 26.";
next;
mes "[Michael]";
mes "It also can't be traded with other players or be refined.";
next;
mes "[Michael]";
mes "You'll receive the Eden Bow I.";
next;
mes "[Michael]";
mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
next;
if (para_suv02 == 0) {
mes "[Michael]";
mes "You don't have a record of receiving any supplies";
mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
para_suv01 = 23;
para_suv02 = 2;
getitem 1747,1; //P_Bow1
getitem 2457,1; //Para_Team_Boots2
getitem 15010,1; //Para_Team_Uniform2
getitem 5583,1; //Para_Team_Hat
getitem 2560,1; //Para_Team_Manteau
next;
mes "[Michael]";
mes "Check your supplies again and look after it.";
close;
}
mes "[Michael]";
mes "A Bow, Uniform and Boots all 3 supplies.";
mes "Please check it again.";
para_suv01 = 23;
para_suv02 = 2;
getitem 1747,1; //P_Bow1
getitem 2457,1; //Para_Team_Boots2
getitem 15010,1; //Para_Team_Uniform2
next;
mes "[Michael]";
mes "I hope they're useful to you.";
close;
}
if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) {
mes "[Michael]";
mes "What kind of weapon do you want?";
mes "We have a mace and a staff.";
mes "Here are the options.";
next;
mes "[Michael]";
mes "Eden Mace I: Mace. attack 142.";
mes "Eden Staff I: Staff. INT+2, MATK+125, attack 60.";
mes "Both are Lv. 2 and the required level is 26.";
next;
mes "[Michael]";
mes "They also can't be traded with other players or be refined.";
next;
switch (select("Eden Staff I:Eden Mace I")) {
case 1:
mes "[Michael]";
mes "You've chosen the Eden Staff I.";
mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
next;
if (para_suv02 == 0) {
mes "[Michael]";
mes "You don't have a record of receiving any supplies";
mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
para_suv01 = 23;
para_suv02 = 2;
getitem 1650,1; //P_Staff1
getitem 2457,1; //Para_Team_Boots2
getitem 15010,1; //Para_Team_Uniform2
getitem 5583,1; //Para_Team_Hat
getitem 2560,1; //Para_Team_Manteau
next;
mes "[Michael]";
mes "Check your supplies again and look after it.";
close;
}
mes "[Michael]";
mes "A Staff, Uniform and Boots all 3 supplies.";
mes "Please check it again.";
para_suv01 = 23;
para_suv02 = 2;
getitem 1650,1; //P_Staff1
getitem 2457,1; //Para_Team_Boots2
getitem 15010,1; //Para_Team_Uniform2
next;
mes "[Michael]";
mes "I hope they're useful to you.";
close;
case 2:
mes "[Michael]";
mes "You've chosen the Eden Mace I.";
mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
next;
if (para_suv02 == 0) {
mes "[Michael]";
mes "You don't have a record of receiving any supplies";
mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
para_suv01 = 23;
para_suv02 = 2;
getitem 16004,1; //P_Mace1
getitem 2457,1; //Para_Team_Boots2
getitem 15010,1; //Para_Team_Uniform2
getitem 5583,1; //Para_Team_Hat
getitem 2560,1; //Para_Team_Manteau
next;
mes "[Michael]";
mes "Check your supplies again and look after it.";
close;
}
mes "[Michael]";
mes "A Mace, Uniform and Boots all 3 supplies.";
mes "Please check it again.";
para_suv01 = 23;
para_suv02 = 2;
getitem 16004,1; //P_Mace1
getitem 2457,1; //Para_Team_Boots2
getitem 15010,1; //Para_Team_Uniform2
next;
mes "[Michael]";
mes "I hope they're useful to you.";
close;
}
}
if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) {
mes "[Michael]";
mes "We only have 1 weapon for you.";
next;
mes "[Michael]";
mes "Eden Staff I: Staff. INT+2, MATK+125, attack 60.";
mes "It is Lv. 2 and the required level is 26.";
next;
mes "[Michael]";
mes "It also can't be traded with other players or be refined.";
next;
mes "[Michael]";
mes "You'll receive the Eden Staff I.";
next;
mes "[Michael]";
mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
next;
if (para_suv02 == 0) {
mes "[Michael]";
mes "You don't have a record of receiving any supplies";
mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
para_suv01 = 23;
para_suv02 = 2;
getitem 1650,1; //P_Staff1
getitem 2457,1; //Para_Team_Boots2
getitem 15010,1; //Para_Team_Uniform2
getitem 5583,1; //Para_Team_Hat
getitem 2560,1; //Para_Team_Manteau
next;
mes "[Michael]";
mes "Check your supplies again and look after it.";
close;
}
mes "[Michael]";
mes "A Staff, Uniform and Boots all 3 supplies.";
mes "Please check it again.";
para_suv01 = 23;
para_suv02 = 2;
getitem 1650,1; //P_Staff1
getitem 2457,1; //Para_Team_Boots2
getitem 15010,1; //Para_Team_Uniform2
next;
mes "[Michael]";
mes "I hope they're useful to you.";
close;
}
if (Class == Job_Gunslinger) {
mes "[Michael]";
mes "We only have 1 weapon for you.";
next;
mes "[Michael]";
mes "Eden Revolver I: Revolver. HIT-5, attack 44.";
mes "It is Lv. 2 and the required level is 26.";
next;
mes "[Michael]";
mes "It also can't be traded with other players or be refined.";
next;
mes "[Michael]";
mes "You'll receive the Eden Revolver I.";
next;
mes "[Michael]";
mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
next;
if (para_suv02 == 0) {
mes "[Michael]";
mes "You don't have a record of receiving any supplies";
mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
para_suv01 = 23;
para_suv02 = 2;
getitem 13112,1; //P_Revolver1
getitem 2457,1; //Para_Team_Boots2
getitem 15010,1; //Para_Team_Uniform2
getitem 5583,1; //Para_Team_Hat
getitem 2560,1; //Para_Team_Manteau
next;
mes "[Michael]";
mes "Check your supplies again and look after it.";
close;
}
mes "[Michael]";
mes "A Revolver, Uniform and Boots all 3 supplies.";
mes "Please check it again.";
para_suv01 = 23;
para_suv02 = 2;
getitem 13112,1; //P_Revolver1
getitem 2457,1; //Para_Team_Boots2
getitem 15010,1; //Para_Team_Uniform2
next;
mes "[Michael]";
mes "I hope they're useful to you.";
close;
}
mes "[Michael]";
mes "Let me see... you will receive..";
mes "the Eden Group Boots II and Uniform II.";
next;
if (para_suv02 == 0) {
mes "[Michael]";
mes "I don't know what weapon will suit you so, you'll get a Dagger.";
mes "You don't have a record of receiving any supplies";
mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
para_suv01 = 23;
para_suv02 = 2;
getitem 13050,1; //P_Dagger1
getitem 2457,1; //Para_Team_Boots2
getitem 15010,1; //Para_Team_Uniform2
getitem 5583,1; //Para_Team_Hat
getitem 2560,1; //Para_Team_Manteau
next;
mes "[Michael]";
mes "Check your supplies again and look after it.";
close;
}
mes "[Michael]";
mes "A Weapon, Uniform and Boots all 3 supplies.";
mes "I don't know what weapon will suit you so, you'll get a Dagger.";
mes "Please check it again.";
para_suv01 = 23;
para_suv02 = 2;
getitem 13050,1; //P_Dagger1
getitem 2457,1; //Para_Team_Boots2
getitem 15010,1; //Para_Team_Uniform2
next;
mes "[Michael]";
mes "I hope they're useful to you.";
close;
}
}
if (para_suv01 == 37) {
mes "[Michael]";
mes "You've completed the last training course.";
mes "It's time for you to receive a new weapon.";
next;
mes "[Michael]";
mes "We have more upgraded weapons, uniforms and boots.";
mes "Ah, in case of the weapon that was made only for 1st jobs.";
mes "So, I can't offer them to higher jobs.";
next;
mes "[Michael]";
mes "^4d4dffPlease check you inventory to get those supplies.^000000";
next;
switch (select("I'll come back.:I have enough room.")) {
case 1:
mes "[Michael]";
mes "Make sure you have enough room.";
close;
case 2:
if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) {
mes "[Michael]";
mes "What kind of weapon do you want?";
mes "We have one and Two-handed swords.";
mes "Here are the options.";
next;
mes "[Michael]";
mes "Eden Saber II: One-handed sword. attack 170.";
mes "Eden Slayer II: Two-handed sword. attack 185.";
mes "Both of them are Lv. 2 weapons and the required level is 40.";
next;
mes "[Michael]";
mes "They also can't be traded with other players or be refined.";
next;
switch (select("Eden Saber II:Eden Slayer II")) {
case 1:
mes "[Michael]";
mes "You've chosen the Eden Sabre II.";
mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
next;
if (para_suv02 == 0) {
mes "[Michael]";
mes "You don't have a record of receiving any supplies";
mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
para_suv01 = 38;
para_suv02 = 3;
getitem 13424,1; //P_Sabre2
getitem 2458,1; //Para_Team_Boots3
getitem 15011,1; //Para_Team_Uniform3
getitem 5583,1; //Para_Team_Hat
getitem 2560,1; //Para_Team_Manteau
next;
mes "[Michael]";
mes "Check your supplies again and look after it.";
close;
}
mes "[Michael]";
mes "A One-handed sword, Uniform, and Boots all 3 supplies.";
mes "Please check it again.";
para_suv01 = 38;
para_suv02 = 3;
getitem 13424,1; //P_Sabre2
getitem 2458,1; //Para_Team_Boots3
getitem 15011,1; //Para_Team_Uniform3
next;
mes "[Michael]";
mes "I hope they're useful to you.";
close;
case 2:
mes "[Michael]";
mes "You've chosen the Eden Slayer II.";
mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
next;
if (para_suv02 == 0) {
mes "[Michael]";
mes "You don't have a record of receiving any supplies";
mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
para_suv01 = 38;
para_suv02 = 3;
getitem 1193,1; //P_Slayer2
getitem 2458,1; //Para_Team_Boots3
getitem 15011,1; //Para_Team_Uniform3
getitem 5583,1; //Para_Team_Hat
getitem 2560,1; //Para_Team_Manteau
next;
mes "[Michael]";
mes "Check your supplies again and look after it.";
close;
}
mes "[Michael]";
mes "A Two-handed sword, Uniform, and Boots all 3 supplies.";
mes "Please check it again.";
para_suv01 = 38;
para_suv02 = 3;
getitem 1193,1; //P_Slayer2
getitem 2458,1; //Para_Team_Boots3
getitem 15011,1; //Para_Team_Uniform3
next;
mes "[Michael]";
mes "I hope they're useful to you.";
close;
}
}
if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue) {
mes "[Michael]";
mes "We only have 1 weapon for you.";
next;
mes "[Michael]";
mes "Eden Dagger II: Dagger. MATK+70, attack 158.";
mes "It is Lv. 2 and the required level is 40.";
next;
mes "[Michael]";
mes "It also can't be traded with other players or be refined.";
next;
mes "[Michael]";
mes "You'll receive the Eden Dagger II.";
next;
mes "[Michael]";
mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
next;
if (para_suv02 == 0) {
mes "[Michael]";
mes "You don't have a record of receiving any supplies";
mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
para_suv02 = 3;
getitem 13051,1; //P_Dagger2
getitem 2458,1; //Para_Team_Boots3
getitem 15011,1; //Para_Team_Uniform3
getitem 5583,1; //Para_Team_Hat
getitem 2560,1; //Para_Team_Manteau
next;
mes "[Michael]";
mes "Check your supplies again and look after it.";
close;
}
mes "[Michael]";
mes "A Dagger, Uniform, and Boots all 3 supplies.";
mes "Please check it again.";
para_suv01 = 38;
para_suv02 = 3;
getitem 13051,1; //P_Dagger2
getitem 2458,1; //Para_Team_Boots3
getitem 15011,1; //Para_Team_Uniform3
next;
mes "[Michael]";
mes "I hope they're useful to you.";
close;
}
if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) {
mes "[Michael]";
mes "What kind of weapon do you want?";
mes "We have a mace and a staff.";
mes "Here are the options.";
next;
mes "[Michael]";
mes "Eden Mace II: Mace. attack 163.";
mes "Eden Staff II: Staff. INT+3, MATK+150, attack 60.";
mes "Both of them are Lv. 2 weapons and the required level is 40.";
next;
mes "[Michael]";
mes "They also can't be traded with other players or be refined.";
next;
switch (select("Eden Staff II:Eden Mace II")) {
case 1:
mes "[Michael]";
mes "You've chosen the Eden Staff II.";
mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
next;
if (para_suv02 == 0) {
mes "[Michael]";
mes "You don't have a record of receiving any supplies";
mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
para_suv01 = 38;
para_suv02 = 3;
getitem 1651,1; //P_Staff2
getitem 2458,1; //Para_Team_Boots3
getitem 15011,1; //Para_Team_Uniform3
getitem 5583,1; //Para_Team_Hat
getitem 2560,1; //Para_Team_Manteau
next;
mes "[Michael]";
mes "Check your supplies again and look after it.";
close;
}
mes "[Michael]";
mes "A Staff, Uniform, and Boots all 3 supplies.";
mes "Please check it again.";
para_suv01 = 38;
para_suv02 = 3;
getitem 1651,1; //P_Staff2
getitem 2458,1; //Para_Team_Boots3
getitem 15011,1; //Para_Team_Uniform3
next;
mes "[Michael]";
mes "I hope they're useful to you.";
close;
case 2:
mes "[Michael]";
mes "You've chosen the Eden Mace II.";
mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
next;
if (para_suv02 == 0) {
mes "[Michael]";
mes "You don't have a record of receiving any supplies";
mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
para_suv01 = 38;
para_suv02 = 3;
getitem 16005,1; //P_Mace2
getitem 2458,1; //Para_Team_Boots3
getitem 15011,1; //Para_Team_Uniform3
getitem 5583,1; //Para_Team_Hat
getitem 2560,1; //Para_Team_Manteau
next;
mes "[Michael]";
mes "Check your supplies again and look after it.";
close;
}
mes "[Michael]";
mes "A Mace, Uniform, and Boots all 3 supplies.";
mes "Please check it again.";
para_suv01 = 38;
para_suv02 = 3;
getitem 16005,1; //P_Mace2
getitem 2458,1; //Para_Team_Boots3
getitem 15011,1; //Para_Team_Uniform3
next;
mes "[Michael]";
mes "I hope they're useful to you.";
close;
}
}
if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) {
mes "[Michael]";
mes "We only have 1 weapon for you.";
next;
mes "[Michael]";
mes "Eden Bow II: Bow. attack 82.";
mes "It is Lv. 2 and the required level is 40.";
next;
mes "[Michael]";
mes "It also can't be traded with other players or be refined.";
next;
mes "[Michael]";
mes "You'll receive the Eden Bow II.";
next;
mes "[Michael]";
mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
next;
if (para_suv02 == 0) {
mes "[Michael]";
mes "You don't have a record of receiving any supplies";
mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
para_suv01 = 38;
para_suv02 = 3;
getitem 1748,1; //P_Bow2
getitem 2458,1; //Para_Team_Boots3
getitem 15011,1; //Para_Team_Uniform3
getitem 5583,1; //Para_Team_Hat
getitem 2560,1; //Para_Team_Manteau
next;
mes "[Michael]";
mes "Check your supplies again and look after it.";
close;
}
mes "[Michael]";
mes "A Bow, Uniform, and Boots all 3 supplies.";
mes "Please check it again.";
para_suv01 = 38;
para_suv02 = 3;
getitem 1748,1; //P_Bow2
getitem 2458,1; //Para_Team_Boots3
getitem 15011,1; //Para_Team_Uniform3
next;
mes "[Michael]";
mes "I hope they're useful to you.";
close;
}
if (Class == Job_Novice || Class == Job_Novice_High || Class == Job_SuperNovice || Class == Job_Soul_Linker || Class == Job_Ninja) {
mes "[Michael]";
mes "We only have 1 weapon for you.";
next;
mes "[Michael]";
mes "Eden Dagger II: Dagger. MATK+70, attack 158.";
mes "It is Lv. 2 and the required level is 40.";
next;
mes "[Michael]";
mes "It also can't be traded with other players or be refined.";
next;
mes "[Michael]";
mes "You'll receive the Eden Dagger II.";
next;
mes "[Michael]";
mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
next;
if (para_suv02 == 0) {
mes "[Michael]";
mes "You don't have a record of receiving any supplies";
mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
para_suv01 = 38;
para_suv02 = 3;
getitem 13051,1; //P_Dagger2
getitem 2458,1; //Para_Team_Boots3
getitem 15011,1; //Para_Team_Uniform3
getitem 5583,1; //Para_Team_Hat
getitem 2560,1; //Para_Team_Manteau
next;
mes "[Michael]";
mes "Check your supplies again and look after it.";
close;
}
mes "[Michael]";
mes "A Dagger, Uniform, and Boots all 3 supplies.";
mes "Please check it again.";
para_suv01 = 38;
para_suv02 = 3;
getitem 13051,1; //P_Dagger2
getitem 2458,1; //Para_Team_Boots3
getitem 15011,1; //Para_Team_Uniform3
next;
mes "[Michael]";
mes "I hope they're useful to you.";
close;
}
if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) {
mes "[Michael]";
mes "We only have 1 weapon for you.";
next;
mes "[Michael]";
mes "Eden Staff II: Staff. INT+3, MATK+155, attack 60.";
mes "It is Lv. 2 and the required level is 40.";
next;
mes "[Michael]";
mes "It also can't be traded with other players or be refined.";
next;
mes "[Michael]";
mes "You'll receive the Eden Staff II.";
next;
mes "[Michael]";
mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
next;
if (para_suv02 == 0) {
mes "[Michael]";
mes "You don't have a record of receiving any supplies";
mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
para_suv01 = 38;
para_suv02 = 3;
getitem 1651,1; //P_Staff2
getitem 2458,1; //Para_Team_Boots3
getitem 15011,1; //Para_Team_Uniform3
getitem 5583,1; //Para_Team_Hat
getitem 2560,1; //Para_Team_Manteau
next;
mes "[Michael]";
mes "Check your supplies again and look after it.";
close;
}
mes "[Michael]";
mes "A Staff, Uniform, and Boots all 3 supplies.";
mes "Please check it again.";
para_suv01 = 38;
para_suv02 = 3;
getitem 1651,1; //P_Staff2
getitem 2458,1; //Para_Team_Boots3
getitem 15011,1; //Para_Team_Uniform3
next;
mes "[Michael]";
mes "I hope they're useful to you.";
close;
}
if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) {
mes "[Michael]";
mes "What kind of weapon do you want?";
mes "We have a mace and a one-handed sword.";
mes "Here are the options.";
next;
mes "[Michael]";
mes "Eden Saber II: One-handed sword. attack 170.";
mes "Eden Mace II: Mace. attack 163.";
mes "Both of them are Lv. 2 weapons and the required level is 40.";
next;
mes "[Michael]";
mes "They also can't be traded with other players or be refined.";
next;
switch (select("Eden Saber II:Eden Mace II")) {
case 1:
mes "[Michael]";
mes "You've chosen the Eden Sabre II.";
mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
next;
if (para_suv02 == 0) {
mes "[Michael]";
mes "You don't have a record of receiving any supplies";
mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
para_suv01 = 38;
para_suv02 = 3;
getitem 13424,1; //P_Sabre2
getitem 2458,1; //Para_Team_Boots3
getitem 15011,1; //Para_Team_Uniform3
getitem 5583,1; //Para_Team_Hat
getitem 2560,1; //Para_Team_Manteau
next;
mes "[Michael]";
mes "Check your supplies again and look after it.";
close;
}
mes "[Michael]";
mes "A One-handed sword, Uniform and Boots all 3 supplies.";
mes "Please check it again.";
para_suv01 = 38;
para_suv02 = 3;
getitem 13424,1; //P_Sabre2
getitem 2458,1; //Para_Team_Boots3
getitem 15011,1; //Para_Team_Uniform3
next;
mes "[Michael]";
mes "I hope they're useful to you.";
close;
case 2:
mes "[Michael]";
mes "You've chosen the Eden Mace II.";
mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
next;
if (para_suv02 == 0) {
mes "[Michael]";
mes "You don't have a record of receiving any supplies";
mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
para_suv01 = 38;
para_suv02 = 3;
getitem 16005,1; //P_Mace2
getitem 2458,1; //Para_Team_Boots3
getitem 15011,1; //Para_Team_Uniform3
getitem 5583,1; //Para_Team_Hat
getitem 2560,1; //Para_Team_Manteau
next;
mes "[Michael]";
mes "Check your supplies again and look after it.";
close;
}
mes "[Michael]";
mes "A Mace, Uniform and Boots all 3 supplies.";
mes "Please check it again.";
para_suv01 = 38;
para_suv02 = 3;
getitem 16005,1; //P_Mace2
getitem 2458,1; //Para_Team_Boots3
getitem 15011,1; //Para_Team_Uniform3
next;
mes "[Michael]";
mes "I hope they're useful to you.";
close;
}
}
if (Class == Job_Gunslinger) {
mes "[Michael]";
mes "We only have 1 weapon for you.";
next;
mes "[Michael]";
mes "Eden Revolver II: Revolver. HIT-5, attack 60.";
mes "It is Lv. 2 and the required level is 40.";
next;
mes "[Michael]";
mes "It also can't be traded with other players or be refined.";
next;
mes "[Michael]";
mes "You'll receive the Eden Revolver II.";
next;
mes "[Michael]";
mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
next;
if (para_suv02 == 0) {
mes "[Michael]";
mes "You don't have a record of receiving any supplies";
mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
para_suv01 = 38;
para_suv02 = 3;
getitem 13113,1; //P_Revolver2
getitem 2458,1; //Para_Team_Boots3
getitem 15011,1; //Para_Team_Uniform3
getitem 5583,1; //Para_Team_Hat
getitem 2560,1; //Para_Team_Manteau
next;
mes "[Michael]";
mes "Check your supplies again and look after it.";
close;
}
mes "[Michael]";
mes "A Revolver, Uniform and Boots all 3 supplies.";
mes "Please check it again.";
para_suv01 = 38;
para_suv02 = 3;
getitem 13113,1; //P_Revolver2
getitem 2458,1; //Para_Team_Boots3
getitem 15011,1; //Para_Team_Uniform3
next;
mes "[Michael]";
mes "I hope they're useful to you.";
close;
}
mes "[Michael]";
mes "Let me see... you will receive..";
mes "the Eden Group Boots III and Uniform III.";
next;
if (para_suv02 == 0) {
mes "[Michael]";
mes "You don't have a record of receiving any supplies";
mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
para_suv01 = 38;
para_suv02 = 3;
getitem 2458,1; //Para_Team_Boots3
getitem 15011,1; //Para_Team_Uniform3
getitem 5583,1; //Para_Team_Hat
getitem 2560,1; //Para_Team_Manteau
next;
mes "[Michael]";
mes "Check your supplies again and look after it.";
close;
}
mes "[Michael]";
mes "A Uniform and Boots all 2 supplies.";
mes "Please check it again.";
para_suv01 = 38;
para_suv02 = 3;
getitem 2458,1; //Para_Team_Boots3
getitem 15011,1; //Para_Team_Uniform3
next;
mes "[Michael]";
mes "I hope they're useful to you.";
close;
}
mes "[Michael]";
mes "Wait...I will check the record...";
mes "...";
mes "...hummmm.";
next;
mes "[Michael]";
mes "Sorry, but I can't find any record that you can obtain supplies.";
mes "Are you sure?";
close;
}
case 2:
mes "[Michael]";
mes "We store weapons, armor and other goods which were created by the Eden Group here.";
mes "We also have a lot of special stuff.";
next;
mes "[Michael]";
mes "To prepare for emergencies, we hav enough equipment and supplies for an entire army.";
mes "Frankly... we don't have a use for it now but in case soemthing happens like in Morroc.";
next;
mes "[Michael]";
mes "Just take a look around and don't touch anything.";
next;
mes "[Michael]";
mes "If I make a mistake, Reke will punish me.";
close;
case 3:
mes "[Michael]";
mes "You mean upgrading equipment, right?";
mes "We can only upgrade the Eden Group Hat.";
next;
if (para_suv02 == 3) {
if (countitem(5583) > 0) {
disable_items;
mes "[Michael]";
mes "What status bonus do you want to upgrade?";
next;
switch (select("Upgrade STR:Upgrade AGI:Upgrade VIT:Upgrade INT:Upgrade DEX:Upgrade LUK:Nevermind.")) {
case 1:
mes "[Michael]";
mes "I see.";
mes "I will ^4d4dffUpgrade STR^000000.";
mes "Are you sure?";
next;
switch (select("Yes I am.:No wait.")) {
case 1:
mes "[Michael]";
mes "I will start to upgrade.";
next;
mes "[Michael]";
mes "Here you are.";
para_suv02 = 4;
delitem 5583,1;
getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4701;
close;
case 2:
mes "[Michael]";
mes "Don't you want to upgrade?";
close;
}
case 2:
mes "[Michael]";
mes "I see.";
mes "I will ^4d4dffUpgrade AGI^000000.";
mes "Are you sure?";
next;
switch (select("Yes I am.:No wait.")) {
case 1:
mes "[Michael]";
mes "I will start to upgrade.";
next;
mes "[Michael]";
mes "Here you are.";
para_suv02 = 4;
delitem 5583,1;
getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4731;
close;
case 2:
mes "[Michael]";
mes "Don't you want to upgrade?";
close;
}
case 3:
mes "[Michael]";
mes "I see.";
mes "I will ^4d4dffUpgrade VIT^000000.";
mes "Are you sure?";
next;
switch (select("Yes I am.:No wait.")) {
case 1:
mes "[Michael]";
mes "I will start to upgrade.";
next;
mes "[Michael]";
mes "Here you are.";
para_suv02 = 4;
delitem 5583,1;
getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4741;
close;
case 2:
mes "[Michael]";
mes "Don't you want to upgrade?";
close;
}
case 4:
mes "[Michael]";
mes "I see.";
mes "I will ^4d4dffUpgrade INT^000000.";
mes "Are you sure?";
next;
switch (select("Yes I am.:No wait.")) {
case 1:
mes "[Michael]";
mes "I will start to upgrade.";
next;
mes "[Michael]";
mes "Here you are.";
para_suv02 = 4;
delitem 5583,1;
getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4711;
close;
case 2:
mes "[Michael]";
mes "Don't you want to upgrade?";
close;
}
case 5:
mes "[Michael]";
mes "I see.";
mes "I will ^4d4dffUpgrade DEX^000000.";
mes "Are you sure?";
next;
switch (select("Yes I am.:No wait.")) {
case 1:
mes "[Michael]";
mes "I will start to upgrade.";
next;
mes "[Michael]";
mes "Here you are.";
para_suv02 = 4;
delitem 5583,1;
getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4721;
close;
case 2:
mes "[Michael]";
mes "Don't you want to upgrade?";
close;
}
case 6:
mes "[Michael]";
mes "I see.";
mes "I will ^4d4dffUpgrade LUK^000000.";
mes "Are you sure?";
next;
switch (select("Yes I am.:No wait.")) {
case 1:
mes "[Michael]";
mes "I will start to upgrade.";
next;
mes "[Michael]";
mes "Here you are.";
para_suv02 = 4;
delitem 5583,1;
getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4751;
close;
case 2:
mes "[Michael]";
mes "Don't you want to upgrade?";
close;
}
case 7:
mes "[Michael]";
mes "Why? It'll be beter than it is.";
mes "Anyway, we can only offer you one Hat.";
next;
mes "[Michael]";
mes "What you do with it is up to you.";
close;
}
}
mes "[Michael]";
mes "First come with a Hat that you want me to upgrade.";
mes "Make sure that it's in your inventory, got it?";
close;
}
if (para_suv02 == 4) {
mes "[Michael]";
mes "Umm, didn't you upgrade this already?";
mes "According to the records";
mes ""+strcharinfo(0)+": Has already upgraded their Hat.";
next;
mes "[Michael]";
mes "We can only offer 1 upgrade.";
mes "Sorry but I can't do it twice.";
close;
}
mes "[Michael]";
mes "You haven't received all the supplies up to step 3.";
mes "Upgrading your Hat is a special service.";
next;
mes "[Michael]";
mes "Sorry but I can't help you.";
close;
}
}
moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{
mes "[Chef]";
mes "What's up?";
mes "Do you want a Meal? Or do you have other business?";
next;
switch (select("Order a meal.:Talk.")) {
case 1:
mes "[Chef]";
mes "Choose one of the three course meals A, B or C.";
mes "Do you want a explanation?";
next;
switch (select("I want a explanation.:Order course meal A:Order course meal B:Order course meal C:End Conversation.")) {
case 1:
mes "[Chef]";
mes "Uh? what do you want to know?";
next;
switch (select("About course meal A.:About course meal B.:About course meal C.:End Conversation.")) {
case 1:
mes "[Chef]";
mes "Course meal A is for nomal people.";
mes "It has three kinds of dishes and the main is....";
mes " ";
mes "-Chef is trying to point to a dish in the picture. There is a black roll.-";
next;
mes "[Chef]";
mes "It's made of sea grass so, it's dry like paper.";
mes "It's a roll with steamed rice, vegetables and meat inside.";
mes "It seems simple but it is really good and healthy.";
next;
mes "[Chef]";
mes "The ingredients mix well with the spicy sauce.";
mes "It is also mixed with chopped meat like sausages.";
next;
mes "[Chef]";
mes "It's simple and cheap so it is really popular with everyone.";
mes "Just 3,000 Zeny.";
mes "You will feel satisfied after eating it.";
close;
case 2:
mes "[Chef]";
mes "Um course meal B is.";
mes "I make a sauce with aromatic vegetables and meat in a soup.";
next;
mes "[Chef]";
mes "The meat is boiled so it is fork tender in the soup.";
mes "When the soup is almost done I add noodles for the finishing touch.";
next;
mes "[Chef]";
mes "It's a good dish to share with your friends.";
mes "It's 4,000 Zeny.";
mes "It's a very fun dish to enjoy.";
close;
case 3:
mes "[Chef]";
mes "Now for course meal C...";
mes "It's a masterpiece of meat... Legend of the meat class!";
next;
mes "[Chef]";
mes "Beef, bacon,";
mes "strip loin,";
mes "rib eye roll";
mes "...";
next;
mes "[Chef]";
mes "Do you need more information?";
mes "Don't worry.";
mes "I use the besk oak to smoke it.";
mes "Ah, it's 5,000 Zeny. Cheap isn't it? I only use the best meat so don't worry.";
close;
case 4:
mes "[Chef]";
mes "I don't have enough time to chat with you...";
close;
}
case 2:
mes "[Chef]";
mes "Course meal A?";
mes "Ah, Kim-dduck-soon.";
mes "It's the representative meal for normal citizens.";
next;
if (countitem(6219) > 0) {
if (Zeny > 2699) {
mes "[Chef]";
mes "Hey, here you are.";
mes "Enjoy your meal.";
next;
mes "- After eating the meal, You feel a little bit full.";
mes "You've recovered some HP and SP. -";
Zeny -= 2700;
percentheal 50,0;
percentheal 0,50;
close;
}
mes "[Chef]";
mes "This meal costs 3,000 zeny but I will serve it for 2,700.";
mes "Since you are a eden member you get a 10% discount so, it's 2,700 zeny.";
close;
}
if (Zeny > 2999) {
mes "[Chef]";
mes "Hey, here you are.";
mes "Enjoy your meal.";
next;
mes "- After eating the meal, You feel a little bit full.";
mes "You've recovered some HP and SP. -";
Zeny -= 3000;
percentheal 50,0;
percentheal 0,50;
close;
}
mes "[Chef]";
mes "This meal costs 3,000 zeny.";
mes "How many times do I have to tell you?";
close;
case 3:
mes "[Chef]";
mes "Course meal B?";
mes "This food with meat and vegetables in hot soup has it's origins from nomadic life under the cold and dry nature.";
next;
if (countitem(6219) > 0) {
if (Zeny > 3599) {
mes "[Chef]";
mes "Hey, here you are.";
mes "Enjoy your meal.";
next;
mes "- After eating the meal, You feel a little bit full.";
mes "You've recovered some HP and SP. -";
Zeny -= 3600;
percentheal 75,0;
percentheal 0,75;
close;
}
mes "[Chef]";
mes "This meal costs 4,000 zeny but I will serve it for 3,600.";
mes "Since you are a eden member you get a 10% discount so, it's 3,600 zeny.";
close;
}
if (Zeny > 3999) {
mes "[Chef]";
mes "Hey, here you are.";
mes "Enjoy your meal.";
next;
mes "- After eating the meal, You feel a little bit full.";
mes "You've recovered some HP and SP. -";
Zeny -= 4000;
percentheal 75,0;
percentheal 0,75;
close;
}
mes "[Chef]";
mes "This meal costs 4,000 zeny.";
mes "How many times do I have to tell you?";
close;
case 4:
if (countitem(6219) > 0) {
if (Zeny > 4499) {
mes "[Chef]";
mes "Hey, here you are.";
mes "Enjoy your meal.";
next;
mes "- The Rib Eye Roll is grilled on the oak.";
mes "- After eating the meal, You feel a little bit full.";
mes "You've recovered your HP and SP. -";
Zeny -= 4500;
percentheal 100,0;
percentheal 0,100;
close;
}
mes "[Chef]";
mes "This meal costs 5,000 zeny but I will serve it for 4,500.";
mes "Since you are a eden member you get a 10% discount so, it's 4,500 zeny.";
close;
}
if (Zeny > 4999) {
mes "[Chef]";
mes "Hey, here you are.";
mes "Enjoy your meal.";
next;
mes "Hey, here you are.";
mes "- The Rib Eye Roll is grilled on the oak.";
mes "- After eating the meal, You feel a little bit full.";
mes "You've recovered your HP and SP. -";
Zeny -= 5000;
percentheal 100,0;
percentheal 0,100;
close;
}
mes "[Chef]";
mes "This meal costs 5,000 zeny.";
mes "How many times do I have to tell you?";
close;
case 5:
mes "[Chef]";
mes "It's up to you.";
close;
}
case 2:
if (countitem(6219) > 0) {
mes "[Chef]";
mes "Most jobs should be managed by yourself. So it might be difficult, right?";
mes "Actually it's harmful so they have requested continuously.";
next;
mes "[Chef]";
mes "Can't we all work together by helping each other out?";
mes "Anyway, you...";
next;
if (para_suv01 == 0) {
if (BaseLevel < 41) {
mes "[Chef]";
mes "How are you?";
mes "Ah... now you don't look like a beginner.";
mes "Do you want to know some good information?";
next;
mes "[Chef]";
mes "The Eden Group... sometimes receives jobs.";
mes "But they also manufacture armor and weapons by themselves.";
next;
mes "[Chef]";
mes "If you want, you can get a uniform from the Eden Group.";
next;
mes "[Chef]";
mes "To get it you need to complete their missions.";
mes "If you have any interest, meet Instructor Boya at the desk.";
close;
}
mes "[Chef]";
mes "You look like an expert...";
mes "umm emm.. ";
mes "umm emm.. ummm..";
next;
mes "[Chef]";
mes "Yes! I found a thing that you are missing!";
mes "You didn't get eden group uniform?";
next;
mes "[Chef]";
mes "Hmm, it's not neccessary but if you remain with the eden group, it would be a good symbol.";
next;
mes "[Chef]";
mes "You can't get it easily but..";
mes "If you have an interest, ask Instructor Boya at the desk.";
close;
}
mes "[Chef]";
mes "Sure, the uniform goes well with you.";
mes "Oh, sure.";
mes "The leader makes the designs these days.";
next;
mes "[Chef]";
mes "Ahah..especially the hat.";
mes "To.. me.. the hat... um.";
mes "It goes well with Laime but with Luke... I don't know..";
next;
switch (select("What about the hat?:Luke?")) {
case 1:
mes "[Chef]";
mes "Nothing. It's so cute.";
mes "I am concerned about the ribbon.";
mes "But, it is essential that I wear this hat..";
next;
mes "[Chef]";
mes "Hahahah I don't care.";
mes "I don't care at all!";
mes "Hahaha.. aaaahahahaha... ";
close;
case 2:
mes "[Chef]";
mes "He is a knife expert.";
mes "One of our guard leaders.";
mes "Who is also in charge of the security in this office.";
next;
mes "[Chef]";
mes "Almost everyone just hired wonders about him.";
mes "But Laime and Luke are totally different.";
next;
mes "[Chef]";
mes "The leaders have worked together for a long time.";
mes "But the leader wants to hide his past...";
next;
mes "[Chef]";
mes "What I guess is... he might be a son of a rich family.";
mes "Rumor is that Luke was the family guard.";
mes "Laime was a servant? Wasn't she?";
mes "What do you think about my story?";
next;
select(".....");
mes "[Chef]";
mes "............";
mes "Ahah..hey~ even if I talked useless things don't look at me like that";
mes "but it's really true that three people established this Eden Group.";
close;
}
}
mes "[Chef]";
mes "Uh? Missions. Did you find the right place?";
mes "Also let me se... you are not one of our members. How can I give you work?";
next;
mes "[Chef]";
mes "Just eat in the restaurant.";
mes "We serve meals to everyone.";
mes "I am pretty sure they taste great!";
close;
}
}
moc_para01,23,35,4 script Instructor Ur 4_M_KNIGHT_BLACK,{
mes "[Instructor Ur]";
if (countitem(6219) > 0) {
if (BaseLevel < 60) {
mes "Umm. You should raise your level more!";
mes "You need to be at least level 60!";
mes "I'm sorry but those are the rules.";
close;
}
if ((BaseLevel >= 60) && (BaseLevel < 70) && (para_suv01 < 39)) {
callsub L_GiveQuest;
mes "Great! I want you to go find ^0000FFRomeo in Comodo^000000.";
next;
para_suv01 = 39;
setquest 7214;
mes "[Instructor Ur]";
mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000.";
close;
}
if ((para_suv01 == 39) && (romeo < 4)) {
mes "What are you waiting for? Go find ^0000FFRomeo in Comodo^000000.";
next;
mes "[Instructor Ur]";
mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000.";
close;
}
if ((para_suv01 == 40) && (romeo == 4)) callsub L_CompleteQuest,7218,41,5;
if (para_suv01 == 41) callsub L_Toren;
if ((para_suv01 == 42) && (BaseLevel < 70)) callsub L_Level,70;
if ((BaseLevel >= 70) && (BaseLevel < 80) && (para_suv01 < 39 || para_suv01 == 42)) {
callsub L_GiveQuest;
mes "Great! I want you to go find ^0000FFJohan in Glast Heim^000000.";
next;
para_suv01 = 43;
setquest 7219;
mes "[Instructor Ur]";
mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000.";
close;
}
if ((para_suv01 == 43) && (johan < 3)) {
mes "What are you waiting for? Go find ^0000FFJohan in Glast Heim^000000.";
next;
mes "[Instructor Ur]";
mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000.";
close;
}
if ((para_suv01 == 43) && (johan == 3)) callsub L_CompleteQuest,7222,44,7;
if (para_suv01 == 44) callsub L_Toren;
if ((para_suv01 == 45) && (BaseLevel < 80)) callsub L_Level,80;
if ((BaseLevel >= 80) && (BaseLevel < 90) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45)) {
callsub L_GiveQuest;
mes "Great! I want you to go find ^0000FFKiren in Einbroch^000000.";
next;
para_suv01 = 46;
setquest 7223;
mes "[Instructor Ur]";
mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town.";
close;
}
if ((para_suv01 == 46) && (kiren < 3)) {
mes "What are you waiting for? Go find ^0000FFKiren in Einbroch^000000.";
next;
mes "[Instructor Ur]";
mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town.";
close;
}
if ((para_suv01 == 46) && (kiren == 3)) callsub L_CompleteQuest,7228,47,9;
if (para_suv01 == 47) callsub L_Toren;
if ((para_suv01 == 48) && (BaseLevel < 90)) callsub L_Level,90;
if ((BaseLevel >= 90) && (BaseLevel < 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48)) {
callsub L_GiveQuest;
mes "Great! I want you to go find ^0000FFNaomi in Ice Dungeon^000000.";
next;
para_suv01 = 49;
setquest 7229;
mes "[Instructor Ur]";
mes "You should see her near the ^0000FFEntrance^000000 when you enter the dungeon.";
close;
}
if ((para_suv01 == 49) && (naomi < 3)) {
mes "What are you waiting for? Go find ^0000FFNaomi in Ice Dungeon^000000.";
next;
mes "[Instructor Ur]";
mes "You should see her near the ^0000FFEntrance^000000 when you enter the dungeon.";
close;
}
if ((para_suv01 == 49) && (naomi == 3)) callsub L_CompleteQuest,7232,50,11;
if (para_suv01 == 50) callsub L_Toren;
if ((para_suv01 == 51) && (BaseLevel < 100)) callsub L_Level,100;
if ((BaseLevel >= 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48 || para_suv01 == 51)) {
callsub L_GiveQuest;
mes "Great! I want you to go find ^0000FFMargaret in the Expedition Camp^000000.";
next;
para_suv01 = 52;
setquest 7233;
mes "[Instructor Ur]";
mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp.";
close;
}
if ((para_suv01 == 52) && (margaret < 7)) {
mes "What are you waiting for? Go find ^0000FFMargaret in the Expedition Camp^000000.";
next;
mes "[Instructor Ur]";
mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp.";
close;
}
if ((para_suv01 == 52) && (margaret == 7)) callsub L_CompleteQuest,7237,53,13;
if (para_suv01 == 53) callsub L_Toren;
if (para_suv01 > 53) {
mes "[Instructor Ur]";
mes "I'm out of rewards to give to you. But don't worry, there are much better gears out there for you to obtain.";
close;
}
}
mes "You are not in my group are you?";
mes "I don't have anything to say to outsiders.";
mes "If you want something register with my group.";
next;
mes "[Instructor Ur]";
mes "To register with the Eden Group ask Laime Evenor next to me.";
close;
L_GiveQuest:
mes "You are just in time! I have a new quest for you, would you like to start it now?";
next;
if(select("Yes!:No, thanks.") == 2) {
mes "[Instructor Ur]";
mes "Thats too bad. I had some nice rewards I could have given to you for helping me.";
close;
}
mes "[Instructor Ur]";
return;
L_CompleteQuest:
mes "Done already? Great work!";
next;
para_suv01 = getarg(1);
completequest getarg(0);
if (para_suv02 < getarg(2)) para_suv02 = getarg(2);
mes "[Instructor Ur]";
L_Toren:
mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!";
close;
L_Level:
mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level "+getarg(0)+"^000000.";
close;
}
comodo,173,354,6 script Romeo#01 1_M_JOBTESTER,{
if ((para_suv01 == 39) && (romeo < 1)) {
mes "[Romeo]";
mes "Ah, there you are.";
next;
mes "[Romeo]";
mes "Before we begin, I want to test you.";
next;
romeo = 1;
changequest 7214,7215;
mes "[Romeo]";
mes "Enter the cave and kill ^0000FF3 Stalactic Golems^000000, then return to me.";
close;
}
if (romeo == 1) {
if (questprogress(7215,HUNTING) == 2) {
mes "[Romeo]";
mes "You did it? Thats all the proof I needed.";
next;
mes "[Romeo]";
mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?";
next;
getexp 10000,10000;
romeo = 2;
changequest 7215,7216;
mes "[Romeo]";
mes "^0000FFMeet me at the north-east exit of the cave^000000 when you are done, I will be waiting for you outside.";
close;
}
mes "[Romeo]";
mes "Don't give up, I'm only asking you to kill ^0000FF3 Stalactic Golems^000000.";
close;
}
if (romeo == 2) {
mes "[Romeo]";
mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?";
next;
mes "[Romeo]";
mes "After you have killed all ^0000FF10 Stalactic Golems^000000, ^0000FFmeet me at the north-east exit of the cave^000000. I will be waiting for you outside.";
close;
}
mes "[Romeo]";
mes "The person I'm waiting for is late...";
close;
}
um_fild01,34,280,6 script Romeo#02 1_M_JOBTESTER,{
if (romeo == 2) {
if (questprogress(7216,HUNTING) == 2) {
mes "[Romeo]";
mes "Wow, you have arrived sooner than I expected.";
next;
mes "[Romeo]";
mes "There is only one more thing I need you to do for me.";
next;
getexp 10000,10000;
romeo = 3;
changequest 7216,7217;
mes "[Romeo]";
mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000.";
close;
}
mes "[Romeo]";
mes "You are early, but you didn't kill ^0000FF10 Stalactic Golems^000000 like I asked you to do.";
close;
}
if (romeo == 3) {
if ((countitem(7196) >= 5) && (countitem(7100) >= 7)) {
mes "[Romeo]";
mes "Your work here is done my friend.";
next;
delitem 7196,5; // Shoulder Pad
delitem 7100,7; // Sharp Leaf
getexp 10000,10000;
romeo = 4;
para_suv01 = 40;
changequest 7217,7218;
mes "[Romeo]";
mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
close;
}
mes "[Romeo]";
mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000.";
close;
}
if (romeo == 4) {
mes "[Romeo]";
mes "Thank you again for all your help.";
next;
mes "[Romeo]";
mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
close;
}
mes "[Romeo]";
mes "What is taking so long...";
close;
}
glast_01,195,131,6 script Johan 4_F_SISTER,{
if ((para_suv01 == 43) && (johan < 1)) {
mes "[Johan]";
mes "...";
next;
mes "[Johan]";
mes "I don't need to explain anything to you.";
next;
johan = 1;
changequest 7219,7220;
mes "[Johan]";
mes "Go kill ^0000FF20 Wraiths^000000.";
close;
}
if (johan == 1) {
if (questprogress(7220,HUNTING) == 2) {
mes "[Johan]";
mes "Good.";
next;
mes "[Johan]";
mes "Next I want you to kill ^0000FF10 Evil Druids^000000.";
next;
getexp 20000,20000;
johan = 2;
changequest 7220,7221;
mes "[Johan]";
mes "This time kill them quickly, I don't like to wait.";
close;
}
mes "[Johan]";
mes "... ^0000FF20 Wraiths^000000 shouldn't take this long.";
close;
}
if (johan == 2) {
if (questprogress(7221,HUNTING) == 2) {
mes "[Johan]";
mes "Hmmmm, better.";
next;
mes "[Johan]";
mes "Ok, I'm done with you.";
next;
getexp 20000,20000;
johan = 3;
changequest 7221,7222;
mes "[Johan]";
mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
close;
}
mes "[Johan]";
mes "Hurry up, it is only ^0000FF10 Evil Druids^000000.";
close;
}
if (johan == 3) {
mes "[Johan]";
mes "Why are you still here?";
next;
mes "[Johan]";
mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
close;
}
mes "[Johan]";
mes "Go away... I'm busy.";
close;
}
ein_fild08,172,359,4 script Kiren 4_M_4THPRIN1,{
if ((para_suv01 == 46) && (kiren < 1)) {
mes "[Kiren]";
mes "Hey there.";
next;
mes "[Kiren]";
mes "You must be a member of the Paradise Group, come help me for a second.";
next;
kiren = 1;
changequest 7223,7224;
mes "[kiren]";
mes "Can you kill ^0000FF30 Porcellios^000000 for me and then return to me?";
close;
}
if (kiren == 1) {
if (questprogress(7224,HUNTING) == 2) {
mes "[Kiren]";
mes "Wow, most people spend twice as long as you did to kill those Porcellios!";
next;
mes "[Kiren]";
mes "I think you need a challenge.";
next;
getexp 30000,30000;
kiren = 2;
changequest 7224,7226;
setquest 7227;
mes "[Kiren]";
mes "How about this: Kill ^0000FF30 Venomous and 5 Teddy Bears^000000.";
close;
}
mes "[Kiren]";
mes "Come back to me when you have killed the ^0000FF30 Porcellios^000000.";
close;
}
if (kiren == 2) {
if ((questprogress(7226,HUNTING) == 2) && (questprogress(7227,HUNTING) == 2)) {
mes "[Kiren]";
mes "Incredible, you set a new record!";
next;
mes "[Kiren]";
mes "I have never seen anyone kill them all so fast, you are good at this.";
next;
getexp 30000,30000;
kiren = 3;
changequest 7226,7228;
completequest 7227;
mes "[Kiren]";
mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
close;
}
mes "[Kiren]";
mes "Remember, you need to kill ^0000FF30 Venomous and 5 Teddy Bears^000000.";
close;
}
if (kiren == 3) {
mes "[Kiren]";
mes "Don't worry, nobody else has beaten your record yet.";
next;
mes "[Kiren]";
mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
close;
}
mes "[Kiren]";
mes "Be careful, there are some fast monsters around here.";
close;
}
ice_dun01,154,13,6 script Naomi 4_F_JOB_BLACKSMITH,{
if ((para_suv01 == 49) && (naomi < 1)) {
mes "[Naomi]";
mes "It is so cold in here.";
next;
mes "[Naomi]";
mes "I blame those annoying Siromas.";
next;
naomi = 1;
changequest 7229,7230;
mes "[Naomi]";
mes "Can you kill ^0000FF30 Siromas^000000 for me, please?";
close;
}
if (naomi == 1) {
if (questprogress(7230,HUNTING) == 2) {
mes "[Naomi]";
mes "Thank you, but there are still so many Siromas here!";
next;
mes "[Naomi]";
mes "I need to make a special drink to stay warm, please help me make it.";
next;
getexp 40000,40000;
naomi = 2;
changequest 7230,7231;
mes "[Naomi]";
mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?";
close;
}
mes "[Naomi]";
mes "Please kill ^0000FF30 Siromas^000000, I just hate them.";
close;
}
if (naomi == 2) {
if ((questprogress(7231,HUNTING) == 2) && (countitem(7066) >= 30) && (countitem(519) >= 1) && (countitem(7453) >= 1)) {
mes "[Naomi]";
mes "Yay, you did it!";
next;
mes "[Naomi]";
mes "I will be fine now, don't worry about me.";
next;
delitem 7066,30; // Ice Cubic
delitem 519,1; // Milk
delitem 7453,1; // Sweet Sauce
getexp 40000,40000;
naomi = 3;
changequest 7231,7232;
mes "[Naomi]";
mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
close;
}
mes "[Naomi]";
mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?";
close;
}
if (naomi == 3) {
mes "[Naomi]";
mes "I will be fine now, don't worry about me.";
next;
mes "[Naomi]";
mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
close;
}
mes "[Naomi]";
mes "So... cold...";
close;
}
mid_camp,212,229,4 script Margaret 4_F_HUWOMAN,{
if ((para_suv01 == 52) && (margaret < 1)) {
mes "[Margaret]";
mes "Oh, hello there.";
next;
mes "[Margaret]";
mes "I have two friends here in the New World which need your help.";
next;
margaret = 1;
changequest 7233,7234;
mes "[Margaret]";
mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000.";
close;
}
if (margaret == 1 || margaret == 2) {
mes "[Margaret]";
mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000.";
close;
}
if (margaret == 3) {
mes "[Margaret]";
mes "Ah good, you were able to help him.";
next;
margaret = 4;
mes "[Margaret]";
mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?";
close;
}
if (margaret == 4 || margaret == 5) {
mes "[Margaret]";
mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?";
close;
}
if (margaret == 6) {
mes "[Margaret]";
mes "Haha, so he still wants a zoom out hack...";
next;
mes "[Margaret]";
mes "Thanks for helping them, I knew you could do it.";
next;
margaret = 7;
changequest 7234,7237;
mes "[Margaret]";
mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
close;
}
mes "[Margaret]";
mes "The New World... What a beautiful place!";
close;
}
man_fild01,43,234,2 script Paradise Dispatch#01 4_DST_SOLDIER,{
if (margaret == 1) {
mes "[Paradise Dispatch]";
mes "Hey you, can you help me here?";
next;
mes "[Paradise Dispatch]";
mes "The plant monsters in this area have a long ranged attack.";
next;
margaret = 2;
changequest 7234,7235;
mes "[Paradise Dispatch]";
mes "Can you please kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?";
close;
}
if (margaret == 2) {
if (questprogress(7235,HUNTING) == 2) {
mes "[Paradise Dispatch]";
mes "Thanks!";
next;
mes "[Paradise Dispatch]";
mes "Ok, I'm out of here.";
next;
getexp 50000,50000;
margaret = 3;
changequest 7235,7234;
mes "[Paradise Dispatch]";
mes "Head back to ^0000FFMargaret^000000 and tell her thanks for me too!";
close;
}
mes "[Paradise Dispatch]";
mes "Can you kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?";
close;
}
if (margaret == 3) {
mes "[Paradise Dispatch]";
mes "...";
next;
mes "[Paradise Dispatch]";
mes "Don't rush me, just head back to ^0000FFMargaret^000000.";
close;
}
mes "[Paradise Dispatch]";
mes "Those Nepenthes are so scary!";
close;
}
spl_fild02,377,149,4 script Paradise Dispatch#02 4_M_DST_MASTER,{
if (margaret == 4) {
mes "[Paradise Dispatch]";
mes "So Margaret sent you to help me?";
next;
mes "[Paradise Dispatch]";
mes "Ok, lets get started!";
next;
margaret = 5;
changequest 7234,7236;
mes "[Paradise Dispatch]";
mes "Kill ^0000FF5 Pinguicula^000000 and then return to me.";
close;
}
if (margaret == 5) {
if (questprogress(7236,HUNTING) == 2) {
mes "[Paradise Dispatch]";
mes "You make it look so easy, but I couldn't even kill 1...";
next;
mes "[Paradise Dispatch]";
mes "Now is my chance to run to Splendide!";
next;
getexp 50000,50000;
margaret = 6;
changequest 7236,7234;
mes "[Paradise Dispatch]";
mes "Head back to ^0000FFMargaret^000000, I will be ok now.";
close;
}
mes "[Paradise Dispatch]";
mes "Kill ^0000FF5 Pinguicula^000000 and return to me.";
close;
}
if (margaret == 6) {
mes "[Paradise Dispatch]";
mes "Now, if only I had a hack for zooming out more...";
next;
mes "[Paradise Dispatch]";
mes "Head back to ^0000FFMargaret^000000, I will be ok now.";
close;
}
mes "[Paradise Dispatch]";
mes "I need a hack to zoom out more so I can see if it is safe...";
close;
}
moc_para01,111,83,3 script Toren 2_M_OLDBLSMITH,{
if (checkweight(1101,5) == 0) {
mes "^3355FFWait a second!";
mes "Right now, you're carrying";
mes "to many things with you.";
mes "Please come back after";
mes "using the Kafra Service";
mes "to store some of your items.^000000";
close;
}
mes "[Toren]";
mes "Hello adventurer, what can I do for you?";
next;
switch(select("Where is my reward?:I want an enchantment!")) {
case 1:
if (para_suv02 == 5 || para_suv02 == 7 || para_suv02 == 9 || para_suv02 == 11 || para_suv02 == 13) {
mes "[Toren]";
mes "You must be ^0000FF" + strcharinfo(0) + "^000000, right? Instructor Ur told me about you.";
next;
mes "[Toren]";
mes "Here is a set of our advanced gears for you to use, wear them proudly as a member of the ^33CC33Paradise Group^000000 and don't think about selling them to anyone else.";
next;
mes "[Toren]";
if (BaseClass == Job_Swordman) {
mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?";
callsub L_Select,
1197,"Slayer","Two-handed Sword, 200 Atk", //P.Slayer III
13434,"Saber","One-handed Sword, 185 Atk", //P.Saber III
1434,"Spear","One-handed, 165 Atk"; //P.Spear I
}
else if (BaseClass == Job_Merchant) {
mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?";
callsub L_Select,
1391,"Axe","Two-handed, 195 Atk", //P.Two-Handed Axe I
13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
13434,"Sword","One-handed, 185 Atk"; //P.Saber III
}
else if (BaseJob == Job_Assassin) {
mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?";
callsub L_Select,
1289,"Katar","Two-handed, 155 Atk", //P.Katar I
13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
13434,"Sword","One-handed, 185 Atk"; //P.Saber III
}
else if (BaseJob == Job_Rogue) {
mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?";
callsub L_Select,
13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
18106,"Bow","Two-handed, 140 Atk", //P.Bow III
13434,"Sword","One-handed, 185 Atk"; //P.Saber III
}
else if (BaseJob == Job_Thief) {
mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?";
callsub L_Select,
13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
13434,"Sword","One-handed, 185 Atk"; //P.Saber III
}
else if (BaseJob == Job_Bard) {
mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?";
callsub L_Select,
1931,"Guitar","One-handed, 125 Atk", //P.Guitar I
18106,"Bow","Two-handed, 140 Atk", //P.Bow III
13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
}
else if (BaseJob == Job_Dancer) {
mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?";
callsub L_Select,
1986,"Whip","One-handed, 125 Atk", //P.Tail I
18106,"Bow","Two-handed, 140 Atk", //P.Bow III
13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
}
else if (BaseClass == Job_Archer) {
mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?";
callsub L_Select,
18106,"Bow","Two-handed, 140 Atk", //P.Bow III
13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
}
else if (BaseJob == Job_Priest) {
mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?";
callsub L_Select,
1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
16014,"Mace","One-handed, 172 Atk", //P.Mace III
1583,"Book","One-handed, 135 Atk, 110 Matk"; //P.Book I
}
else if (BaseJob == Job_Monk) {
mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?";
callsub L_Select,
1831,"Knuckle","One-handed, 120 Atk", //P.Knuckle I
16014,"Mace","One-handed, 172 Atk", //P.Mace III
1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int"; //P.Staff III
}
else if (BaseJob == Job_Acolyte) {
mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?";
callsub L_Select,
1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
16014,"Mace","One-handed, 172 Atk"; //P.Mace III
}
else if (BaseJob == Job_Sage) {
mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?";
callsub L_Select,
1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
1583,"Book","One-handed, 135 Atk, 110 Matk", //P.Book I
13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
}
else if (BaseClass == Job_Mage || Class == Job_Soul_Linker) {
mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?";
callsub L_Select,
1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
}
else if (Class == Job_Ninja) {
mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?";
callsub L_Select,
13310,"Huuma Suriken","Two-handed, 170 Atk, 50 Matk", //P.Huuma Suriken I
13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
}
else if (Class == Job_Star_Gladiator) getitem 1583,1; //P.Book I
else if (Class == Job_Gunslinger) getitem 13114,1; //P.Revolver III
else if (BaseClass == Job_Novice) getitem 13066,1; //P.Dagger III
getitem 18514,1; //Paradise Hat II
getitem 2571,1; //Paradise Mantle II
getitem 2473,1; //Paradise Boots IV
getitem 15031,1; //Paradise Uniform IV
para_suv02 = 14;
if (para_suv01 > 40)
para_suv01 += 1;
if (Class == Job_Taekwon) {
mes "I'm sorry, but Teakwon Class can't wear any of our weapons...";
next;
}
mes "See you later, and good luck on your adventures!";
close;
}
if (para_suv02 == 14) {
setarray .@check[0],18514,2571,2473,15031;
setarray .@item$[0],"Hat","Mantle","Boots","Uniform";
for(.@i = 0; .@i<4; ++.@i)
if (countitem(.@check[.@i]) < 1) {
mes "[Toren]";
mes "Where is the Paradise "+.@item$[.@i]+" I gave you?";
next;
mes "[Toren]";
mes "...Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
next;
if(select("Ok.:No, thanks.") == 2) {
mes "[Toren]";
mes "Come back if you change your mind.";
close;
}
if (Zeny < 250000) {
mes "[Toren]";
mes "You dont have enough zeny.";
close;
}
Zeny -= 250000;
getitem .@check[.@i],1;
mes "[Toren]";
mes "These advanced gears are not easy to make, please take better care of this one.";
close;
}
mes "[Toren]";
mes "I already gave you the most advanced gears we have to offer.";
close;
}
mes "[Toren]";
mes "You need to complete quests given to you by ^0000FFInstructor Ur^000000 if you want a reward.";
close;
case 2:
if (para_suv02 < 14) {
mes "[Toren]";
mes "First you need the ^0000FFAdvanced Paradise Gears^000000.";
close;
}
if (paragearenchant < 1) {
mes "[Toren]";
mes "Alright, but I'll need a few items for the enchantment process.";
next;
if (BaseLevel >= 90) {
paragearenchant = 1;
setquest 7239;
mes "[Toren]";
mes "Just bring me ^0000FF20 Used Iron Plates^000000.";
close;
}
paragearenchant = 2;
setquest 7238;
mes "[Toren]";
mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000.";
close;
}
if (paragearenchant == 1) {
if (countitem(7319) >= 20) {
mes "[Toren]";
mes "Thanks, that's what I needed!";
next;
delitem 7319,20; // Used Iron Plate
paragearenchant = 3;
changequest 7239,7240;
mes "[Toren]";
mes "Give me a second to prepare before I enchant your gears.";
close;
}
mes "[Toren]";
mes "Just bring me ^0000FF20 Used Iron Plates^000000.";
close;
}
if (paragearenchant == 2) {
if ((countitem(1002) >= 20) && (countitem(998) >= 10)) {
mes "[Toren]";
mes "Thanks, that's what I needed!";
next;
delitem 1002,20; // Iron Ore
delitem 998,10; // Iron
paragearenchant = 3;
changequest 7238,7240;
mes "[Toren]";
mes "Give me a second to prepare before I enchant your gears.";
close;
}
mes "[Toren]";
mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000.";
close;
}
if (paragearenchant == 3) {
mes "[Toren]";
mes "Before we begin I would like to mention that this enchantment proccess ^FF0000can not fail^000000.";
next;
mes "[Toren]";
mes "I am able to add 2 enchantments at once, and if something is already enchanted I will ^FF0000re-do the current enchantments^000000 for you.";
next;
mes "[Toren]";
mes "Now pick which gear you would like me to enchant.";
next;
setarray .@item[0],2571,2473,15031;
.@i = select("Paradise Mantle II.:Paradise Boots IV.:Paradise Uniform IV.")-1;
if (countitem(.@item[.@i]) < 1) {
mes "[Toren]";
mes "Bring one and I'll enchant it.";
close;
}
.@paragearcount = .@item[.@i];
mes "[Toren]";
mes "Here we go!";
close2;
specialeffect2 EF_MAPPILLAR;
progressbar "ffff00",4;
.@enc_paragear = rand(1,42);
if (.@enc_paragear == 1) .@addpart = 4763;
else if (.@enc_paragear == 2) .@addpart = 4765;
else if (.@enc_paragear == 3) .@addpart = 4790;
else if (.@enc_paragear == 4) .@addpart = 4794;
else if (.@enc_paragear < 7) .@addpart = 4762;
else if (.@enc_paragear < 9) .@addpart = 4764;
else if (.@enc_paragear < 11) .@addpart = 4789;
else if (.@enc_paragear < 13) .@addpart = 4793;
else if (.@enc_paragear < 15) .@addpart = 4701;
else if (.@enc_paragear < 17) .@addpart = 4711;
else if (.@enc_paragear < 19) .@addpart = 4721;
else if (.@enc_paragear < 21) .@addpart = 4731;
else if (.@enc_paragear < 23) .@addpart = 4741;
else if (.@enc_paragear < 25) .@addpart = 4751;
else if (.@enc_paragear < 28) .@addpart = 4788;
else if (.@enc_paragear < 31) .@addpart = 4792;
else if (.@enc_paragear < 35) .@addpart = 4787;
else if (.@enc_paragear < 39) .@addpart = 4791;
else if (.@enc_paragear < 43) .@addpart = 4786;
.@addpart2 = 4701+(10*rand(6));
delitem .@paragearcount,1;
getitem2 .@paragearcount, 1, 1, 0, 0, 0, 0, .@addpart2, .@addpart;
paragearenchant = 4;
changequest 7240,7241;
mes "[Toren]";
mes "It is finished! Come back tomorrow if you want to enchant more.";
close;
}
if ((paragearenchant == 4) && (questprogress(7241,PLAYTIME) != 2)) {
mes "[Toren]";
mes "Please come back tomorrow if you want to enchant more.";
close;
}
if ((paragearenchant == 4) && (questprogress(7241,PLAYTIME) == 2)) {
paragearenchant = 0;
erasequest 7241;
mes "[Toren]";
mes "Another day, another piece of equipment to enchant!";
close;
}
}
end;
L_Select:
next;
mes "[Toren]";
.@menu$ = "";
for(.@i = 0; .@i<getargcount(); .@i += 3) {
.@menu$ += getarg(.@i+1)+".:";
mes getarg(.@i+1)+": "+getarg(.@i+2)+".";
mes " ";
}
next;
.@i = select(.@menu$)-1;
getitem getarg(.@i*3),1;
mes "[Toren]";
return;
}
moc_para01,112,79,3 script Weapons Expert 4_M_REPAIR,{
if (checkweight(1101,5) == 0) {
mes "^3355FFWait a second!";
mes "Right now, you are carrying";
mes "to many things with you.";
mes "Please come back after";
mes "using the Kafra Service";
mes "to store some of your items.^000000";
close;
}
mes "[Weapons Expert]";
mes "Hello adventurer, what can I do for you today?";
next;
switch(select("Where is my reward?","I want an enchantment!")) {
case 1:
if ((para_suv02 == 14) && (countitem(1197) < 1) && (countitem(1289) < 1) && (countitem(1391) < 1) && (countitem(1434) < 1) && (countitem(1583) < 1) && (countitem(1658) < 1) && (countitem(1831) < 1) && (countitem(1931) < 1) && (countitem(1986) < 1) && (countitem(13066) < 1) && (countitem(13114) < 1) && (countitem(13310) < 1) && (countitem(13434) < 1) && (countitem(16014) < 1) && (countitem(18106) < 1)) {
mes "[Weapons Expert]";
mes "Where is the Paradise Weapon I gave you?";
next;
mes "[Weapons Expert]";
mes "...Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
next;
switch(select("Ok.","No, thanks.")) {
case 1:
mes "[Weapons Expert]";
if (Zeny < 250000) {
mes "You dont have enough zeny.";
close;
}
if (Class == Job_Taekwon) {
mes "Wait... Your Class doesn't have a weapon.";
close;
}
Zeny -= 250000;
if (BaseClass == Job_Swordman) {
mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?";
callsub L_Select,
1197,"Slayer","Two-handed Sword, 200 Atk", //P.Slayer III
13434,"Saber","One-handed Sword, 185 Atk", //P.Saber III
1434,"Spear","One-handed, 165 Atk"; //P.Spear I
}
else if (BaseClass == Job_Merchant) {
mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?";
callsub L_Select,
1391,"Axe","Two-handed, 195 Atk", //P.Two-Handed Axe I
13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
13434,"Sword","One-handed, 185 Atk"; //P.Saber III
}
else if (BaseJob == Job_Assassin) {
mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?";
callsub L_Select,
1289,"Katar","Two-handed, 155 Atk", //P.Katar I
13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
13434,"Sword","One-handed, 185 Atk"; //P.Saber III
}
else if (BaseJob == Job_Rogue) {
mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?";
callsub L_Select,
13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
18106,"Bow","Two-handed, 140 Atk", //P.Bow III
13434,"Sword","One-handed, 185 Atk"; //P.Saber III
}
else if (BaseJob == Job_Thief) {
mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?";
callsub L_Select,
13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
13434,"Sword","One-handed, 185 Atk"; //P.Saber III
}
else if (BaseJob == Job_Bard) {
mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?";
callsub L_Select,
1931,"Guitar","One-handed, 125 Atk", //P.Guitar I
18106,"Bow","Two-handed, 140 Atk", //P.Bow III
13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
}
else if (BaseJob == Job_Dancer) {
mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?";
callsub L_Select,
1986,"Whip","One-handed, 125 Atk", //P.Tail I
18106,"Bow","Two-handed, 140 Atk", //P.Bow III
13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
}
else if (BaseClass == Job_Archer) {
mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?";
callsub L_Select,
18106,"Bow","Two-handed, 140 Atk", //P.Bow III
13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
}
else if (BaseJob == Job_Priest) {
mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?";
callsub L_Select,
1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
16014,"Mace","One-handed, 172 Atk", //P.Mace III
1583,"Book","One-handed, 135 Atk, 110 Matk"; //P.Book I
}
else if (BaseJob == Job_Monk) {
mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?";
callsub L_Select,
1831,"Knuckle","One-handed, 120 Atk", //P.Knuckle I
16014,"Mace","One-handed, 172 Atk", //P.Mace III
1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int"; //P.Staff III
}
else if (BaseJob == Job_Acolyte) {
mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?";
callsub L_Select,
1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
16014,"Mace","One-handed, 172 Atk"; //P.Mace III
}
else if (BaseJob == Job_Sage) {
mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?";
callsub L_Select,
1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
1583,"Book","One-handed, 135 Atk, 110 Matk", //P.Book I
13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
}
else if (BaseClass == Job_Mage || Class == Job_Soul_Linker) {
mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?";
callsub L_Select,
1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
}
else if (Class == Job_Ninja) {
mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?";
callsub L_Select,
13310,"Huuma Suriken","Two-handed, 170 Atk, 50 Matk", //P.Huuma Suriken I
13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
}
else if (Class == Job_Star_Gladiator) getitem 1583,1; //P.Book I
else if (Class == Job_Gunslinger) getitem 13114,1; //P.Revolver III
else if (BaseClass == Job_Novice) getitem 13066,1; //P.Dagger III
mes "These weapons aren't easy to make, please take better care of this one.";
close;
case 2:
mes "[Weapons Expert]";
mes "Come back if you change your mind.";
close;
}
}
mes "[Weapons Expert]";
mes "My reward for you is enchantments on your ^0000FFParadise Weapon^000000.";
next;
mes "[Weapons Expert]";
mes "The number of enchantments I can give you depends on which level of ^0000FFAdvanced Paradise Quests^000000 you have completed.";
close;
case 2:
if (para_suv02 < 14) {
mes "[Weapons Expert]";
mes "First you need the ^0000FFAdvanced Paradise Gears^000000.";
close;
}
if ((countitem(1197) < 1) && (countitem(1289) < 1) && (countitem(1391) < 1) && (countitem(1434) < 1) && (countitem(1583) < 1) && (countitem(1658) < 1) && (countitem(1831) < 1) && (countitem(1931) < 1) && (countitem(1986) < 1) && (countitem(13066) < 1) && (countitem(13114) < 1) && (countitem(13310) < 1) && (countitem(13434) < 1) && (countitem(16014) < 1) && (countitem(18106) < 1)) {
mes "[Weapons Expert]";
mes "Did you sell your new Paradise Weapon? No enchantments for you.";
close;
}
if (para_suv01 < 44) {
mes "[Weapons Expert]";
mes "You haven't completed enough quests for an enchantment yet.";
next;
mes "[Weapons Expert]";
mes "Make sure to pick a weapon from Toren too.";
close;
}
if (para_suv01 == 44) {
mes "[Weapons Expert]";
mes "It seems you have earned your first weapon enchantment.";
next;
mes "[Weapons Expert]";
mes "There are only 2 to choose from, which one would you like?";
next;
if(select("Atk + 3%:Matk + 3%") == 1) paraweaponenchant = 4767;
else paraweaponenchant = 4806;
callsub L_GetWeapon;
mes "[Weapons Expert]";
mes "OK, gimmy a sec.";
close2;
specialeffect2 EF_MAPPILLAR;
progressbar "ffff00",4;
delitem paraweaponcount,1;
getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, 0, paraweaponenchant;
para_suv01 = 45;
mes "[Weapons Expert]";
mes "All done.";
close;
}
if (para_suv01 == 47) {
mes "[Weapons Expert]";
mes "It seems you have earned your second weapon enchantment.";
next;
if (paraweaponenchant < 1) {
mes "[Weapons Expert]";
mes "Before I do the second enchantment, you need to pick the first one.";
next;
mes "[Weapons Expert]";
mes "There are only 2 to choose from, which one would you like?";
next;
if(select("Atk + 3%:Matk + 3%") == 1) paraweaponenchant = 4767;
else paraweaponenchant = 4806;
callsub L_GetWeapon;
mes "[Weapons Expert]";
mes "Gotcha, now for the second enchantment.";
next;
}
mes "[Weapons Expert]";
mes "This one is a little different, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with.";
next;
mes "[Weapons Expert]";
mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?";
next;
switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) {
case 1:
if (paraweaponenchant == 4767) paraweaponenchant2 = 4060;
if (paraweaponenchant == 4806) paraweaponenchant2 = 4472;
break;
case 2:
if (paraweaponenchant == 4767) paraweaponenchant2 = 4068;
if (paraweaponenchant == 4806) paraweaponenchant2 = 4470;
break;
case 3:
if (paraweaponenchant == 4767) paraweaponenchant2 = 4063;
if (paraweaponenchant == 4806) paraweaponenchant2 = 4476;
break;
case 4:
if (paraweaponenchant == 4767) paraweaponenchant2 = 4080;
if (paraweaponenchant == 4806) paraweaponenchant2 = 4469;
break;
case 5:
if (paraweaponenchant == 4767) paraweaponenchant2 = 4118;
if (paraweaponenchant == 4806) paraweaponenchant2 = 4471;
break;
case 6:
paraweaponenchant2 = 4805;
break;
}
mes "[Weapons Expert]";
mes "OK, gimmy a sec.";
close2;
specialeffect2 EF_MAPPILLAR;
progressbar "ffff00",4;
delitem paraweaponcount,1;
getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, paraweaponenchant2, paraweaponenchant;
para_suv01 = 48;
mes "[Weapons Expert]";
mes "All done.";
close;
}
if (para_suv01 == 50 || para_suv01 == 53) {
mes "[Weapons Expert]";
mes "It seems you have earned your third weapon enchantment.";
next;
if (paraweaponenchant < 1) {
mes "[Weapons Expert]";
mes "Before I do the other enchantments, you need to pick the first one.";
next;
mes "[Weapons Expert]";
mes "There are only 2 to choose from, which one would you like?";
next;
if(select("Atk + 3%:Matk + 3%") == 1) paraweaponenchant = 4767;
else paraweaponenchant = 4806;
callsub L_GetWeapon;
mes "[Weapons Expert]";
mes "Gotcha, on to the next one.";
next;
}
if (paraweaponenchant2 < 1) {
mes "[Weapons Expert]";
mes "Before I do the third enchantment, you need to pick the second one.";
next;
mes "[Weapons Expert]";
mes "This one is a little different, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with.";
next;
mes "[Weapons Expert]";
mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?";
next;
switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) {
case 1:
if (paraweaponenchant == 4767) paraweaponenchant2 = 4060;
if (paraweaponenchant == 4806) paraweaponenchant2 = 4472;
break;
case 2:
if (paraweaponenchant == 4767) paraweaponenchant2 = 4068;
if (paraweaponenchant == 4806) paraweaponenchant2 = 4470;
break;
case 3:
if (paraweaponenchant == 4767) paraweaponenchant2 = 4063;
if (paraweaponenchant == 4806) paraweaponenchant2 = 4476;
break;
case 4:
if (paraweaponenchant == 4767) paraweaponenchant2 = 4080;
if (paraweaponenchant == 4806) paraweaponenchant2 = 4469;
break;
case 5:
if (paraweaponenchant == 4767) paraweaponenchant2 = 4118;
if (paraweaponenchant == 4806) paraweaponenchant2 = 4471;
break;
case 6:
paraweaponenchant2 = 4805;
break;
}
mes "[Weapons Expert]";
mes "Gotcha, now for the third one.";
next;
}
mes "[Weapons Expert]";
mes "The third enchantment is the same as the second one, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with.";
next;
mes "[Weapons Expert]";
mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?";
next;
switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) {
case 1:
if (paraweaponenchant == 4767) paraweaponenchant3 = 4060;
if (paraweaponenchant == 4806) paraweaponenchant3 = 4472;
break;
case 2:
if (paraweaponenchant == 4767) paraweaponenchant3 = 4068;
if (paraweaponenchant == 4806) paraweaponenchant3 = 4470;
break;
case 3:
if (paraweaponenchant == 4767) paraweaponenchant3 = 4063;
if (paraweaponenchant == 4806) paraweaponenchant3 = 4476;
break;
case 4:
if (paraweaponenchant == 4767) paraweaponenchant3 = 4080;
if (paraweaponenchant == 4806) paraweaponenchant3 = 4469;
break;
case 5:
if (paraweaponenchant == 4767) paraweaponenchant3 = 4118;
if (paraweaponenchant == 4806) paraweaponenchant3 = 4471;
break;
case 6:
paraweaponenchant3 = 4805;
break;
}
mes "[Weapons Expert]";
mes "OK, gimmy a sec.";
close2;
specialeffect2 EF_MAPPILLAR;
progressbar "ffff00",4;
delitem paraweaponcount,1;
getitem2 paraweaponcount, 1, 1, 0, 0, 0, paraweaponenchant3, paraweaponenchant2, paraweaponenchant;
para_suv01 = 54;
mes "[Weapons Expert]";
mes "All done.";
close;
}
if (para_suv01 > 53) {
mes "[Weapons Expert]";
mes "That is the maximum number of enchanments I can do, enjoy them.";
close;
}
mes "[Weapons Expert]";
mes "I've already enchanted your weapon, you need to complete more quests for the next enchantment.";
close;
}
end;
L_Select:
next;
mes "[Weapons Expert]";
.@menu$ = "";
for(.@i = 0; .@i<getargcount(); .@i += 3) {
.@menu$ += getarg(.@i+1)+".:";
mes getarg(.@i+1)+": "+getarg(.@i+2)+".";
mes " ";
}
next;
.@i = select(.@menu$)-1;
getitem getarg(.@i*3),1;
mes "[Weapons Expert]";
return;
L_GetWeapon:
if (countitem(1197)) paraweaponcount = 1197;
else if (countitem(1289)) paraweaponcount = 1289;
else if (countitem(1391)) paraweaponcount = 1391;
else if (countitem(1434)) paraweaponcount = 1434;
else if (countitem(1583)) paraweaponcount = 1583;
else if (countitem(1658)) paraweaponcount = 1658;
else if (countitem(1831)) paraweaponcount = 1831;
else if (countitem(1931)) paraweaponcount = 1931;
else if (countitem(1986)) paraweaponcount = 1986;
else if (countitem(13066)) paraweaponcount = 13066;
else if (countitem(13114)) paraweaponcount = 13114;
else if (countitem(13310)) paraweaponcount = 13310;
else if (countitem(13434)) paraweaponcount = 13434;
else if (countitem(16014)) paraweaponcount = 16014;
else if (countitem(18106)) paraweaponcount = 18106;
return;
}
sec_in02,25,33,4 script Assistant#para_suvquest 4_M_BABYCAT,{
callfunc "F_GM_NPC";
mes "Password";
next;
if (callfunc("F_GM_NPC",1854,0) == 1) {
mes "Please select the variable you want to modify.";
next;
.@var = select("para_suv01:para_suv02");
mes "Enter the modified value";
next;
input .@input,0,9999;
mes "Value of para_suv0"+.@var+" has been changed to "+.@input+".";
setd "para_suv0"+.@var,.@input;
close;
} else {
mes "......meow wee.";
close;
}
}