diff options
author | masao87 <masao87@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-05-14 16:49:17 +0000 |
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committer | masao87 <masao87@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-05-14 16:49:17 +0000 |
commit | f3bc6581829e1b0111110c4bd42626cd0886593d (patch) | |
tree | 05df7386930445979b410d1aacae2c3a4a198d22 | |
parent | f989edbc2eef439d33e19c890566ff96b2a941c4 (diff) | |
download | hercules-f3bc6581829e1b0111110c4bd42626cd0886593d.tar.gz hercules-f3bc6581829e1b0111110c4bd42626cd0886593d.tar.bz2 hercules-f3bc6581829e1b0111110c4bd42626cd0886593d.tar.xz hercules-f3bc6581829e1b0111110c4bd42626cd0886593d.zip |
- Made some NPC's into duplicates and fixed some && / || checks in the Arch Bishop Job change Quest. bugreport:5437
- Bomb poring is now aggressive and explodes right away after it has been summoned. bugreport:5575
- Added some more checks tot he Pile Bunker NPC.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16113 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r-- | db/pre-re/mob_db.txt | 2 | ||||
-rw-r--r-- | db/pre-re/mob_skill_db.txt | 4 | ||||
-rw-r--r-- | db/re/mob_db.txt | 2 | ||||
-rw-r--r-- | db/re/mob_skill_db.txt | 4 | ||||
-rw-r--r-- | npc/jobs/3-1/archbishop.txt | 1979 | ||||
-rw-r--r-- | npc/quests/pile_bunker.txt | 16 |
6 files changed, 838 insertions, 1169 deletions
diff --git a/db/pre-re/mob_db.txt b/db/pre-re/mob_db.txt index 8ecc81115..24b06b444 100644 --- a/db/pre-re/mob_db.txt +++ b/db/pre-re/mob_db.txt @@ -944,7 +944,7 @@ 1901,E_CONDOR,Condor,Condor,5,8000,0,100,100,1,200,400,10,15,1,13,10,25,95,10,10,12,0,8,26,0x1089,150,1148,648,480,0,0,0,0,0,0,0,7781,5000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 1902,E_TREASURE1,Treasure Box,Treasure Box,99,49,0,0,0,0,0,0,100,0,0,0,0,0,999,0,0,0,0,0,26,0x120,0,0,0,0,0,0,0,0,0,0,0,7782,1000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 1903,E_TREASURE2,Treasure Box,Treasure Box,99,49,0,0,0,0,0,0,100,0,0,0,0,0,999,0,0,0,0,0,26,0x120,0,0,0,0,0,0,0,0,0,0,0,7783,1000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 -1904,BOMBPORING,Bomb Poring,Bomb Poring,28,1000000,0,461,284,1,120,320,100,99,1,28,28,0,33,50,10,12,0,0,20,0x11AB,300,1672,672,480,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 +1904,BOMBPORING,Bomb Poring,Bomb Poring,28,1000000,0,461,284,1,120,320,100,99,1,28,28,0,33,50,10,12,0,0,20,0x308D,300,1672,672,480,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 // WoE Second Edition; Battle Fields 1905,BARRICADE,Barricade,Barricade,98,120000,0,0,0,1,0,0,0,0,1,17,1,80,126,20,10,12,2,0,20,0x120,300,1288,288,384,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 diff --git a/db/pre-re/mob_skill_db.txt b/db/pre-re/mob_skill_db.txt index 1f27c47e2..9d3586846 100644 --- a/db/pre-re/mob_skill_db.txt +++ b/db/pre-re/mob_skill_db.txt @@ -4860,9 +4860,7 @@ 1894,Pouring@WZ_WATERBALL,attack,86,10,10000,500,5000,no,target,always,0,,,,,,, 1894,Pouring@WZ_WATERBALL,chase,86,10,10000,500,5000,no,target,always,0,,,,,,, -1904,Bomb Poring@NPC_SELFDESTRUCTION,idle,173,1,1000,3000,0,no,self,always,0,,,,,,, -1904,Bomb Poring@NPC_SELFDESTRUCTION,attack,173,1,1000,3000,0,no,self,always,0,,,,,,, -1904,Bomb Poring@NPC_SELFDESTRUCTION,chase,173,1,1000,3000,0,no,self,always,0,,,,,,, +1904,Bomb Poring@NPC_SELFDESTRUCTION,any,173,1,10000,3000,0,no,self,always,0,,,,,,, // Satan Morroc (12.1) //5% HP - Dragon Fear diff --git a/db/re/mob_db.txt b/db/re/mob_db.txt index 352251c71..cd4108da1 100644 --- a/db/re/mob_db.txt +++ b/db/re/mob_db.txt @@ -979,7 +979,7 @@ 1901,E_CONDOR,Condor,Condor,10,15,0,90,90,1,13,20,10,15,1,1,1,50,100,100,10,12,0,2,26,0x1089,150,1148,648,480,0,0,0,0,0,0,0,7973,1000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 1902,E_TREASURE1,Treasure Box,Treasure Box,99,49,0,0,0,0,0,0,100,0,0,0,0,0,999,0,0,0,0,0,26,0x120,0,0,0,0,0,0,0,0,0,0,0,7782,1000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 1903,E_TREASURE2,Treasure Box,Treasure Box,99,49,0,0,0,0,0,0,100,0,0,0,0,0,999,0,0,0,0,0,26,0x120,0,0,0,0,0,0,0,0,0,0,0,7783,1000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 -1904,BOMBPORING,Bomb Poring,Bomb Poring,28,1000000,1,415,256,1,120,320,160,99,1,28,28,0,33,50,10,12,0,0,20,0x108B,300,1672,672,480,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 +1904,BOMBPORING,Bomb Poring,Bomb Poring,28,1000000,1,415,256,1,120,320,160,99,1,28,28,0,33,50,10,12,0,0,20,0x308D,300,1672,672,480,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 1905,BARRICADE,Barricade,Barricade,98,600500,1,0,0,1,0,0,0,0,1,17,1,80,126,20,10,12,2,0,20,0x120,300,1288,288,384,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 1906,BARRICADE_,Barricade,Barricade,98,600,1,0,0,1,0,0,160,99,1,17,1,80,126,20,10,12,2,0,20,0x160,300,1288,288,384,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 1907,S_EMPEL_1,Guardian Stone,Guardian Stone,90,120500,1,0,0,0,1,2,64,50,1,1,1,1,1,1,0,0,0,0,20,0x120,300,1288,288,384,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 diff --git a/db/re/mob_skill_db.txt b/db/re/mob_skill_db.txt index 53a148829..38131b324 100644 --- a/db/re/mob_skill_db.txt +++ b/db/re/mob_skill_db.txt @@ -4860,9 +4860,7 @@ 1894,Pouring@WZ_WATERBALL,attack,86,10,10000,500,5000,no,target,always,0,,,,,,, 1894,Pouring@WZ_WATERBALL,chase,86,10,10000,500,5000,no,target,always,0,,,,,,, -1904,Bomb Poring@NPC_SELFDESTRUCTION,idle,173,1,1000,3000,0,no,self,always,0,,,,,,, -1904,Bomb Poring@NPC_SELFDESTRUCTION,attack,173,1,1000,3000,0,no,self,always,0,,,,,,, -1904,Bomb Poring@NPC_SELFDESTRUCTION,chase,173,1,1000,3000,0,no,self,always,0,,,,,,, +1904,Bomb Poring@NPC_SELFDESTRUCTION,any,173,1,10000,3000,0,no,self,always,0,,,,,,, // Satan Morroc (12.1) //5% HP - Dragon Fear diff --git a/npc/jobs/3-1/archbishop.txt b/npc/jobs/3-1/archbishop.txt index deddc06b6..1836edd5d 100644 --- a/npc/jobs/3-1/archbishop.txt +++ b/npc/jobs/3-1/archbishop.txt @@ -4,7 +4,7 @@ //= L0ne_W0lf //= Credits: Gepard //===== Current Version: ===================================== -//= 1.1 +//= 1.3 //===== Compatible With: ===================================== //= rAthena SVN //===== Description: ========================================= @@ -15,38 +15,37 @@ //= 1.0 First version. //= 1.1 Fixed class checks for arch bishops. //= 1.2 Fixed Job tags typos. +//= 1.3 Made some NPC's into duplicates and fixed some && / || checks. [Masao] //============================================================ prt_church,103,88,3 script Praying Minister#arch 60,{ - if (BaseJob != Job_Priest) { - if (Class == Job_Arch_Bishop || Class == Job_Arch_Bishop_T || Class == Job_Baby_Bishop) { + if ((Class != Job_Priest) && (Class != Job_High_Priest)) { + if (Class == Job_Archbishop || Class == Job_Archbishop_T || Class == Job_Baby_Bishop) { mes "[Praying Minister]"; mes "Ah! An Archbishop."; mes "You have reached the state of light."; mes "I hope you give happiness and honor to people during your adventures."; close; } - else { - mes "[Praying Minister]"; - mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him."; - next; - mes "[Praying Minister]"; - mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin."; - next; - mes "[Praying Minister]"; - mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world."; - next; - mes "[Praying Minister]"; - mes "If you see any of these ministers, can you ask to them to go to the church in prontera?"; - next; - mes "[Praying Minister]"; - mes "They give out a special aura so you can easily recognize them."; - mes "I'm going to make them ministers worthy of serving Odin."; - close; - } + mes "[Praying Minister]"; + mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him."; + next; + mes "[Praying Minister]"; + mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin."; + next; + mes "[Praying Minister]"; + mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world."; + next; + mes "[Praying Minister]"; + mes "If you see any of these ministers, can you ask to them to go to the church in prontera?"; + next; + mes "[Praying Minister]"; + mes "They give out a special aura so you can easily recognize them."; + mes "I'm going to make them ministers worthy of serving Odin."; + close; } else { - if (Upper == 4) { + if (Upper == 2) { mes "[Praying Minister]"; mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him."; next; @@ -76,11 +75,14 @@ prt_church,103,88,3 script Praying Minister#arch 60,{ mes "[Praying Minister]"; mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin."; next; - mes "[Praying Minister]"; - if (Sex == 1) + if (Sex == 1) { + mes "[Praying Minister]"; mes "Brother, how has your life been?"; - else + } + else { + mes "[Praying Minister]"; mes "Sister, how has your life been?"; + } mes "Have you lived it to it's fullest?"; mes "Have you served your life in the light of Odin?"; next; @@ -92,11 +94,14 @@ prt_church,103,88,3 script Praying Minister#arch 60,{ mes "We should always tell the truth."; mes "We should not fall prey to lies and deceit."; next; - mes "[Praying Minister]"; - if (Sex == 1) + if (Sex == 1) { + mes "[Praying Minister]"; mes "Brother..."; - else + } + else { + mes "[Praying Minister]"; mes "Sister..."; + } mes "Even though we serve Odin, we are normal people."; mes "We can be degraded in spite of ourselves and we must realize that."; next; @@ -121,7 +126,7 @@ prt_church,103,88,3 script Praying Minister#arch 60,{ mes "What do you think?"; mes "Would you like to do a Holy Pilgrimage?"; next; - switch(select("Yes I want to.:I'll think about it.")) { + switch (select("Yes I want to.:I'll think about it.")) { case 1: mes "[Praying Minister]"; mes "That's the correct attitude."; @@ -153,31 +158,27 @@ prt_church,103,88,3 script Praying Minister#arch 60,{ close; } } - else { - mes "[Praying Minister]"; - mes "How's it going?"; - mes "Did you meet Priest Dayan in Umbala?"; - close; - } - } - else { mes "[Praying Minister]"; - mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him."; - next; - mes "[Praying Minister]"; - mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin."; - next; - mes "[Praying Minister]"; - mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world."; - next; - mes "[Praying Minister]"; - mes "If you see any of these ministers, can you ask to them to go to the church in prontera?"; - next; - mes "[Praying Minister]"; - mes "They give out a special aura so you can easily recognize them."; - mes "I'm going to make them ministers worthy of serving Odin."; + mes "How's it going?"; + mes "Did you meet Priest Dayan in Umbala?"; close; } + mes "[Praying Minister]"; + mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him."; + next; + mes "[Praying Minister]"; + mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin."; + next; + mes "[Praying Minister]"; + mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world."; + next; + mes "[Praying Minister]"; + mes "If you see any of these ministers, can you ask to them to go to the church in prontera?"; + next; + mes "[Praying Minister]"; + mes "They give out a special aura so you can easily recognize them."; + mes "I'm going to make them ministers worthy of serving Odin."; + close; } } @@ -204,7 +205,7 @@ umbala,139,227,3 script Priest#arch 60,{ mes "Is that... right?"; mes "Hmm... so..."; mes "Um...ma? Umau...ma?"; - emotion e_swt,"Priest#arch"; + emotion e_swt; next; mes "[Utan Boy]"; mes "..............."; @@ -220,7 +221,7 @@ umbala,139,227,3 script Priest#arch 60,{ mes "hahahahaha."; mes "huhuhuhu. humhum."; next; - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes "Hello. are you... Priest Dayan?"; next; mes "[Priest]"; @@ -228,22 +229,24 @@ umbala,139,227,3 script Priest#arch 60,{ next; mes "He turns his head towards you."; next; - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes "Aren't you Priest Dayan?"; next; mes "[Priest]"; mes "muttering..."; next; - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes "Priest! Da~yan! Right!?"; next; mes "[Priest Dayan]"; mes "Ah~, yes."; mes "Yes, I am."; - if (Sex == 1) + if (Sex == 1) { mes "I'm Dayan. Nice to meet you Brother."; - else + } + else { mes "I'm Dayan. Nice to meet you Sister."; + } next; mes "The old priest gives you an ear to ear grin. "; next; @@ -251,17 +254,15 @@ umbala,139,227,3 script Priest#arch 60,{ mes "I forgot to wear my hearing aid. hehe."; mes "Anyway, why have you come here?"; next; - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes "Hmm, I wanted to tell you..."; next; - input .@input$; - mes "["+strcharinfo(0)+"]"; - mes ""+.@input$+""; + input .@inputstr$; + mes "[" + strcharinfo(0) + "]"; + mes "" + .@inputstr$ + ""; next; - set .@urans$,.@input$; - set .@myans$,"I'm here for the Holy Pilgrimage"; - set .@sungzi,compare(.@urans$,.@myans$); - if (.@sungzi == 0) { + input .@urans$; + if (.@urans$ != "I'm here for the Holy Pilgrimage") { mes "Priest Dayan doesn't seem to understand you. He just stares at you and smiles."; next; mes "[Priest]"; @@ -273,7 +274,7 @@ umbala,139,227,3 script Priest#arch 60,{ next; mes "He cups his ears towards you."; next; - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes "^FF0000I'm here for the Holy Pilgrimage!^000000"; mes "^FF0000I'm here for the Holy Pilgrimage!^000000"; mes "^FF0000I'm here for the Holy Pilgrimage!^000000"; @@ -283,11 +284,14 @@ umbala,139,227,3 script Priest#arch 60,{ mes "Eh... are you?"; mes "A pilgrimage to the Holy Land..."; mes "It has been a long time since I've seen such a devout minister."; - if (Sex == 1) + if (Sex == 1) { mes "Welcome. Brother."; - else + next; + } + else { mes "Welcome. Sister."; - next; + next; + } mes "The old priest gives you a gracious smile."; next; mes "[Priest Dayan]"; @@ -309,10 +313,12 @@ umbala,139,227,3 script Priest#arch 60,{ mes "Mimir spring wells with intelligence, myth says that if Odin lets you have his eye that you will gain all of the knowledge within that spring."; next; mes "[Priest Dayan]"; - if (Sex == 1) + if (Sex == 1) { mes "Brother."; - else + } + else { mes "Sister."; + } mes "Through the Holy Pilgrimage, we can make ourselves pious by cleansing our bodies and souls."; next; mes "[Priest Dayan]"; @@ -347,7 +353,7 @@ umbala,139,227,3 script Priest#arch 60,{ mes "This place is the holiest place in the world, Yggdrasil."; mes "This holy ceremony will brighten your soul."; next; - switch(select("How should I pray?:Cancel.")) { + switch (select("How should I pray?:Cancel.")) { case 1: mes "[Priest Dayan]"; mes "Through prayer, we can follow four paths."; @@ -396,14 +402,13 @@ umbala,139,227,3 script Priest#arch 60,{ mes "I hope that my prayer can weaken your agony..."; close; } - close; } else if (job_arch == 3) { mes "[Priest Dayan]"; mes "Oh, you've come back."; mes "I can feel that you have a fresh energy. Maybe you did pray truthfully."; next; - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes "I feel light-hearted. Like I was just reborn..."; next; mes "[Priest Dayan]"; @@ -411,14 +416,16 @@ umbala,139,227,3 script Priest#arch 60,{ mes "A smile from a peaceful mind will easily rid people of their wariness."; mes "Please, inspire people with love and energy."; next; - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes "Thanks for your kind words."; next; mes "[Priest Dayan]"; - if (Sex == 1) + if (Sex == 1) { mes "Brother."; - else + } + else { mes "Sister."; + } mes "Now, there is a place you should go to."; next; mes "[Priest Dayan]"; @@ -430,55 +437,57 @@ umbala,139,227,3 script Priest#arch 60,{ mes "Can you convince her to make a pilgrimage to Yggdrasil?"; mes "I think she is exhausted due to praying too much. I hope the air of Yggdrasil will be helpful to her."; next; - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes "Don't worry."; mes "I'll go and meet her."; next; mes "[Priest Dayan]"; - if (Sex == 1) + if (Sex == 1) { mes "Feel free to visit here when you want to pray, brother."; - else + } + else { mes "Feel free to visit here when you want to pray, sister."; + } mes "A visit from a friend always makes me happy."; set job_arch,4; changequest 2188,2189; close; } - else { - mes "[Dayan]"; - mes "Did you find Vinue in Hugel?"; - close; - } + mes "[Dayan]"; + mes "Did you find Vinue in Hugel?"; + close; } yggdrasil01,220,47,0 script #A pilgrimage to the Ho 139,5,5,{ + end; + OnTouch: if (job_arch == 2) { - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes "Is it the spring of Hvergelmir."; mes "This place is a very vivid and peaceful place."; mes "It's proper to pray."; next; - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes "Time to genuflect..."; mes "Hmm, what did that priest say to me?"; next; - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes "Hmm... What is the first way?"; next; - switch(select("The way of silence.:The way of confession.:The way of meditation.")) { + switch (select("The way of silence.:The way of confession.:The way of meditation.")) { case 1: - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes ""; mes "I don't think so."; close; case 2: - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes "The way of confession...?"; mes "I don't think so."; close; case 3: - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes "The way of meditation...?"; mes "Yes, it's the way of meditation."; next; @@ -506,17 +515,17 @@ OnTouch: mes "^3131FF[Priest Dayan]^000000"; mes "^3131FFDon't be afraid of pain. That is a necessity and will be a first step to enter a way to liquidate past wounds.^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes "Pain... What kind of faults have I had?"; - input .@input$; + input .@inputstr$; next; - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes "I confess my guilt to the Almighty God Odin."; next; - mes "["+strcharinfo(0)+"]"; - mes "^3131FF"+.@input$+".^000000"; + mes "[" + strcharinfo(0) + "]"; + mes "^3131FF" + .@inputstr$ + ".^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes "Oh benevolent Odin, Take mercy on me and pity me because I'm remiss in the discharge of my duties as a minister."; mes "Please, lead the way and save a foolish minister with your wisdom."; next; @@ -539,8 +548,8 @@ OnTouch: mes "^3131FFAnd also they will bless you because you are an existence of joy overcoming an affliction. We call that Aspersio^000000."; mes "^3131FFYou must drink a Holy Water with appreciation of Aspersio.^000000"; next; - if (!countitem(523)) { - mes "["+strcharinfo(0)+"]"; + if (countitem(523) == 0) { + mes "[" + strcharinfo(0) + "]"; mes "Oh no! I forgot to bring a Holy Water!"; close; } @@ -570,19 +579,19 @@ OnTouch: mes "A chord crashs out in the spring of Hvergelmir and a waterfall sound gives you a refreshing feeling. -"; specialeffect2 EF_GLORIA; next; - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes "~Descendants of Heimdal gather under the Ash tree Yggdrasil.~"; mes "~The Curdan bird which sits on a branch brings me the wisdom of whole world.~"; next; - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes "~The Curdan wolf protects me from all threats in the world.~"; specialeffect2 EF_GLORIA; next; - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes "~The host of ballascalf, rise up from your seat. The whole world shouts for joy.~"; mes "~The father of light, the poet of wisdom, sing for me.~"; next; - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes "~The host of a glittering glass, give me a holy prediction.~"; specialeffect2 EF_GLORIA; next; @@ -590,7 +599,7 @@ OnTouch: specialeffect2 EF_BLESSING; specialeffect2 EF_RESURRECTION; next; - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes "That was refreshing."; mes "I guess I should go back to Priest Dayan."; set job_arch,3; @@ -599,37 +608,40 @@ OnTouch: end; } else if (job_arch == 3) { - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes "The song is over. It's time to go back to Priest Dayan."; close2; warp "umbala",138,219; end; } + end; } hu_in01,205,204,7 script Praying Nun#benew 79,{ if (job_arch == 4) { mes "- There is a nun closing her eyes as she murmurs something which sounds like a prayer. -"; next; - switch(select("Talk to her.:Stay Quiet.")) { + switch (select("Talk to her.:Stay Quiet.")) { case 1: break; case 2: mes "- You don't feel like disturbing her -"; close; } - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes "Umm, hello sister?"; next; mes "[Vinue]"; mes "Ah, Welcome."; mes "It's not time to have a service yet..."; - if (Sex == 1) + if (Sex == 1) { mes "Are you here to pray, brother?"; - else + } + else { mes "Are you here to pray, sister?"; + } next; - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes "I came here to say hello from Priest Dayan from Prontera."; next; mes "[Vinue]"; @@ -637,19 +649,21 @@ hu_in01,205,204,7 script Praying Nun#benew 79,{ mes "Is he good?"; mes "He is so cute even though he's old."; next; - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes "He told me that he was worried because when he saw you last time, you seemed sad."; mes "He asks you to go on a Holy Pilgrimage."; next; - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes "Umbala has the vital power of nature!"; next; mes "[Vinue]"; mes "Ah..."; - if (Sex == 1) + if (Sex == 1) { mes "He's very kind. As are you brother."; - else + } + else { mes "He's very kind. As are you sister."; + } next; mes "[Vinue]"; mes "But don't worry."; @@ -659,7 +673,7 @@ hu_in01,205,204,7 script Praying Nun#benew 79,{ mes "Evil is always watching for our souls."; mes "If you are indifferent to praying, it never misses an opportunity."; next; - switch(select("A dream? What kind of dream?:Your soul should be fine.")) { + switch (select("A dream? What kind of dream?:Your soul should be fine.")) { case 1: break; case 2: @@ -677,7 +691,7 @@ hu_in01,205,204,7 script Praying Nun#benew 79,{ mes "[Vinue]"; mes "At first, it was a dream that Valkyrie was sad and in darkness."; next; - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes "Valkyrie?"; next; mes "[Vinue]"; @@ -691,7 +705,7 @@ hu_in01,205,204,7 script Praying Nun#benew 79,{ mes "[Vinue]"; mes "What a cruel performance! I suddenly can't breathe properly and then I wake up."; next; - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes "To have to see the death of Valkyrie, must be a tormenting dream."; next; mes "[Vinue]"; @@ -701,7 +715,7 @@ hu_in01,205,204,7 script Praying Nun#benew 79,{ mes "[Vinue]"; mes "I've been wanting to pray at Odin's shrine to make the dream go away. But that shrine became a den of evil a long time ago."; next; - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes "The shrine?"; mes "Nobody tried to subdue the evil?"; next; @@ -712,7 +726,7 @@ hu_in01,205,204,7 script Praying Nun#benew 79,{ mes "[Vinue]"; mes "Thesedays, there are a lot of people because of the development of the Odin shrine, but their situation is not so good."; next; - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes "Is the dream related with the evil in the Odin shrine?"; next; mes "[Vinue]"; @@ -720,7 +734,7 @@ hu_in01,205,204,7 script Praying Nun#benew 79,{ mes "I don't have any way to find out."; mes "I don't have a method, so I just pray."; next; - switch(select("I'll investgate for you.:I'll pray with you.")) { + switch (select("I'll investgate for you.:I'll pray with you.")) { case 1: break; case 2: @@ -735,7 +749,7 @@ hu_in01,205,204,7 script Praying Nun#benew 79,{ mes "But, it'll be scary inside!"; mes "There are lots of devils inside!"; next; - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes "But I can't pretend to ignore a Sister who is in trouble?"; mes "I'm a minister who copes with lots of asceticism!"; mes "Entrust me."; @@ -744,19 +758,19 @@ hu_in01,205,204,7 script Praying Nun#benew 79,{ mes "Ah... I'm so worried...."; mes "I'll never forget your warm heart."; next; - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes "How do I get to Odin shrine?"; next; mes "[Vinue]"; mes "There is a ferry on the right side of the church."; next; - mes "["+strcharinfo(0)+"]"; + mes "[" + strcharinfo(0) + "]"; mes "Ok, wait for good news!"; next; mes "[Vinue]"; mes "I'll pray for your safe return."; mes "I hope that Odin gives you his protection as well."; - set job_arch,5; + set job_arch, 5; changequest 2189,2190; close; } @@ -765,19 +779,19 @@ hu_in01,205,204,7 script Praying Nun#benew 79,{ mes "I'll pray for your safe return."; close; } - else { - mes "[Vinue]"; - mes "I feel refreshed."; - mes "It must be good news?"; - mes "Thanks the Gods."; - close; - } + mes "[Vinue]"; + mes "I feel refreshed."; + mes "It must be good news?"; + mes "Thanks the Gods."; + close; } -odin_tem02,282,263,0 script #find_val -1,3,3,{ +odin_tem02,282,263,0 script #find_val 139,3,3,{ + end; OnTouch: - if ((job_arch > 4) && (job_arch < 100)) - enablenpc "Valkyrie Illusion#arch"; + if ((job_arch > 4) && (job_arch < 100)) { + hideoffnpc "Valkyrie Illusion#arch"; + } end; } @@ -785,37 +799,37 @@ odin_tem02,281,275,3 script Valkyrie Illusion#arch 403,{ if ((job_arch > 4) && (job_arch < 100)) { mes "You can see Valkyrie who has a despairing face."; next; - switch(select("Touch Valkyrie's Illusion.:Turn away.")) { + switch (select("Touch Valkyrie's Illusion.:Turn away.")) { case 1: mes "You lose your consciousness while getting a closer view of Valkyrie's Illusion."; close2; specialeffect2 EF_CLOAKING; warp "job3_arch01",29,29; - disablenpc "Valkyrie Illusion#arch"; - break; + hideonnpc "Valkyrie Illusion#arch"; + end; case 2: mes "Out of fear, you turn away from Valkyrie's illusion."; close2; - disablenpc "Valkyrie Illusion#arch"; - break; + hideonnpc "Valkyrie Illusion#arch"; + end; } } end; OnInit: - disablenpc "Valkyrie Illusion#arch"; + hideonnpc "Valkyrie Illusion#arch"; end; } job3_arch01,29,34,3 script Valkyrie#arch 403,{ - if (Upper == 4) { + if (Upper == 2) { mes "[Valkyrie]"; //Custom translation mes "You are only a child."; mes "My job is very difficult, I do not need to tollerate a child's joke. Away with you!"; close; } - if (!checkweight(1201,2)) { + if(checkweight(1201,1) == 0){ //Custom translation mes "- bags must be emptied before they can proceed. -"; close; @@ -833,566 +847,332 @@ job3_arch01,29,34,3 script Valkyrie#arch 403,{ mes "You can't progress without using all your skill points. Please use all of your skill points before progressing~"; close; } - if (BaseJob != Job_Priest) { - warp "odin_tem02",282,263; - end; + if (checkweight(1201,4) == 0) { + mes "- Wait a moment! -"; + mes "- Currently you are carrying -"; + mes "- too many items with you. -"; + mes "- Please come back after -"; + mes "- you put some items into Kafra Storage. -"; + close; } - else { - if (Class != Job_Arch_Bishop || Class != Job_Arch_Bishop_T || Class != Job_Baby_Bishop) { - if (job_arch < 5) { - warp "odin_tem02",282,263; - end; - } - else if (job_arch == 5) { - mes "[Valkyrie]"; - mes "In the heavens the sound of pipes spread out, but a bird that can't fly crawls and finally is crushed to pieces on the ground."; - mes "Ah, I'm resentful! so regretful!"; - next; - mes "- Valkyrie holds its face, then she finds you and stares with a threatening face. -"; - next; - mes "[Valkyrie]"; - mes "You are a descendant of Heimdal living in pain as a mortal, why are you in here?"; - mes "Are you here to ridicule my grim fate?"; - next; - mes "["+strcharinfo(0)+"]"; - mes "No way!"; - mes "But it's true that I'm here for you."; - next; - mes "[Valkyrie Anguhilde]"; - mes "...me?"; - mes "Of course I'm staying in Midgard, but we are under the yoke of fate that can't coexist in this world."; - next; - mes "[Valkyrie Anguhilde]"; - mes "I see, is your goal to enter Valhalla?"; - mes "If you do, it's the wrong place for you."; - next; - mes "[Valkyrie Anguhilde]"; - mes "I was already expelled from Asgard."; - mes "My duty is protecting this small island from humans trying to take it from the Gods and even I don't have any energy to do so."; - next; - mes "["+strcharinfo(0)+"]"; - mes "It's not that kind of problem."; - mes "But someone who perceives your painful situation has sent me here."; - next; - mes "[Valkyrie Anguhilde]"; - mes "Haha! You are going to help me?!"; - next; - mes "[Valkyrie Anguhilde]"; - mes "..................."; - next; - mes "- Valkyrie gives you a fierce scowl. -"; - next; - mes "[Valkyrie Anguhilde]"; - mes "In fact, I can't do anything with my body now."; - next; - mes "[Valkyrie Anguhilde]"; - mes "Human, answer me. Are you here to sincerely help me?"; - next; - switch(select("Yes:No")) { - case 1: - break; - case 2: - mes "[Valkyrie Anguhilde]"; - mes "I knew that I couldn't trust a human!"; - close2; - warp "odin_tem02",282,263; - end; - } - mes "[Valkyrie Anguhilde]"; - mes "Ok..."; - mes "I don't have any energy to hold my own, so I have no choice but to trust you."; - next; - mes "[Valkyrie Anguhilde]"; - mes "I was a normal Valkyrie that lead soldiers to Valhalla according to the order of Odin."; - next; - mes "[Valkyrie Anguhilde]"; - mes "But I harmed Freki, one of Odin's wolves, and I was expelled form Asgard without any energy as a Valkyrie with orders to protect this island."; - next; - mes "[Valkyrie Anguhilde]"; - mes "I was disgraced, this island is important as a temple for Odin and the various Gods."; - mes "I tried to do my best to protect this holy place."; - next; - mes "[Valkyrie Anguhilde]"; - mes "But one day, the devil started to gain influence on this island."; - mes "I don't know why they came here and from where they came from."; - next; - mes "[Valkyrie Anguhilde]"; - mes "They seiged the temple and I exhausted my energy tring to fight them all myself."; - next; - mes "[Valkyrie Anguhilde]"; - mes "The holy shrine was tainted by the devils."; - mes "How long do I have to be under this dishonorable fate!"; - next; - mes "[Valkyrie Anguhilde]"; - mes "Mortal one, what is your name?"; - next; - mes "["+strcharinfo(0)+"]"; - mes "My name is "+strcharinfo(0)+"."; - next; - mes "[Valkyrie Anguhilde]"; - mes ""+strcharinfo(0)+","; - mes "You told me that you want to help me, right? Even though it disgraces me, I am asking for your help."; - next; - mes "[Valkyrie Anguhilde]"; - mes "This place may look like it was made my humans. Actually, it's a very important monument and also a part of the God's history."; - next; - mes "[Valkyrie Anguhilde]"; - mes "I've lost all of my energy and my body is sealed so there is no way for me to protect the shrine."; - mes "You have to send a message to Valhalla to ask for help from a Valkyrie quickly."; - next; - select("How can I do that?"); - mes "[Valkyrie Anguhilde]"; - mes "At the ^3131FFtop of the shrine^000000, You can contact to them with a ^3131FFGolden pipe^000000."; - next; - mes "[Valkyrie Anguhilde]"; - mes "I'm going to give you a scroll of paper written in an ancient language."; - mes "In that scroll, there is my impersonation."; - mes "^3131FFIf you go outside, you can summon a Valkyrie with that scroll.^000000"; - next; - mes "[Valkyrie Anguhilde]"; - mes "After you summon my impersonation, you have to find a ^3131FFBroken pipe^000000."; - mes "Maybe it'll be spread in the shrine..."; - next; - mes "[Valkyrie Anguhilde]"; - mes "You have to go to the top of the shrine, collecting all broken pipes from the impersonation."; - mes "And then I'm going to take care of the matter."; - next; - mes "[Valkyrie Anguhilde]"; - mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000."; - mes "But you have to be careful if an imeprsonation falls down."; - next; - mes "[Valkyrie Anguhilde]"; - mes "When you finish preparing to go on, talk to me again."; - mes "It'll be a long journey..."; - set job_arch,6; - close; - } - else if (job_arch == 6) { - if ($@archbs== 0) { - set $@archbs,1; //Global Variable - mes "[Valkyrie Anguhilde]"; - mes ""+strcharinfo(0)+" Did you finish preparing for your way of asceticism?"; - next; - set .@exampc,getmapusers("job3_arch02"); - if (.@exampc > 0) { - mes "[Valkyrie Anguhilde]"; - //Custom translation - mes "Ah, it seems someone is already combating the evil in the temple."; - mes "I will go see who it is, please wait a moment."; - set $@archbs,0; //Global Variable - close; - } - else { - mes "[Valkyrie Anguhilde]"; - mes "Ok. Now I'm going to send you there."; - mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000. Don't forget."; - set $@archbs,0; //Global Variable - close2; - nude; - if (countitem(2798)) - delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel - donpcevent "start#arch::OnEnable"; - set job_arch,7; - changequest 2190,2191; - warp "job3_arch02",119,49; - disablenpc "Valkyrie#arch"; - end; - } - } - else { - mes "[Valkyrie Anguhilde]"; - //Custom translation - mes "I am already talking to someone, please wait and talk to me again."; - close; - } - } - else if (job_arch == 7) { - if (countitem(12381)) - delitem 12381,countitem(12381); //ValkyrieA_Scroll - if (countitem(12382)) - delitem 12382,countitem(12382); //ValkyrieB_Scroll - if ($@archbs == 0) { - set $@archbs,1; //Global Variable - mes "[Valkyrie Anguhilde]"; - mes "Are you ok human?"; - mes "It was not as easy as I expected."; - mes "Will you challenge again?"; - next; - set .@exampc,getmapusers("job3_arch02"); - if (.@exampc > 0) { - set $@archbs,0; //Global Variable - mes "[Valkyrie Anguhilde]"; - //Custom translation - mes "Ah, it seems someone is already combating the evil in the temple."; - mes "I will see who it is, please wait a moment."; - close; - } - else { - set $@archbs,0; //Global Variable - mes "[Valkyrie Anguhilde]"; - mes "OK. now I'm going to send you there."; - mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000."; - mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000."; - mes "But you have to be careful if an imeprsonation falls down."; - close2; - nude; - if (countitem(2798)) - delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel - donpcevent "start#arch::OnEnable"; - set job_arch,7; - warp "job3_arch02",119,49; - disablenpc "Valkyrie#arch"; - end; - } - } - else { - mes "[Valkyrie Anguhilde]"; - //Custom translation - mes "I am already talking to someone, please wait and talk to me again."; - close; - } - } - } + if ((MaxWeight - Weight) < 2000) { + mes "- Wait a moment! -"; + mes "- Currently you are carrying -"; + mes "- too many items with you. -"; + mes "- Please come back after -"; + mes "- you put some items into Kafra Storage. -"; + close; } - end; - -Onbc: - set $@archbs,0; //Global Variable - //Custom translation - mapannounce "job3_arch01", "Valkyrie's Cry: I hear the laughter of the devil, someone has fallen in the temple.",bc_map,"0xFFCE00"; - enablenpc "Valkyrie#arch"; - end; -} - -job3_arch02,119,49,0 script #arch_1_start -1,6,6,{ -OnTouch: - if (!countitem(12381)) - getitem 12381,1; //ValkyrieA_Scroll - mapannounce "job3_arch02", "Whispering of an impersonation: I feel heavy! Set me free!",bc_map,"0xFFCE00"; - disablenpc "#arch_1_start"; - end; -} - -job3_arch02,112,73,0 script #arch_1_01 -1,5,5,{ -OnTouch: - if (countitem(12381)) { - delitem 12381,1; //ValkyrieA_Scroll - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; + if ((Class != Job_Priest) && (Class != Job_High_Priest)) { + warp "odin_tem02",282,263; end; } - else { - if (getmercinfo(1) == 2037) { //VALKYRIE_A - set .@randht,rand(1,10); - if (.@randht < 8) - mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; - else if ((.@randht == 8) && (.@randht == 9)) - mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation - end; - } - else { - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - } -} - -job3_arch02,94,123,0 script #arch_1_02 -1,5,5,{ -OnTouch: - if (countitem(12381)) { - delitem 12381,1; //ValkyrieA_Scroll - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; + if (Class == Job_Archbishop || Class == Job_Archbishop_T || Class == Job_Baby_Bishop) { + warp "odin_tem02",282,263; end; } - else { - if (getmercinfo(1) == 2037) { //VALKYRIE_A - set .@randht,rand(1,10); - if (.@randht < 8) - mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; - else if ((.@randht == 8) && (.@randht == 9)) - mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation - end; - } - else { - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - } -} - -job3_arch02,93,173,0 script #arch_1_03 -1,5,5,{ -OnTouch: - if (countitem(12381)) { - delitem 12381,1; //ValkyrieA_Scroll - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; + if (job_arch < 5) { + warp "odin_tem02",282,263; end; } - else { - if (getmercinfo(1) == 2037) { //VALKYRIE_A - set .@randht,rand(1,10); - if (.@randht < 8) - mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; - else if ((.@randht == 8) && (.@randht == 9)) - mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation - end; - } - else { - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; + if (job_arch == 5) { + mes "[Valkyrie]"; + mes "In the heavens the sound of pipes spread out, but a bird that can't fly crawls and finally is crushed to pieces on the ground."; + mes "Ah, I'm resentful! so regretful!"; + next; + mes "- Valkyrie holds its face, then she finds you and stares with a threatening face. -"; + next; + mes "[Valkyrie]"; + mes "You are a descendant of Heimdal living in pain as a mortal, why are you in here?"; + mes "Are you here to ridicule my grim fate?"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "No way!"; + mes "But it's true that I'm here for you."; + next; + mes "[Valkyrie Anguhilde]"; + mes "...me?"; + mes "Of course I'm staying in Midgard, but we are under the yoke of fate that can't coexist in this world."; + next; + mes "[Valkyrie Anguhilde]"; + mes "I see, is your goal to enter Valhalla?"; + mes "If you do, it's the wrong place for you."; + next; + mes "[Valkyrie Anguhilde]"; + mes "I was already expelled from Asgard."; + mes "My duty is protecting this small island from humans trying to take it from the Gods and even I don't have any energy to do so."; + next; + mes "[" + strcharinfo(0) + "]"; + mes "It's not that kind of problem."; + mes "But someone who perceives your painful situation has sent me here."; + next; + mes "[Valkyrie Anguhilde]"; + mes "Haha! You are going to help me?!"; + next; + mes "[Valkyrie Anguhilde]"; + mes "..................."; + next; + mes "- Valkyrie gives you a fierce scowl. -"; + next; + mes "[Valkyrie Anguhilde]"; + mes "In fact, I can't do anything with my body now."; + next; + mes "[Valkyrie Anguhilde]"; + mes "Human, answer me. Are you here to sincerely help me?"; + next; + switch (select("Yes:No")) { + case 1: + break; + case 2: + mes "[Valkyrie Anguhilde]"; + mes "I knew that I couldn't trust a human!"; + close2; + warp "odin_tem02",282,263; end; } + mes "[Valkyrie Anguhilde]"; + mes "Ok..."; + mes "I don't have any energy to hold my own, so I have no choice but to trust you."; + next; + mes "[Valkyrie Anguhilde]"; + mes "I was a normal Valkyrie that lead soldiers to Valhalla according to the order of Odin."; + next; + mes "[Valkyrie Anguhilde]"; + mes "But I harmed Freki, one of Odin's wolves, and I was expelled form Asgard without any energy as a Valkyrie with orders to protect this island."; + next; + mes "[Valkyrie Anguhilde]"; + mes "I was disgraced, this island is important as a temple for Odin and the various Gods."; + mes "I tried to do my best to protect this holy place."; + next; + mes "[Valkyrie Anguhilde]"; + mes "But one day, the devil started to gain influence on this island."; + mes "I don't know why they came here and from where they came from."; + next; + mes "[Valkyrie Anguhilde]"; + mes "They seiged the temple and I exhausted my energy tring to fight them all myself."; + next; + mes "[Valkyrie Anguhilde]"; + mes "The holy shrine was tainted by the devils."; + mes "How long do I have to be under this dishonorable fate!"; + next; + mes "[Valkyrie Anguhilde]"; + mes "Mortal one, what is your name?"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "My name is " + strcharinfo(0) + "."; + next; + mes "[Valkyrie Anguhilde]"; + mes "" + strcharinfo(0) + ","; + mes "You told me that you want to help me, right? Even though it disgraces me, I am asking for your help."; + next; + mes "[Valkyrie Anguhilde]"; + mes "This place may look like it was made my humans. Actually, it's a very important monument and also a part of the God's history."; + next; + mes "[Valkyrie Anguhilde]"; + mes "I've lost all of my energy and my body is sealed so there is no way for me to protect the shrine."; + mes "You have to send a message to Valhalla to ask for help from a Valkyrie quickly."; + next; + select("How can I do that?"); + mes "[Valkyrie Anguhilde]"; + mes "At the ^3131FFtop of the shrine^000000, You can contact to them with a ^3131FFGolden pipe^000000."; + next; + mes "[Valkyrie Anguhilde]"; + mes "I'm going to give you a scroll of paper written in an ancient language."; + mes "In that scroll, there is my impersonation."; + mes "^3131FFIf you go outside, you can summon a Valkyrie with that scroll.^000000"; + next; + mes "[Valkyrie Anguhilde]"; + mes "After you summon my impersonation, you have to find a ^3131FFBroken pipe^000000."; + mes "Maybe it'll be spread in the shrine..."; + next; + mes "[Valkyrie Anguhilde]"; + mes "You have to go to the top of the shrine, collecting all broken pipes from the impersonation."; + mes "And then I'm going to take care of the matter."; + next; + mes "[Valkyrie Anguhilde]"; + mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000."; + mes "But you have to be careful if an imeprsonation falls down."; + next; + mes "[Valkyrie Anguhilde]"; + mes "When you finish preparing to go on, talk to me again."; + mes "It'll be a long journey..."; + set job_arch,6; + close; } -} - -job3_arch02,114,186,0 script #arch_1_04 -1,5,5,{ -OnTouch: - if (countitem(12381)) { - delitem 12381,1; //ValkyrieA_Scroll - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - else { - if (getmercinfo(1) == 2037) { //VALKYRIE_A - set .@randht,rand(1,10); - if (.@randht < 8) - mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; - else if ((.@randht == 8) && (.@randht == 9)) - mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation - end; - } - else { - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; + if (job_arch == 6) { + if ($@archbs == 0) { + set $@archbs,1; + mes "[Valkyrie Anguhilde]"; + mes "" + strcharinfo(0) + " Did you finish preparing for your way of asceticism?"; + next; + if (getmapusers("job3_arch02") > 0) { + mes "[Valkyrie Anguhilde]"; + //Custom translation + mes "Ah, it seems someone is already combating the evil in the temple."; + mes "I will go see who it is, please wait a moment."; + set $@archbs,0; + close; + } + mes "[Valkyrie Anguhilde]"; + mes "Ok. Now I'm going to send you there."; + mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000. Don't forget."; + set $@archbs,0; + close2; + nude; + while (1) { + if (countitem(2798) == 0) { + break; + } else { + delitem 2798,1; //Will_Of_Exhausted_Angel + } + } + donpcevent "start#arch::OnEnable"; + set job_arch, 7; + changequest 2190,2191; + warp "job3_arch02",119,49; + hideonnpc "Valkyrie#arch"; end; } + mes "[Valkyrie Anguhilde]"; + //Custom translation + mes "I am already talking to someone, please wait and talk to me again."; + close; } -} - -job3_arch02,134,201,0 script #arch_1_05 -1,5,5,{ -OnTouch: - if (countitem(12381)) { - delitem 12381,1; //ValkyrieA_Scroll - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - else { - if (getmercinfo(1) == 2037) { //VALKYRIE_A - set .@randht,rand(1,10); - if (.@randht < 8) - mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; - else if ((.@randht == 8) && (.@randht == 9)) - mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation - end; + if (job_arch == 7) { + if (countitem(12381) > 0 || countitem(12382) > 0) { + if (countitem(12381) > 0) { + delitem 12381,countitem(12381); //ValkyrieA_Scroll + } + if (countitem(12382) > 0) { + delitem 12382,countitem(12382); //ValkyrieB_Scroll + } } - else { - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; + if ($@archbs == 0) { + set $@archbs,1; + mes "[Valkyrie Anguhilde]"; + mes "Are you ok human?"; + mes "It was not as easy as I expected."; + mes "Will you challenge again?"; + next; + if (getmapusers("job3_arch02") > 0) { + set $@archbs,0; + mes "[Valkyrie Anguhilde]"; + //Custom translation + mes "Ah, it seems someone is already combating the evil in the temple."; + mes "I will see who it is, please wait a moment."; + close; + } + set $@archbs,0; + mes "[Valkyrie Anguhilde]"; + mes "OK. now I'm going to send you there."; + mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000."; + mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000."; + mes "But you have to be careful if an imeprsonation falls down."; + close2; + nude; + while (1) { + if (countitem(2798) == 0) { + break; + } + else { + delitem 2798,1; //Will_Of_Exhausted_Angel + } + } + donpcevent "start#arch::OnEnable"; + set job_arch, 7; + warp "job3_arch02",119,49; + hideonnpc "Valkyrie#arch"; end; } + mes "[Valkyrie Anguhilde]"; + //Custom translation + mes "I am already talking to someone, please wait and talk to me again."; + close; } -} -job3_arch02,154,211,0 script #arch_1_06 -1,5,5,{ -OnTouch: - if (countitem(12381)) { - delitem 12381,1; //ValkyrieA_Scroll - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - else { - if (getmercinfo(1) == 2037) { //VALKYRIE_A - set .@randht,rand(1,10); - if (.@randht < 8) - mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; - else if ((.@randht == 8) && (.@randht == 9)) - mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation - end; - } - else { - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - } -} +OnInit: + set $@archbs,0; + end; -job3_arch02,175,227,0 script #arch_1_07 -1,5,5,{ -OnTouch: - if (countitem(12381)) { - delitem 12381,1; //ValkyrieA_Scroll - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - else { - if (getmercinfo(1) == 2037) { //VALKYRIE_A - set .@randht,rand(1,10); - if (.@randht < 8) - mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; - else if ((.@randht == 8) && (.@randht == 9)) - mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation - end; - } - else { - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - } +OnBc: + set $@archbs,0; + //Custom translation + mapannounce "job3_arch01","Valkyrie's Cry: I hear the laughter of the devil, someone has fallen in the temple.",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 + hideoffnpc "Valkyrie#arch"; + end; } -job3_arch02,201,240,0 script #arch_1_08 -1,5,5,{ -OnTouch: - if (countitem(12381)) { - delitem 12381,1; //ValkyrieA_Scroll - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - else { - if (getmercinfo(1) == 2037) { //VALKYRIE_A - set .@randht,rand(1,10); - if (.@randht < 8) - mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; - else if ((.@randht == 8) && (.@randht == 9)) - mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation - end; - } - else { - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - } -} +job3_arch02,119,49,0 script #arch_1_start 139,6,6,{ + end; -job3_arch02,223,252,0 script #arch_1_09 -1,5,5,{ OnTouch: - if (countitem(12381)) { - delitem 12381,1; //ValkyrieA_Scroll - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - else { - if (getmercinfo(1) == 2037) { //VALKYRIE_A - set .@randht,rand(1,10); - if (.@randht < 8) - mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; - else if ((.@randht == 8) && (.@randht == 9)) - mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation - end; - } - else { - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } + if (countitem(12381) == 0) { + getitem 12381,1; //ValkyrieA_Scroll } + mapannounce "job3_arch02","Whispering of an impersonation: I feel heavy! Set me free!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 + hideonnpc "#arch_1_start"; + end; } -job3_arch02,255,268,0 script #arch_1_10 -1,5,5,{ -OnTouch: - if (countitem(12381)) { - delitem 12381,1; //ValkyrieA_Scroll - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - else { - if (getmercinfo(1) == 2037) { //VALKYRIE_A - set .@randht,rand(1,10); - if (.@randht < 8) - mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; - else if ((.@randht == 8) && (.@randht == 9)) - mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation - end; - } - else { - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - } -} +- script #arch_1_01_0::archbjcq 139,5,5,{ + end; -job3_arch02,269,302,0 script #arch_1_11 -1,5,5,{ OnTouch: - if (countitem(12381)) { + if (countitem(12381) > 0) { delitem 12381,1; //ValkyrieA_Scroll - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - else { - if (getmercinfo(1) == 2037) { //VALKYRIE_A + mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 + mapwarp "job3_arch02","job3_arch01",29,29; + } else { + if (getmercinfo(1) == 2037) { set .@randht,rand(1,10); - if (.@randht < 8) - mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; - else if ((.@randht == 8) && (.@randht == 9)) - mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation - end; - } - else { - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; + if (.@randht < 8) { + mapannounce "job3_arch02","Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 + //GetHEALTHSTATE VAR_CURSE 10 + } else if (.@randht == 8 || .@randht == 9) { + mapannounce "job3_arch02","Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 //Custom translation; + //GetHEALTHSTATE VAR_POISON 10 + } else { + //GetHEALTHSTATE VAR_HEALTHSTATENORMAL 0 + } + } else { + mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 + mapwarp "job3_arch02","job3_arch01",29,29; } } + end; } -job3_arch02,245,289,0 script #arch_1_12 -1,5,5,{ -OnTouch: - if (countitem(12381)) { - delitem 12381,1; //ValkyrieA_Scroll - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - else { - if (getmercinfo(1) == 2037) { //VALKYRIE_A - set .@randht,rand(1,10); - if (.@randht < 8) - mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; - else if ((.@randht == 8) && (.@randht == 9)) - mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation - end; - } - else { - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - } -} +job3_arch02,112,73,0 duplicate(archbjcq) #arch_1_01 139,5,5 +job3_arch02,94,123,0 duplicate(archbjcq) #arch_1_02 139,5,5 +job3_arch02,93,173,0 duplicate(archbjcq) #arch_1_03 139,5,5 +job3_arch02,114,186,0 duplicate(archbjcq) #arch_1_04 139,5,5 +job3_arch02,134,201,0 duplicate(archbjcq) #arch_1_05 139,5,5 +job3_arch02,154,211,0 duplicate(archbjcq) #arch_1_06 139,5,5 +job3_arch02,175,227,0 duplicate(archbjcq) #arch_1_07 139,5,5 +job3_arch02,201,240,0 duplicate(archbjcq) #arch_1_08 139,5,5 +job3_arch02,223,252,0 duplicate(archbjcq) #arch_1_09 139,5,5 +job3_arch02,255,268,0 duplicate(archbjcq) #arch_1_10 139,5,5 +job3_arch02,269,302,0 duplicate(archbjcq) #arch_1_11 139,5,5 +job3_arch02,245,289,0 duplicate(archbjcq) #arch_1_12 139,5,5 + +job3_arch02,203,286,0 script #arch_1_boss 139,5,5,{ + end; -job3_arch02,203,286,0 script #arch_1_boss -1,5,5,{ OnTouch: - if (countitem(12381)) { + if (countitem(12381) > 0) { delitem 12381,1; //ValkyrieA_Scroll - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - else { - if (getmercinfo(1) == 2037) { //VALKYRIE_A - mapannounce "job3_arch02", "Valkyrie's Nightmare: An incompetent illusion of Valkyrie came here with the assistance of humans. You wanna have that nightmare?",bc_map,"0xFF0000"; - donpcevent "mob#arch_1::Onkill"; - end; - } - else { - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; + mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 + mapwarp "job3_arch02","job3_arch01",29,29; + } else { + if (getmercinfo(1) == 2037) { + mapannounce "job3_arch02","Valkyrie's Nightmare: An incompetent illusion of Valkyrie came here with the assistance of humans. You wanna have that nightmare?",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0 + donpcevent "mob#arch_1::OnKill"; + } else { + mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 + mapwarp "job3_arch02","job3_arch01",29,29; } } + end; } job3_arch02,390,390,1 script #arch_redcell 844,{ @@ -1403,12 +1183,12 @@ OnInit: setcell "job3_arch02",276,290,280,294,cell_shootable,0; end; -Ongreen: +OnGreen: setcell "job3_arch02",276,290,280,294,cell_walkable,1; setcell "job3_arch02",276,290,280,294,cell_shootable,1; end; -Onred: +OnRed: setcell "job3_arch02",276,290,280,294,cell_walkable,0; setcell "job3_arch02",276,290,280,294,cell_shootable,0; end; @@ -1418,32 +1198,32 @@ job3_arch02,390,389,1 script #arch_val01 844,{ end; OnEnable: - areamonster "job3_arch02",108,322,118,332,"Valkyrie's Nightmare",2036,1,"#arch_val01::OnMyMobDead"; + areamonster "job3_arch02",111,325,115,329,"Valkyrie's Nightmare",2036,1,"#arch_val01::OnMyMobDead"; end; OnMyMobDead: - if (mobcount("job_arch02","#arch_val01::OnMyMobDead") < 1) { - donpcevent "#arch_redcell::Ongreen"; - mapannounce "job3_arch02", "Valkyrie's Nightmare: Your win is only a false image! hahahaha!",bc_map,"0xFF0000"; - enablenpc "Valkyrie#arch_01"; - disablenpc "#arch_1_start"; - disablenpc "#arch_1_01"; - disablenpc "#arch_1_02"; - disablenpc "#arch_1_03"; - disablenpc "#arch_1_04"; - disablenpc "#arch_1_05"; - disablenpc "#arch_1_06"; - disablenpc "#arch_1_07"; - disablenpc "#arch_1_08"; - disablenpc "#arch_1_09"; - disablenpc "#arch_1_10"; - disablenpc "#arch_1_11"; - disablenpc "#arch_1_12"; - disablenpc "#arch_1_boss"; + if (mobcount ("job3_arch02","#arch_val01::OnMyMobDead") < 1) { + donpcevent "#arch_redcell::OnGreen"; + mapannounce "job3_arch02","Valkyrie's Nightmare: Your win is only a false image! hahahaha!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0 + hideoffnpc "Valkyrie#arch_01"; + hideonnpc "#arch_1_start"; + hideonnpc "#arch_1_01"; + hideonnpc "#arch_1_02"; + hideonnpc "#arch_1_03"; + hideonnpc "#arch_1_04"; + hideonnpc "#arch_1_05"; + hideonnpc "#arch_1_06"; + hideonnpc "#arch_1_07"; + hideonnpc "#arch_1_08"; + hideonnpc "#arch_1_09"; + hideonnpc "#arch_1_10"; + hideonnpc "#arch_1_11"; + hideonnpc "#arch_1_12"; + hideonnpc "#arch_1_boss"; } end; -Onkill: +OnKill: killmonster "job3_arch02","#arch_val01::OnMyMobDead"; end; } @@ -1452,19 +1232,19 @@ job3_arch02,390,387,1 script #arch_val02 844,{ end; OnEnable: - areamonster "job3_arch02",239,41,249,51,"Valkyrie's Nightmare",2036,1,"#arch_val02::OnMyMobDead"; + areamonster "job3_arch02",242,44,246,48,"Valkyrie's Nightmare",2036,1,"#arch_val02::OnMyMobDead"; end; OnMyMobDead: - if (mobcount("job_arch02","#arch_val02::OnMyMobDead") < 1) { - mapannounce "job3_arch02", "Valkyrie's Nightmare: You are so childish. I invite you to a devil's party. I'll make sure you have a fun!",bc_map,"0xFF0000"; - enablenpc "Valkyrie#arch_02"; - disablenpc "#arch_2_boss"; - viewpoint 1,279,234,1,0xFFFF99; + if (mobcount("job3_arch02","#arch_val02::OnMyMobDead") < 1) { + mapannounce "job3_arch02","Valkyrie's Nightmare: You are so childish. I invite you to a devil's party. I'll make sure you have a fun!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0 + hideoffnpc "Valkyrie#arch_02"; + hideonnpc "#arch_2_boss"; + viewpoint 234,279,1,1,0xFFFF9900; } end; -Onkill: +OnKill: killmonster "job3_arch02","#arch_val02::OnMyMobDead"; end; } @@ -1498,13 +1278,14 @@ job3_arch02,113,327,5 script Valkyrie#arch_01 403,{ mes "Then I look forward a good news."; close2; getitem 12382,1; //ValkyrieB_Scroll - viewpoint 1,244,46,1,0xFFFF99; - disablenpc "Valkyrie#arch_01"; + viewpoint 46,244,1,1,0xFFFF9900; + hideonnpc "Valkyrie#arch_01"; donpcevent "#arch_2_start::OnEnable"; end; } job3_arch02,244,46,5 script Valkyrie#arch_02 403,{ + mes "[Valkyrie Anguhilde]"; mes "Did you find the rest of the pieces?"; next; @@ -1536,23 +1317,33 @@ job3_arch02,244,46,5 script Valkyrie#arch_02 403,{ mes "Please, hurry up!"; close2; getitem 2798,1; //Will_Of_Exhausted_Angel - disablenpc "Valkyrie#arch_02"; + hideonnpc "Valkyrie#arch_02"; donpcevent "#arch_3_start::OnEnable"; end; } -job3_arch02,279,234,0 script #arch_end -1,7,7,{ +job3_arch02,279,234,0 script #arch_end 139,7,7,{ + end; + OnInit: - disablenpc "#arch_end"; + hideonnpc "#arch_end"; end; OnTouch: - donpcevent "#arch_3_01::Onkill"; - donpcevent "#arch_3_02::Onkill"; - donpcevent "#arch_3_03::Onkill"; - donpcevent "mob#arch_2::Onkill"; - enablenpc "Valkyrie Anguhilde#end"; - if (!checkweight(1201,1)) { + donpcevent "#arch_3_01::OnKill"; + donpcevent "#arch_3_02::OnKill"; + donpcevent "#arch_3_03::OnKill"; + donpcevent "mob#arch_2::OnKill"; + hideoffnpc "Valkyrie Anguhilde#end"; + if (checkweight(1201,4) == 0) { + mes "- Wait a moment! -"; + mes "- Currently you are carrying -"; + mes "- too many items with you. -"; + mes "- Please come back after -"; + mes "- you put some items into Kafra Storage. -"; + close; + } + if ((MaxWeight - Weight) < 2000) { mes "- Wait a moment! -"; mes "- Currently you are carrying -"; mes "- too many items with you. -"; @@ -1569,12 +1360,18 @@ OnTouch: next; mes "[Valkyrie Anguhilde]"; mes "It can be dangerous, so let's go back."; - close; + close2; nude; - if (countitem(2798)) - delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel + while (1) { + if (countitem(2798) == 0) { + break; + } + else { + delitem 2798,1; //Will_Of_Exhausted_Angel + } + } delitem 6154,countitem(6154); //Broken_Horn_Pipe - mapwarp "job3_arch02","job_arch01",29,29; + mapwarp "job3_arch02","job3_arch01",29,29; end; } mes "[Valkyrie Anguhilde]"; @@ -1586,7 +1383,7 @@ OnTouch: next; mes "Booo - - -"; next; - enablenpc "Valkyrie of the heavens"; + hideoffnpc "Valkyrie of the heavens"; mes "[Valkyrie Anguhilde]"; mes "Assistance of Odin! Soldiers of Valhalla!"; mes "The holy place of the God Odin is tainted by darkness!"; @@ -1616,8 +1413,8 @@ OnTouch: mes "So bright and warm...."; next; mes "- Shoooo -"; - specialeffect EF_CLOAKING,"Valkyrie Anguhilde#end"; - disablenpc "Valkyrie Anguhilde#end"; + specialeffect EF_CLOAKING,AREA,"Valkyrie Anguhilde#end"; + hideonnpc "Valkyrie Anguhilde#end"; emotion e_omg,1; next; mes "[Valkyrie of the heavens]"; @@ -1652,14 +1449,25 @@ OnTouch: mes "Don't forget an altruistic minister's spirit like today forever."; mes "I hope we see each other in Valhalla sometime."; nude; - if (countitem(2798)) - delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel + while (1) { + if (countitem(2798) == 0) { + break; + } + else { + delitem 2798,1; //Will_Of_Exhausted_Angel + } + } delitem 6154,countitem(6154); //Broken_Horn_Pipe set job_arch,100; completequest 2191; getitem 5747,1; //Mitra getitem 2795,1; //Green_Apple_Ring - jobchange Job_Arch_Bishop,Upper; + if (Class == Job_Priest) { + jobchange Job_Archbishop; + } + else { + jobchange Job_Archbishop_T; + } close; } @@ -1667,7 +1475,7 @@ job3_arch02,281,232,1 script Valkyrie Anguhilde#end 403,{ end; OnInit: - disablenpc "Valkyrie Anguhilde#end"; + hideonnpc "Valkyrie Anguhilde#end"; end; } @@ -1681,510 +1489,350 @@ job3_arch02,273,235,5 script Valkyrie of the heavens 811,{ mes "Don't forget an altruistic minister's spirit like today forever."; mes "I hope we see each other in Valhalla sometime."; close2; - mapwarp "job3_arch02","job_arch01",29,29; + mapwarp "job3_arch02","job3_arch01",29,29; + end; } end; OnInit: - disablenpc "Valkyrie of the heavens"; + hideonnpc "Valkyrie of the heavens"; end; } -job3_arch02,132,323,0 script #arch_2_01 -1,5,5,{ -OnTouch: - if (countitem(12382)) - mapannounce "job3_arch02", "Whispering of Valkyrie: I see a new ancient scroll!",bc_map,"0x000000"; +job3_arch02,132,323,0 script #arch_2_01 139,5,5,{ end; -} - -job3_arch02,167,313,0 script #arch_2_02 -1,5,5,{ -OnTouch: - if (countitem(12382)) { - delitem 12382,1; //ValkyrieB_Scroll - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - else { - if (getmercinfo(1) == 2038) { //VALKYRIE_B - set .@randht,rand(1,10); - if (.@randht < 8) - mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; - else if ((.@randht == 8) && (.@randht == 9)) - mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation - else - mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; - end; - } - else { - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - } -} -job3_arch02,127,304,0 script #arch_2_03 -1,5,5,{ OnTouch: - if (countitem(12382)) { - delitem 12382,1; //ValkyrieB_Scroll - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - else { - if (getmercinfo(1) == 2038) { //VALKYRIE_B - set .@randht,rand(1,10); - if (.@randht < 8) - mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; - else if ((.@randht == 8) && (.@randht == 9)) - mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation - else - mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; - end; - } - else { - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } + if (countitem(12382) > 0) { + mapannounce "job3_arch02","Whispering of Valkyrie: I see a new ancient scroll!",bc_map,"0x000000"; //FW_NORMAL 12 0 0 } + end; } -job3_arch02,207,279,0 script #arch_2_04 -1,5,5,{ -OnTouch: - if (countitem(12382)) { - delitem 12382,1; //ValkyrieB_Scroll - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - else { - if (getmercinfo(1) == 2038) { //VALKYRIE_B - set .@randht,rand(1,10); - if (.@randht < 8) - mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; - else if ((.@randht == 8) && (.@randht == 9)) - mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation - else - mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; - end; - } - else { - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - } -} +- script #arch_2_02_0::archbjcq2 139,5,5,{ + end; -job3_arch02,239,281,0 script #arch_2_05 -1,5,5,{ OnTouch: - if (countitem(12382)) { + if (countitem(12382) > 0) { delitem 12382,1; //ValkyrieB_Scroll - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - else { - if (getmercinfo(1) == 2038) { //VALKYRIE_B + mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 + mapwarp "job3_arch02","job3_arch01",29,29; + } else { + if (getmercinfo(1) == 2038) { set .@randht,rand(1,10); - if (.@randht < 8) - mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; - else if ((.@randht == 8) && (.@randht == 9)) - mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation - else - mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; - end; - } - else { - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; + if (.@randht < 8) { + mapannounce "job3_arch02","Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 + //GetHEALTHSTATE VAR_CURSE 10 + } else if (.@randht == 8 || .@randht == 9) { + mapannounce "job3_arch02","Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 //Custom translation; + //GetHEALTHSTATE VAR_POISON 10 + } else { + mapannounce "job3_arch02","Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 + //GetHEALTHSTATE VAR_HEALTHSTATENORMAL 0 + } + } else { + mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 + mapwarp "job3_arch02","job3_arch01",29,29; } } + end; } -job3_arch02,269,303,0 script #arch_2_06 -1,5,5,{ -OnTouch: - if (countitem(12382)) { - delitem 12382,1; //ValkyrieB_Scroll - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - else { - if (getmercinfo(1) == 2038) { //VALKYRIE_B - set .@randht,rand(1,10); - if (.@randht < 8) - mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; - else if ((.@randht == 8) && (.@randht == 9)) - mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation - else - mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; - end; - } - else { - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - } -} +job3_arch02,167,313,0 duplicate(archbjcq2) #arch_2_02 139,5,5 +job3_arch02,127,304,0 duplicate(archbjcq2) #arch_2_03 139,5,5 +job3_arch02,207,279,0 duplicate(archbjcq2) #arch_2_04 139,5,5 +job3_arch02,239,281,0 duplicate(archbjcq2) #arch_2_05 139,5,5 +job3_arch02,269,303,0 duplicate(archbjcq2) #arch_2_06 139,5,5 +job3_arch02,288,283,0 duplicate(archbjcq2) #arch_2_07 139,5,5 +job3_arch02,278,234,0 duplicate(archbjcq2) #arch_2_08 139,5,5 +job3_arch02,234,179,0 duplicate(archbjcq2) #arch_2_09 139,5,5 +job3_arch02,227,169,0 duplicate(archbjcq2) #arch_2_10 139,5,5 +job3_arch02,190,146,0 duplicate(archbjcq2) #arch_2_11 139,5,5 + +job3_arch02,252,267,0 script #arch_2_12 139,5,5,{ + end; -job3_arch02,288,283,0 script #arch_2_07 -1,5,5,{ OnTouch: - if (countitem(12382)) { - delitem 12382,1; //ValkyrieB_Scroll - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - else { - if (getmercinfo(1) == 2038) { //VALKYRIE_B - set .@randht,rand(1,10); - if (.@randht < 8) - mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; - else if ((.@randht == 8) && (.@randht == 9)) - mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation - else - mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; - end; - } - else { - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - } + mapannounce "job3_arch02","Whispering of an impersonation: It's a crossroad. Let's go to the left side. I have to find my pipe.",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 + end; } -job3_arch02,278,234,0 script #arch_2_08 -1,5,5,{ -OnTouch: - if (countitem(12382)) { - delitem 12382,1; //ValkyrieB_Scroll - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - else { - if (getmercinfo(1) == 2038) { //VALKYRIE_B - set .@randht,rand(1,10); - if (.@randht < 8) - mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; - else if ((.@randht == 8) && (.@randht == 9)) - mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation - else - mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; - end; - } - else { - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - } -} +job3_arch02,250,290,0 script #arch_2_13 139,5,5,{ + end; -job3_arch02,234,179,0 script #arch_2_09 -1,5,5,{ OnTouch: - if (countitem(12382)) { - delitem 12382,1; //ValkyrieB_Scroll - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - else { - if (getmercinfo(1) == 2038) { //VALKYRIE_B - set .@randht,rand(1,10); - if (.@randht < 8) - mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; - else if ((.@randht == 8) && (.@randht == 9)) - mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation - else - mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; - end; - } - else { - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - } + mapannounce "job3_arch02","Whispering of an impersonation: I can see a ruined shrine. Take a rest in there.",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 + end; } -job3_arch02,227,169,0 script #arch_2_10 -1,5,5,{ -OnTouch: - if (countitem(12382)) { - delitem 12382,1; //ValkyrieB_Scroll - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - else { - if (getmercinfo(1) == 2038) { //VALKYRIE_B - set .@randht,rand(1,10); - if (.@randht < 8) - mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; - else if ((.@randht == 8) && (.@randht == 9)) - mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation - else - mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; - end; - } - else { - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - } -} +job3_arch02,206,113,0 script #arch_2_boss 139,5,5,{ + end; -job3_arch02,190,146,0 script #arch_2_11 -1,5,5,{ OnTouch: - if (countitem(12382)) { + if (countitem(12382) > 0) { delitem 12382,1; //ValkyrieB_Scroll - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - else { - if (getmercinfo(1) == 2038) { //VALKYRIE_B - set .@randht,rand(1,10); - if (.@randht < 8) - mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; - else if ((.@randht == 8) && (.@randht == 9)) - mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation - else - mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; - end; - } - else { - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; + mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 + mapwarp "job3_arch02","job3_arch01",29,29; + } else { + if (getmercinfo(1) == 2038) { + mapannounce "job3_arch02","A shout of devil: You are so childish. I'll invite you to a party of the devil. I'll make you have a fun!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0 + //GetHEALTHSTATE VAR_CURSE 10 + } else { + mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 + mapwarp "job3_arch02","job3_arch01",29,29; } } + end; } -job3_arch02,206,113,0 script #arch_2_boss -1,5,5,{ -OnTouch: - if (countitem(12382)) { - delitem 12382,1; //ValkyrieB_Scroll - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - end; - } - else { - if (getmercinfo(1) == 2038) //VALKYRIE_B - mapannounce "job3_arch02", "A shout of devil: You are so childish. I invite you a party of devil. I'll make you have a fun!",bc_map,"0xFF0000"; - else { - mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - } - end; - } -} +job3_arch02,284,159,0 script #arch_3_01 139,20,20,{ + end; -job3_arch02,284,159,0 script #arch_3_01 -1,20,20,{ OnInit: - enablenpc "#arch_3_01"; + hideoffnpc "#arch_3_01"; end; OnTouch: - if (BaseJob != Job_Priest) { - mapannounce "job3_arch02", "Frus: Do you want to see God? Okay, I'll send you to the land of the dead by myself!",bc_map,"0xFF0000"; - areamonster "job3_arch02",239,41,249,51,"Frus",1762,1,"#arch_3_01::OnMyMobDead"; + if (Class != Job_Priest) { + mapannounce "job3_arch02","Frus: Do you want to see God? Okay, I'll send you to the land of the dead by myself!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0 + areamonster "job3_arch02",242,44,246,48,"Frus",1762,1; } - disablenpc "#arch_3_01"; + hideonnpc "#arch_3_01"; end; -Onkill: +OnKill: killmonster "job3_arch02","#arch_3_01::OnMyMobDead"; end; +} -OnMyMobDead: +job3_arch02,307,200,0 script #arch_3_02 139,5,5,{ end; -} -job3_arch02,307,200,0 script #arch_3_02 -1,5,5,{ OnInit: - enablenpc "#arch_3_02"; + hideoffnpc "#arch_3_02"; end; OnTouch: - if (BaseJob == Job_Priest) { - mapannounce "job3_arch02", "Skogul: You are my guest!",bc_map,"0xFF0000"; - areamonster "job3_arch02",306,199,308,201,"Skogul",1761,1,"#arch_3_02::OnMyMobDead"; + if (Class == Job_Priest) { + mapannounce "job3_arch02","Skogul: You are my guest!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0 + monster "job3_arch02",307,200,"Skogul",1761,1; } - disablenpc "#arch_3_02"; + hideonnpc "#arch_3_02"; end; -Onkill: +OnKill: killmonster "job3_arch02","#arch_3_02::OnMyMobDead"; end; +} -OnMyMobDead: +job3_arch02,296,216,0 script #arch_3_03 139,5,5,{ end; -} -job3_arch02,296,216,0 script #arch_3_03 -1,5,5,{ OnInit: - disablenpc "#arch_3_03"; + hideonnpc "#arch_3_03"; end; OnTouch: - mapannounce "job3_arch02", "Frus: I like your face... Can I steal it?",bc_map,"0xFF0000"; - areamonster "job3_arch02",295,215,297,217,"Frus",1762,1,"#arch_3_03::OnMyMobDead"; - disablenpc "#arch_3_03"; + mapannounce "job3_arch02","Frus: I like your face... Can I steal it?",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0 + monster "job3_arch02",296,216,"Frus",1762,1; + hideonnpc "#arch_3_03"; end; -Onkill: +OnKill: killmonster "job3_arch02","#arch_3_03::OnMyMobDead"; end; - -OnMyMobDead: - end; } job3_arch02,389,390,1 script mob#arch_1 844,{ + end; + OnEnable: - areamonster "job3_arch02",99,101,101,103,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead"; - areamonster "job3_arch02",89,130,91,132,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead"; - areamonster "job3_arch02",90,169,92,171,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead"; - areamonster "job3_arch02",103,182,105,184,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead"; - areamonster "job3_arch02",137,204,139,206,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead"; - areamonster "job3_arch02",160,214,162,216,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead"; - areamonster "job3_arch02",164,214,166,216,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead"; - areamonster "job3_arch02",200,235,202,237,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead"; - areamonster "job3_arch02",217,249,219,251,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead"; - areamonster "job3_arch02",253,292,255,294,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead"; - end; - -Onkill: - killmonster "job3_arch02","mob#arch_1::OnMyMobDead"; + monster "job3_arch02",100,102,"Shrine Invader",1394,2; + monster "job3_arch02",90,131,"Shrine Invader",1394,2; + monster "job3_arch02",91,170,"Shrine Invader",1427,1; + monster "job3_arch02",104,183,"Shrine Invader",1427,1; + monster "job3_arch02",138,205,"Shrine Invader",1394,2; + monster "job3_arch02",161,215,"Shrine Invader",1394,2; + monster "job3_arch02",165,215,"Shrine Invader",1427,1; + monster "job3_arch02",201,236,"Shrine Invader",1394,2; + monster "job3_arch02",218,250,"Shrine Invader",1427,1; + monster "job3_arch02",254,293,"Shrine Invader",1427,1; end; -OnMyMobDead: +OnKill: + killmonster "job3_arch02","mob#arch_1::OnMyMobDead"; end; } job3_arch02,389,389,1 script mob#arch_2 844,{ + end; + OnEnable: - areamonster "job3_arch02",155,320,157,322,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead"; - areamonster "job3_arch02",169,304,171,306,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead"; - areamonster "job3_arch02",182,292,184,294,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead"; - areamonster "job3_arch02",199,286,201,288,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead"; - areamonster "job3_arch02",255,292,257,294,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead"; - areamonster "job3_arch02",285,283,287,285,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead"; - areamonster "job3_arch02",277,235,279,237,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead"; - areamonster "job3_arch02",291,184,293,186,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead"; - areamonster "job3_arch02",280,169,282,171,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead"; - areamonster "job3_arch02",226,165,228,167,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead"; - areamonster "job3_arch02",189,145,191,147,"Shrine Invader",1480,1,"mob#arch_2::OnMyMobDead"; - areamonster "job3_arch02",203,176,205,178,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead"; - end; - -Onkill: - killmonster "job3_arch02","mob#arch_2::OnMyMobDead"; + monster "job3_arch02",156,321,"Shrine Invader",1480,2; + monster "job3_arch02",170,305,"Shrine Invader",1480,2; + monster "job3_arch02",183,293,"Shrine Invader",1453,1; + monster "job3_arch02",200,287,"Shrine Invader",1453,1; + monster "job3_arch02",256,293,"Shrine Invader",1480,2; + monster "job3_arch02",286,284,"Shrine Invader",1480,2; + monster "job3_arch02",278,236,"Shrine Invader",1453,1; + monster "job3_arch02",292,185,"Shrine Invader",1480,2; + monster "job3_arch02",281,170,"Shrine Invader",1453,1; + monster "job3_arch02",227,166,"Shrine Invader",1453,1; + monster "job3_arch02",190,146,"Shrine Invader",1480,1; + monster "job3_arch02",204,177,"Shrine Invader",1453,1; end; -OnMyMobDead: +OnKill: + killmonster "job3_arch02","mob#arch_2::OnMyMobDead"; end; } job3_arch02,389,388,1 script start#arch 844,{ end; - + OnInit: mapwarp "job3_arch02","job3_arch02",29,29; end; OnEnable: mapwarp "job3_arch02","job3_arch02",29,29; - enablenpc "#arch_1_start"; - enablenpc "#arch_1_01"; - enablenpc "#arch_1_02"; - enablenpc "#arch_1_03"; - enablenpc "#arch_1_04"; - enablenpc "#arch_1_05"; - enablenpc "#arch_1_06"; - enablenpc "#arch_1_07"; - enablenpc "#arch_1_08"; - enablenpc "#arch_1_09"; - enablenpc "#arch_1_10"; - enablenpc "#arch_1_11"; - enablenpc "#arch_1_12"; - enablenpc "#arch_1_boss"; - disablenpc "#arch_2_01"; - disablenpc "#arch_2_02"; - disablenpc "#arch_2_03"; - disablenpc "#arch_2_04"; - disablenpc "#arch_2_05"; - disablenpc "#arch_2_06"; - disablenpc "#arch_2_07"; - disablenpc "#arch_2_08"; - disablenpc "#arch_2_09"; - disablenpc "#arch_2_10"; - disablenpc "#arch_2_11"; - disablenpc "#arch_2_boss"; - disablenpc "#arch_3_01"; - disablenpc "#arch_3_02"; - disablenpc "#arch_3_03"; - donpcevent "#arch_3_01::Onkill"; - donpcevent "#arch_3_02::Onkill"; - donpcevent "#arch_3_03::Onkill"; - disablenpc "#arch_end"; - disablenpc "Valkyrie#arch_01"; - disablenpc "Valkyrie#arch_02"; - disablenpc "Valkyrie Anguhilde#end"; - disablenpc "Valkyrie of the heavens"; - donpcevent "#arch_redcell::Onred"; - donpcevent "mob#arch_1::Onkill"; - donpcevent "mob#arch_2::Onkill"; - donpcevent "start#arch::Ontimeoff"; - donpcevent "start#arch::Ontimeon"; - donpcevent "#arch_val01::Onkill"; - donpcevent "#arch_val02::Onkill"; - donpcevent "mob#arch_1::Onkill"; - donpcevent "mob#arch_2::Onkill"; + hideoffnpc "#arch_1_start"; + hideoffnpc "#arch_1_01"; + hideoffnpc "#arch_1_02"; + hideoffnpc "#arch_1_03"; + hideoffnpc "#arch_1_04"; + hideoffnpc "#arch_1_05"; + hideoffnpc "#arch_1_06"; + hideoffnpc "#arch_1_07"; + hideoffnpc "#arch_1_08"; + hideoffnpc "#arch_1_09"; + hideoffnpc "#arch_1_10"; + hideoffnpc "#arch_1_11"; + hideoffnpc "#arch_1_12"; + hideoffnpc "#arch_1_boss"; + hideonnpc "#arch_2_01"; + hideonnpc "#arch_2_02"; + hideonnpc "#arch_2_03"; + hideonnpc "#arch_2_04"; + hideonnpc "#arch_2_05"; + hideonnpc "#arch_2_06"; + hideonnpc "#arch_2_07"; + hideonnpc "#arch_2_08"; + hideonnpc "#arch_2_09"; + hideonnpc "#arch_2_10"; + hideonnpc "#arch_2_11"; + hideonnpc "#arch_2_boss"; + hideonnpc "#arch_3_01"; + hideonnpc "#arch_3_02"; + hideonnpc "#arch_3_03"; + donpcevent "#arch_3_01::OnKill"; + donpcevent "#arch_3_02::OnKill"; + donpcevent "#arch_3_03::OnKill"; + hideonnpc "#arch_end"; + hideonnpc "Valkyrie#arch_01"; + hideonnpc "Valkyrie#arch_02"; + hideonnpc "Valkyrie Anguhilde#end"; + hideonnpc "Valkyrie of the heavens"; + donpcevent "#arch_redcell::OnRed"; + donpcevent "mob#arch_1::OnKill"; + donpcevent "mob#arch_2::OnKill"; + donpcevent "start#arch::OnTimeoff"; + donpcevent "start#arch::OnTimeon"; + donpcevent "#arch_val01::OnKill"; + donpcevent "#arch_val02::OnKill"; + donpcevent "mob#arch_1::OnKill"; + donpcevent "mob#arch_2::OnKill"; donpcevent "mob#arch_1::OnEnable"; donpcevent "#arch_val01::OnEnable"; end; -Ontimeon: +OnTimeon: initnpctimer; end; -Ontimeoff: +OnTimeoff: stopnpctimer; end; OnTimer60000: + if (getmapusers("job3_arch02") > 0) { + mapwarp "job3_arch02","job3_arch01",29,29; + donpcevent "Valkyrie#arch::OnBc"; + stopnpctimer; + } + end; + OnTimer120000: + if (getmapusers("job3_arch02") == 0) { + mapwarp "job3_arch02","job3_arch01",29,29; + donpcevent "Valkyrie#arch::OnBc"; + stopnpctimer; + } + end; + OnTimer180000: + if (getmapusers("job3_arch02") == 0) { + mapwarp "job3_arch02","job3_arch01",29,29; + donpcevent "Valkyrie#arch::OnBc"; + stopnpctimer; + } + end; + OnTimer240000: + if (getmapusers("job3_arch02") == 0) { + mapwarp "job3_arch02","job3_arch01",29,29; + donpcevent "Valkyrie#arch::OnBc"; + stopnpctimer; + } + end; + OnTimer300000: + if (getmapusers("job3_arch02") == 0) { + mapwarp "job3_arch02","job3_arch01",29,29; + donpcevent "Valkyrie#arch::OnBc"; + stopnpctimer; + } + end; + OnTimer360000: + if (getmapusers("job3_arch02") == 0) { + mapwarp "job3_arch02","job3_arch01",29,29; + donpcevent "Valkyrie#arch::OnBc"; + } + end; + OnTimer420000: + if (getmapusers("job3_arch02") == 0) { + mapwarp "job3_arch02","job3_arch01",29,29; + donpcevent "Valkyrie#arch::OnBc"; + stopnpctimer; + } + end; + OnTimer480000: + if (getmapusers("job3_arch02") == 0) { + mapwarp "job3_arch02","job3_arch01",29,29; + donpcevent "Valkyrie#arch::OnBc"; + stopnpctimer; + } + end; + OnTimer540000: - set .@mapcount,getmapusers("job3_arch02"); - if (.@mapcount == 0) { - mapwarp "job3_arch02","job_arch01",29,29; - donpcevent "Valkyrie#arch::Onbc"; + if (getmapusers("job3_arch02") == 0) { + mapwarp "job3_arch02","job3_arch01",29,29; + donpcevent "Valkyrie#arch::OnBc"; stopnpctimer; } end; OnTimer600000: - mapannounce "job3_arch02", "Demons cry: Too boring, can no longer imagine what will happen! Friends, we went to lessons learned that could fool arrogant guy, OK?",bc_map,"0xFF0000"; + mapannounce "job3_arch02","Demons cry: Too boring, can no longer imagine what will happen! Friends, we went to lessons learned that could fool arrogant guy, OK?",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0 //Custom translation; end; OnTimer605000: - mapannounce "job3_arch02", "Valkyrie's voice: No! This can not be. I will send you back soon!",bc_map,"0xFFCE00"; - mapwarp "job3_arch02","job_arch01",29,29; - donpcevent "Valkyrie#arch::Onbc"; + mapannounce "job3_arch02","Valkyrie's voice: No! This can not be. I will send you back soon!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 + mapwarp "job3_arch02","job3_arch01",29,29; + donpcevent "Valkyrie#arch::OnBc"; stopnpctimer; end; } @@ -2193,33 +1841,33 @@ job3_arch02,390,388,1 script #arch_2_start 844,{ end; OnInit: - disablenpc "#arch_2_01"; - disablenpc "#arch_2_02"; - disablenpc "#arch_2_03"; - disablenpc "#arch_2_04"; - disablenpc "#arch_2_05"; - disablenpc "#arch_2_06"; - disablenpc "#arch_2_07"; - disablenpc "#arch_2_08"; - disablenpc "#arch_2_09"; - disablenpc "#arch_2_10"; - disablenpc "#arch_2_11"; - disablenpc "#arch_2_boss"; + hideonnpc "#arch_2_01"; + hideonnpc "#arch_2_02"; + hideonnpc "#arch_2_03"; + hideonnpc "#arch_2_04"; + hideonnpc "#arch_2_05"; + hideonnpc "#arch_2_06"; + hideonnpc "#arch_2_07"; + hideonnpc "#arch_2_08"; + hideonnpc "#arch_2_09"; + hideonnpc "#arch_2_10"; + hideonnpc "#arch_2_11"; + hideonnpc "#arch_2_boss"; end; OnEnable: - enablenpc "#arch_2_01"; - enablenpc "#arch_2_02"; - enablenpc "#arch_2_03"; - enablenpc "#arch_2_04"; - enablenpc "#arch_2_05"; - enablenpc "#arch_2_06"; - enablenpc "#arch_2_07"; - enablenpc "#arch_2_08"; - enablenpc "#arch_2_09"; - enablenpc "#arch_2_10"; - enablenpc "#arch_2_11"; - enablenpc "#arch_2_boss"; + hideoffnpc "#arch_2_01"; + hideoffnpc "#arch_2_02"; + hideoffnpc "#arch_2_03"; + hideoffnpc "#arch_2_04"; + hideoffnpc "#arch_2_05"; + hideoffnpc "#arch_2_06"; + hideoffnpc "#arch_2_07"; + hideoffnpc "#arch_2_08"; + hideoffnpc "#arch_2_09"; + hideoffnpc "#arch_2_10"; + hideoffnpc "#arch_2_11"; + hideoffnpc "#arch_2_boss"; donpcevent "#arch_val02::OnEnable"; donpcevent "mob#arch_2::OnEnable"; end; @@ -2229,64 +1877,83 @@ job3_arch02,390,386,1 script #arch_3_start 844,{ end; OnEnable: - enablenpc "#arch_3_01"; - enablenpc "#arch_3_02"; - enablenpc "#arch_3_03"; - enablenpc "#arch_end"; - enablenpc "#arch_end_eff"; + hideoffnpc "#arch_3_01"; + hideoffnpc "#arch_3_02"; + hideoffnpc "#arch_3_03"; + hideoffnpc "#arch_end"; + hideoffnpc "#arch_end_eff"; end; } job3_arch02,290,221,0 script #arch_end_eff 139,5,5,{ + end; OnTouch: - specialeffect EF_MAPPILLAR2,"#arch_end"; + if (countitem(6154) > 0) { + delitem 6154,countitem(6154); //Broken_Horn_Pipe + } + if (countitem(12381) > 0) { + delitem 12381,countitem(12381); //ValkyrieA_Scroll + } + if (countitem(12382) > 0) { + delitem 12382,countitem(12382); //ValkyrieB_Scroll + } + if (countitem(2798) > 0) { + delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel + } end; } job3_arch01,29,24,0 warp #archout 1,1,odin_tem02,282,263 /* -job3_arch01,1,1,1 script ¿ØÖÆ#arch 844,{ - mes "[Íç¹̵ÄÊÞÈË]"; - mes "ÇëÊäÈëÃÜÂ롣"; +job3_arch01,1,1,1 script ????#arch 844,{ + mes "[????????]"; + mes "??????????"; next; - input .@input; //,0,9999; - if (input == 1854) { - set archglo,090219_archbs; - mes "[ͨÐÐ]"; - mes "ÏÖÔڵÄȫ¾ֱäÁ¿ֵΪ"; - mes "" + archglo + "¡£"; - mes "ÄãÏëÐÄÂð?"; - next; - switch(select("0:1")) { + input .@input; + if (.@input == 1854) { + set .@archglo,$@archbs; + mes "[???]"; + mes "????????????"; + mes "" + .@archglo + "??"; + mes "??????????"; + next; + switch (select("0:1")) { case 1: - set $@archbs,0; //Global Variable - enablenpc "Valkyrie#arch"; - break; + close2; + set $@archbs, 0; + hideoffnpc "Valkyrie#arch"; + end; case 2: - set $@archbs,1; //Global Variable - enablenpc "Valkyrie#arch"; - break; + close2; + set $@archbs, 1; + hideoffnpc "Valkyrie#arch"; + end; } } - else { - mes "[Íç¹̵ÄÊÞÈË]"; - mes "ÎҲ»ÊÇ˵¹ýÃÜÂëҪÊäÈëÕýȷÂ𣡣¡"; + else if (.@input < 0 || .@input > 9999) { + mes "[????????]"; + mes "????????????????????????"; close; } + end; } */ -odin_tem02,30,181,0 script #wherearch01 -1,10,10,{ +odin_tem02,30,181,0 script #wherearch01 139,10,10,{ + end; OnTouch: - if (job_arch == 5) - viewpoint 1,282,263,1,0xFFFF99; + if (job_arch == 5) { + viewpoint 263,282,1,1,0xFFFF9900; + } end; } -odin_tem02,30,335,0 script #wherearch02 -1,10,10,{ +odin_tem02,30,335,0 script #wherearch02 139,10,10,{ + end; OnTouch: - if (job_arch == 5) - viewpoint 1,282,263,1,0xFFFF99; + if (job_arch == 5) { + viewpoint 263,282,1,1,0xFFFF9900; + } end; -} +}
\ No newline at end of file diff --git a/npc/quests/pile_bunker.txt b/npc/quests/pile_bunker.txt index 242260352..d55721f75 100644 --- a/npc/quests/pile_bunker.txt +++ b/npc/quests/pile_bunker.txt @@ -17,18 +17,18 @@ yuno,179,174,5 script Gomer 813,{ if(Class == Job_Mechanic || Class == Job_Mechanic_T || Class == Job_Baby_Mechanic){
mes "[Gomer]";
mes "Hello "+strcharinfo(0)+",";
- mes "My name is Gomer and i can create Pile Bunkers for you if you bring me the required Items i need.";
+ mes "My name is Gomer and i can create Pile Bunkers for you if you bring me the required Items i need.";
next;
- switch(select("Required items for Pile Bunker?:I bought the materials")){
+ switch(select("Required items for Pile Bunker?:I brought the materials!")){
case 1:
mes "[Gomer]";
mes "These are the required Items:";
mes "1x Brocca";
- mes "50x Steel";
+ mes "200x Steel";
mes "30x Flexible Tube";
close;
case 2:
- if(countitem(1415)<1 || countitem(999)<50 || countitem(7325)<30){
+ if(countitem(1415) < 1 || countitem(999) < 200 || countitem(7325) < 30){
mes "[Gomer]";
mes "You dont have all the required items. Just talk to me when you have all the requirements.";
close;
@@ -42,11 +42,17 @@ yuno,179,174,5 script Gomer 813,{ getitem 1549,1; // Pile Bunker
getitem 1360,1; // Two-Handed Axe
mes "[Gomer]";
- mes "So please, take the Pile Bunker and the Two-Handed Axe i made for you.";
+ mes "So please, take this Pile Bunker and this Two-Handed Axe i made for you.";
mes "If you need an new Pile Bunker just come and visit me again!";
close;
}
}
+ if(BaseJob == Merchant){
+ mes "[Gomer]";
+ mes "I'm sorry young one, but you do not seem ready yet to use the Pile Bunker.";
+ mes "Come back when you've grown in strength!";
+ close;
+ }
mes "[Gomer]";
mes "Isn't it a beautiful Day today?";
close;
|