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authorLupus <Lupus@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-09-26 10:21:52 +0000
committerLupus <Lupus@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-09-26 10:21:52 +0000
commita2157ef9891e3c4bf3ba6ec18ef62266cc63f339 (patch)
tree0c08e95b0ee468152fb4f12cae1fb14d6184d391
parent219cd8fc65f1054e358bb7a160f438041414394d (diff)
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updated 1st class quests
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@8873 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r--npc/quests/first_class/tu_acolyte.txt1937
-rw-r--r--npc/quests/first_class/tu_merchant.txt1416
2 files changed, 2340 insertions, 1013 deletions
diff --git a/npc/quests/first_class/tu_acolyte.txt b/npc/quests/first_class/tu_acolyte.txt
index c818e4af4..cc269535f 100644
--- a/npc/quests/first_class/tu_acolyte.txt
+++ b/npc/quests/first_class/tu_acolyte.txt
@@ -3,21 +3,36 @@
//===== By: ==================================================
//= Fix up by Jukka
//===== Current Version: =====================================
-//= 1.0
+//= 1.1
//===== Compatible With: =====================================
//= eAthena SVN (Testet in Trunk 88xx)
//===== Description: =========================================
//=
//===== Additional Comments: =================================
//= 1.0 Fully working
+//= 1.1 optimized [Lupus]
+//= TODO: Test, Add correct misceffects numbers
//============================================================
//=================================================Priest Praupin====================================================
prt_church.gat,179,15,1 script Priest Praupin 110,{
-if (tu_acolyte01 == 0) {
- if (BaseJob == Job_Acolyte) {
- mes "[Priest Praupin]";
+ mes "[Priest Praupin]";
+ if (BaseClass != Job_Acolyte) {
+ if (tu_acolyte01 == 25) {
+ mes "Oh...!";
+ mes "You're "+strcharinfo(0)+" !";
+ mes "You've grown so much!";
+ mes "I'm truly proud of you.";
+ close;
+ } else {
+ mes "May you";
+ mes "always be blessed...";
+ close;
+ }
+ }
+ switch(tu_acolyte01){
+ case 0:
mes "Welcome, little one.";
mes "Fate must have brought";
mes "us together so that we'd";
@@ -28,116 +43,92 @@ if (tu_acolyte01 == 0) {
mes "you may not know what to do";
mes "as an Acolyte from here on...";
next;
- switch(select("I'm not worried.", "What should I do?")) {
- case 1:
- mes "[Priest Praupin]";
- mes "Seeing your eyes filled with such determination assures me. But if you run into any trouble, feel free to ask me for help. Good bye for now, blessed child.";
- close;
- break;
- case 2:
+ switch(select("I'm not worried.:What should I do?")) {
+ case 1:
+ mes "[Priest Praupin]";
+ mes "Seeing your eyes filled with such determination assures me. But if you run into any trouble, feel free to ask me for help. Good bye for now, blessed child.";
+ close;
+ break;
+ case 2:
+ mes "[Priest Praupin]";
+ mes "There is a convent northeast";
+ mes "of Prontera called the Saint Capitolina Convent. Go there and look for ^3131FF Sister Asthe^000000. She is a sweet and gentle soul who has";
+ mes "much to teach you.";
+ next;
+ mes "[Priest Praupin]";
+ mes "I look forward to seeing you";
+ mes "become a better Acolyte after learning from Sister Asthe's instructions. If you like, I can send you to the convent.";
+ set tu_acolyte01, 1;
+ next;
+ if(select("Go to the convent.:Do not go.")==1) {
mes "[Priest Praupin]";
- mes "There is a convent northeast";
- mes "of Prontera called the Saint Capitolina Convent. Go there and look for ^3131FF Sister Asthe^000000. She is a sweet and gentle soul who has";
- mes "much to teach you.";
- next;
+ mes "Please say hello";
+ mes "to Sister Asthe for me.";
+ mes "Have a safe trip, little one...";
+ close2;
+ warp "prt_monk.gat",30,250;
+ end;
+ } else {
mes "[Priest Praupin]";
- mes "I look forward to seeing you";
- mes "become a better Acolyte after learning from Sister Asthe's instructions. If you like, I can send you to the convent.";
- set tu_acolyte01, 1;
- next;
- switch(select("Go to the convent.", "Do not go.")) {
- case 1:
- mes "[Priest Praupin]";
- mes "Please say hello";
- mes "to Sister Asthe for me.";
- mes "Have a safe trip, little one...";
- close2;
- warp "prt_monk.gat",30,250;
- end;
- break;
- case 2:
- mes "[Priest Praupin]";
- mes "If you'd like,";
- mes "I can send you to";
- mes "the convent at anytime.";
- mes "Whenever you feel like";
- mes "you need help, come to me.";
- close;
- break;
- }
- break;
+ mes "If you'd like,";
+ mes "I can send you to";
+ mes "the convent at anytime.";
+ mes "Whenever you feel like";
+ mes "you need help, come to me.";
+ close;
+ }
+ break;
}
- } else {
- if (tu_archer02 == 7) {
+ case 7:
+ mes "You're looking for someone";
+ mes "that handles things with Archers";
+ mes "at the church? Hmm...";
+ next;
+ mes "[Priest Praupin]";
+ mes "Ah, he's away at the convent right now. If you want to meet Bishop Maugins in the Saint Capitolina Convent, travel ^3131FFnorth^000000, ^3131FFeast^000000, ^3131FFeast^000000 and then ^3131FFeast^000000 from Prontera.";
+ close;
+ break;
+ case 22:
+ if (countitem(7181) > 0) { // Receipt_01
+ emotion e_gasp;
+ mes "Oh my, you seem";
+ mes "to be growing quickly";
+ mes "into your role as an Acolyte.";
+ mes "Was the training difficult?";
+ next;
mes "[Priest Praupin]";
- mes "You're looking for someone";
- mes "that handles things with Archers";
- mes "at the church? Hmm...";
+ mes "You have something";
+ mes "to give me? Oh yes, the";
+ mes "receipt! I was wondering";
+ mes "what had happened. Thank";
+ mes "you for all of your trouble.";
next;
mes "[Priest Praupin]";
- mes "Ah, he's away at the convent right now. If you want to meet Bishop Maugins in the Saint Capitolina Convent, travel ^3131FFnorth^000000, ^3131FFeast^000000, ^3131FFeast^000000 and then ^3131FFeast^000000 from Prontera.";
- close;
-
- } else {
+ mes "Oh my, oh my.";
+ mes "It's been a while.";
+ mes "I wonder if there is";
+ mes "anything I can give you?";
+ next;
mes "[Priest Praupin]";
- mes "May you";
- mes "always be blessed...";
- close;
- }
-
- }
-} else if(tu_acolyte01 == 22) {
- if (countitem(7181) > 0) { // Receipt_01
- emotion e_gasp;
- mes "[Priest Praupin]";
- mes "Oh my, you seem";
- mes "to be growing quickly";
- mes "into your role as an Acolyte.";
- mes "Was the training difficult?";
- next;
- mes "[Priest Praupin]";
- mes "You have something";
- mes "to give me? Oh yes, the";
- mes "receipt! I was wondering";
- mes "what had happened. Thank";
- mes "you for all of your trouble.";
- next;
- mes "[Priest Praupin]";
- mes "Oh my, oh my.";
- mes "It's been a while.";
- mes "I wonder if there is";
- mes "anything I can give you?";
- next;
- mes "[Priest Praupin]";
- mes "How about one of these?";
- mes "I know I'm not offering much,";
- mes "but they were quite helpful to me when I was a young Acolyte like yourself.";
- next;
- switch(select("Maces", "Clubs")) {
- case 1:
- delitem 7181, 1;
- set tu_acolyte01, 23;
+ mes "How about one of these?";
+ mes "I know I'm not offering much,";
+ mes "but they were quite helpful to me when I was a young Acolyte like yourself.";
+ next;
+ if(select("Maces:Clubs")==1) {
getitem 1604, 1;
- break;
- case 2:
- delitem 7181, 1;
- set tu_acolyte01, 23;
+ } else {
getitem 1510, 1;
- break;
+ }
+ delitem 7181, 1;
+ set tu_acolyte01, 23;
+ close;
+ } else {
+ mes "You are such a good person,";
+ mes "a true child of the light. I hope that many others will benefit from the purity of your heart and mind.";
+ close;
}
- close;
- } else {
-
- mes "[Priest Praupin]";
- mes "You are such a good person,";
- mes "a true child of the light. I hope that many others will benefit from the purity of your heart and mind.";
- close;
- }
-
-} else if (tu_acolyte01 == 25) {
- if (BaseJob == Job_Acolyte) { //CHECK
-
- mes "[Priest Praupin]";
+ break;
+ case 25:
mes "You must now find";
mes "your own path and become";
mes "a better Acolyte using";
@@ -147,65 +138,48 @@ if (tu_acolyte01 == 0) {
mes "I am worried, but I trust in your courage and affection. May you always be protected and may";
mes "you always be blessed.";
close;
- } else {
-
- mes "[Priest Praupin]";
- mes "Oh...!";
- mes "You're "+strcharinfo(0)+" !";
- mes "You've grown so much!";
- mes "I'm truly proud of you.";
- close;
}
-} else {
- mes "[Priest Praupin]";
mes "Sister Asthe in the Saint Capitolina Convent is such";
mes "a sincere and loving person.";
next;
mes "[Priest Praupin]";
mes "Would you like me to send you to the convent so that you can learn from this wonderful teacher?";
next;
- switch(select("Yes, please.", "No thanks.")) {
- case 1:
- mes "[Priest Praupin]";
- mes "Please say hello";
- mes "to Sister Asthe for me.";
- mes "Have a safe trip, little one...";
- close2;
- warp "prt_monk.gat",30,250;
- end;
- break;
- case 2:
- mes "[Priest Praupin]";
- mes "If you'd like,";
- mes "I can send you to";
- mes "the convent at anytime.";
- mes "Whenever you feel like";
- mes "you need help, come to me.";
- close;
- break;
+ if(select("Yes, please.:No thanks.")==1) {
+ mes "[Priest Praupin]";
+ mes "Please say hello";
+ mes "to Sister Asthe for me.";
+ mes "Have a safe trip, little one...";
+ close2;
+ warp "prt_monk.gat",30,250;
+ end;
+ } else {
+ mes "[Priest Praupin]";
+ mes "If you'd like,";
+ mes "I can send you to";
+ mes "the convent at anytime.";
+ mes "Whenever you feel like";
+ mes "you need help, come to me.";
}
close;
}
-end;
-}
//=================================================Asthe====================================================
prt_monk.gat,230,106,3 script Asthe#tu 79,{
-if (tu_acolyte01 == 1) {
mes "[Asthe]";
- mes "Oh my...";
- mes "How did such";
- mes "a young Acolyte";
- mes "manage to reach";
- mes "this remote place?";
- next;
- switch(select("I came for fun.", "Priest Praupin suggested I come here.")) {
- case 1:
+ switch(tu_acolyte01) {
+ case 1:
+ mes "Oh my...";
+ mes "How did such";
+ mes "a young Acolyte";
+ mes "manage to reach";
+ mes "this remote place?";
+ next;
+ if(select("I came for fun.:Priest Praupin suggested I come here.")==1) {
mes "[Asthe]";
mes "This convent is always quiet and peaceful. Sitting on the benches and feeling the almighty presense all around you is such a relaxing, meditative experience.";
close;
- break;
- case 2:
+ } else {
mes "[Asthe]";
mes "Priest Praupin?";
mes "He's a very kind man";
@@ -220,24 +194,22 @@ if (tu_acolyte01 == 1) {
mes "see me, okay?";
set tu_acolyte01, 2;
close;
- break;
- }
-} else if (tu_acolyte01 == 2) {
- mes "[Asthe]";
- mes "This castle, Saint Capitolina Convent, is a beautiful and peaceful place that brings";
- mes "calm to any heart.";
- next;
- mes "[Asthe]";
- mes "Well then...";
- mes "Shall we begin";
- mes "the lessons?";
- next;
- mes "[Asthe]";
- mes ""+strcharinfo(0)+",";
- mes "have you thought about what kind of Acolyte you would like to become? It's very important that you plan for the future that you want.";
- next;
- switch(select("One that supports others.", "One that punishes evil.")) {
- case 1:
+ }
+ break;
+ case 2:
+ mes "This castle, Saint Capitolina Convent, is a beautiful and peaceful place that brings";
+ mes "calm to any heart.";
+ next;
+ mes "[Asthe]";
+ mes "Well then...";
+ mes "Shall we begin";
+ mes "the lessons?";
+ next;
+ mes "[Asthe]";
+ mes ""+strcharinfo(0)+",";
+ mes "have you thought about what kind of Acolyte you would like to become? It's very important that you plan for the future that you want.";
+ next;
+ if(select("One that supports others.:One that punishes evil.")==1) {
mes "[Asthe]";
mes "Ah, you have such";
mes "a generous heart!";
@@ -245,9 +217,7 @@ if (tu_acolyte01 == 1) {
next;
mes "[Asthe]";
mes "Priests have great supportive abilities and the power to battle evil. They use weapons to battle monsters like other fighters, but are ^3131FFforbidden from using blades^000000.";
- next;
- break;
- case 2:
+ } else {
mes "[Asthe]";
mes "We call those who use their fists as tools of divine punishment Monks. They deliver our message";
mes "of love and peace in a more... colorful manner.";
@@ -256,21 +226,19 @@ if (tu_acolyte01 == 1) {
mes "But the path towards becoming";
mes "a Monk will require great patience and self-restraint. You'll often see Monks training their minds";
mes "and bodies throughout the land.";
- next;
- break;
- }
-
- mes "[Asthe]";
- mes "Well, you still have a long way to go. The best thing to do would be to take your time planning and consider your future seriously.";
- next;
- mes "[Asthe]";
- mes "Now,";
- mes ""+strcharinfo(0)+"...";
- mes "What do you think";
- mes "is the most necessary";
- mes "skill for an Acolyte?";
- next;
- switch(select("Heal", "Aqua Benedicta", "Teleport")) {
+ }
+ next;
+ mes "[Asthe]";
+ mes "Well, you still have a long way to go. The best thing to do would be to take your time planning and consider your future seriously.";
+ next;
+ mes "[Asthe]";
+ mes "Now,";
+ mes ""+strcharinfo(0)+"...";
+ mes "What do you think";
+ mes "is the most necessary";
+ mes "skill for an Acolyte?";
+ next;
+ switch(select("Heal:Aqua Benedicta:Teleport")) {
case 1:
mes "[Asthe]";
mes "Ah, yes.";
@@ -301,122 +269,114 @@ if (tu_acolyte01 == 1) {
mes "monsters borne of darkness.";
next;
break;
- }
+ }
- mes "[Asthe]";
- mes "You can use the holy power";
- mes "in the Heal skill to attack Undead monsters (^3131FFShift + Heal^000000). The light of truth protects the righteous and destroys the wicked.";
- next;
- mes "[Asthe]";
- mes "Just gather the";
- mes "strength within your";
- mes "heart into your hands...";
- next;
- mes "[Asthe]";
- mes "HEAL !!";
- unitskilluseid getcharid(3),28,10;
- set tu_acolyte01, 3;
- set @chk_heal, getskilllv(28);
- if (@chk_heal == 0) {
- set JobExp,JobExp+100;
- //misceffect EF_CONE;
- } else {
- close;
- }
-} else if (tu_acolyte01 == 3) {
- mes "[Asthe]";
- mes "I would like to give you an assignment, but what do you";
- mes "think? I believe learning the basics is your most important";
- mes "task for now.";
- next;
- set @chk_heal, getskilllv(28);
- if (@chk_heal < 3) {
- mes "[Asthe]";
- mes "Well then, learn";
- mes "the Heal skill up to";
- mes "^3131FFLevel 3 ^000000 and then";
- mes "return to me.";
- next;
- mes "[Asthe]";
- mes "Your strength is undeveloped,";
- mes "so fight weaker monsters for now.";
- mes " I will lend you a Mace from the church, so use it well and ^3131FFreturn it^000000 when you're done, alright?";
- next;
- mes "[Asthe]";
- mes "First ^0033FFstart fighting monsters around each town such as Prontera^000000. It'd be more convenient to fight the monsters here, but they might be too strong for you right now.";
- next;
mes "[Asthe]";
- mes "I'll change your Save Point so that you will respawn in the convent. Once you've learned Level 3 Heal, you can use a Butterfly Wing to return here.";
+ mes "You can use the holy power";
+ mes "in the Heal skill to attack Undead monsters (^3131FFShift + Heal^000000). The light of truth protects the righteous and destroys the wicked.";
next;
mes "[Asthe]";
- mes "You can also speak to ^3131FFPriest Praupin at the Prontera Church^000000";
- mes "and he will send you back here.";
- mes "He takes special care in helping young Acolytes.";
+ mes "Just gather the";
+ mes "strength within your";
+ mes "heart into your hands...";
next;
mes "[Asthe]";
- mes "Well then,";
- mes "I hope you";
- mes "have a safe trip.";
- set tu_acolyte01, 4;
- getitem 1504, 1;
- getitem 602, 1;
- savepoint "prt_monk",30,250;
+ mes "HEAL !!";
+ unitskilluseid getcharid(3),28,10;
+ set tu_acolyte01, 3;
+ if (getskilllv(28) == 0) {
+ set JobExp,JobExp+100;
+ //misceffect EF_CONE;
+ }
close;
- } else {
- mes "[Asthe]";
- mes "Oh my!";
- mes "You've already";
- mes "learned how to";
- mes "properly use the";
- mes "Heal skill. Very good!";
+ break;
+ case 3:
+ mes "I would like to give you an assignment, but what do you";
+ mes "think? I believe learning the basics is your most important";
+ mes "task for now.";
next;
- mes "[Asthe]";
- mes "I believe you're";
- mes "ready for me to discuss";
- mes "the next subject. Now,";
- mes "let's see... Hmm...";
- set tu_acolyte01, 5;
- close;
- }
-} else if (tu_acolyte01 == 4) {
- set @chk_heal, getskilllv(28);
- if (@chk_heal > 2) {
- if (countitem(1504) > 0) {
+ if (getskilllv(28) < 3) {
mes "[Asthe]";
- mes "Oh my!";
- mes "Welcome back~";
- mes "I see that you've";
- mes "completed the assignment";
- mes "already. Good work!";
- emotion e_heh;
- set tu_acolyte01, 5;
- delitem 1504, 1;
- if (Class == Job_Acolyte_High) {
- set JobExp,JobExp+1000;
- set BaseExp, BaseExp + 2000;
- //misceffect EF_CONE;
- close;
- } else {
- set JobExp,JobExp+500;
- set BaseExp, BaseExp + 1000;
- misceffect EF_CONE;
- close;
- }
+ mes "Well then, learn";
+ mes "the Heal skill up to";
+ mes "^3131FFLevel 3 ^000000 and then";
+ mes "return to me.";
+ next;
+ mes "[Asthe]";
+ mes "Your strength is undeveloped,";
+ mes "so fight weaker monsters for now.";
+ mes " I will lend you a Mace from the church, so use it well and ^3131FFreturn it^000000 when you're done, alright?";
+ next;
+ mes "[Asthe]";
+ mes "First ^0033FFstart fighting monsters around each town such as Prontera^000000. It'd be more convenient to fight the monsters here, but they might be too strong for you right now.";
+ next;
+ mes "[Asthe]";
+ mes "I'll change your Save Point so that you will respawn in the convent. Once you've learned Level 3 Heal, you can use a Butterfly Wing to return here.";
+ next;
+ mes "[Asthe]";
+ mes "You can also speak to ^3131FFPriest Praupin at the Prontera Church^000000";
+ mes "and he will send you back here.";
+ mes "He takes special care in helping young Acolytes.";
+ next;
+ mes "[Asthe]";
+ mes "Well then,";
+ mes "I hope you";
+ mes "have a safe trip.";
+ set tu_acolyte01, 4;
+ getitem 1504, 1;
+ getitem 602, 1;
+ savepoint "prt_monk",30,250;
+ close;
} else {
-
mes "[Asthe]";
mes "Oh my!";
- mes "Welcome back~";
- mes "I see that you've";
- mes "completed the assignment.";
+ mes "You've already";
+ mes "learned how to";
+ mes "properly use the";
+ mes "Heal skill. Very good!";
next;
mes "[Asthe]";
- mes "But you must have forgotten the Mace I've lent you. Would you bring it back so that I can return it to the church?";
- close;
+ mes "I believe you're";
+ mes "ready for me to discuss";
+ mes "the next subject. Now,";
+ mes "let's see... Hmm...";
+ set tu_acolyte01, 5;
+ close;
+ }
+ break;
+ case 4:
+ if (getskilllv(28) > 2) {
+ if (countitem(1504) > 0) {
+ mes "Oh my!";
+ mes "Welcome back~";
+ mes "I see that you've";
+ mes "completed the assignment";
+ mes "already. Good work!";
+ emotion e_heh;
+ set tu_acolyte01, 5;
+ delitem 1504, 1;
+ if (Class == Job_Acolyte_High) {
+ set JobExp,JobExp+1000;
+ set BaseExp, BaseExp + 2000;
+ //misceffect EF_CONE;
+ close;
+ } else {
+ set JobExp,JobExp+500;
+ set BaseExp, BaseExp + 1000;
+ //misceffect EF_CONE;
+ close;
+ }
+ } else {
+ mes "Oh my!";
+ mes "Welcome back~";
+ mes "I see that you've";
+ mes "completed the assignment.";
+ next;
+ mes "[Asthe]";
+ mes "But you must have forgotten the Mace I've lent you. Would you bring it back so that I can return it to the church?";
+ close;
+ }
}
- } else {
-
- mes "[Asthe]";
mes "Are you having";
mes "a hard time training";
mes "to learn Level 3 Heal?";
@@ -426,404 +386,390 @@ if (tu_acolyte01 == 1) {
mes "The basics are crucial to gaining mastery of the more advanced skills that you'll learn later. Just keep in mind that all of your efforts and suffering will become glory";
mes "and happiness.";
close;
- }
-
-} else if (tu_acolyte01 == 5) {
- mes "[Asthe]";
- mes "I suppose I can tell you a little more about the Acolyte job. You already know that Novices must train and go to Prontera Church to become an Acolyte, your First Job Class.";
- next;
- mes "[Asthe]";
- mes "After you become an Acolyte";
- mes "at ^3131FFJob Level 40^000000, you will have the opportunity to change to a more specialized Second Job Class.";
- next;
- mes "[Asthe]";
- mes "When changing";
- mes "to the Second Jobs,";
- mes "Acolytes can become ^3131FFPriests^000000,";
- mes "the apostles of mercy, or ^3131FFMonks^000000";
- mes "who carry out God's wrath.";
- next;
- mes "[Asthe]";
- mes "Priests and Monks can";
- mes "change to the Transcendent Class";
- mes "by visiting Valkyrie in Valhalla. Priests can become ^3131FFHigh Priests^000000 and Monks can become ^3131FFChampions^000000.";
- next;
- mes "[Asthe]";
- mes "Did you undertand all that?";
- mes "Ho ho ho~ No need to try to remember everything right now. You'll get the hang of it.";
- set tu_acolyte01, 6;
- close;
-} else if (tu_acolyte01 == 6) {
-
- mes "[Asthe]";
- mes ""+strcharinfo(0)+",";
- mes "I just received this letter, but it seems to have been a mistake.";
- mes "It's actually addressed";
- mes "to Priest Gardron.";
- next;
- mes "[Asthe]";
- mes "However, I'm a little busy with";
- mes "my work right now, so would you deliver this to Priest Gardron in the next building for me?";
- set tu_acolyte01, 7;
- getitem 7148, 1;
- close;
-} else if (tu_acolyte01 == 7) {
-
- mes "[Asthe]";
- mes "Would you please";
- mes "deliver this letter";
- mes "to Priest Gardron for me?";
- mes "You can find him in the";
- mes "building nearby.";
- close;
-} else if (tu_acolyte01 == 9) {
- mes "[Asthe]";
- mes "You went to Payon on behalf of the convent for Priest Gardron? That must have been tough...";
- next;
- mes "[Asthe]";
- mes "Blessing!";
- unitskilluseid getcharid(3),34,10;
- next;
- mes "[Asthe]";
- mes "Now I'm going to teach you";
- mes "about ^FF0000Blessing^000000. This is a holy skill that delivers the blessing of God. Blessing will temporarily raise ^3131FFSTR^000000,^3131FFINT^000000,^3131FFDEX^000000 and remove ^3131FFCurse^000000.";
- next;
- mes "[Asthe]";
- mes "Like Heal,";
- mes "Blessing can be used";
- mes "against Undead monsters.";
- mes "(^3131FFSHIFT + Blessing^000000)";
- mes "Blessing will actually";
- mes "place a curse on the Undead.";
- next;
- mes "[Asthe]";
- mes "Blessing can be learned after you learn Level 5 ^3131FFDivine Protection^000000. That's the skill that will increase your resistance to damage from Undead and Demon monsters.";
- next;
- mes "[Asthe]";
- mes "Being able to serve God and";
- mes "bless others with his glory is a great honor. Well, that's all for this lesson.";
- next;
- mes "[Asthe]";
- mes "Oh, yes...!";
- mes "In the cemetary northwest";
- mes "of here, I've been taking care of a lost dog. Right now, it's time to feed him.";
- next;
- mes "[Asthe]";
- mes "Sorry for the hassle,";
- mes "but would you go and";
- mes "feed the dog for me?";
- next;
- mes "^3355FFSister Asthe gives";
- mes "you some dog food.^000000";
- set tu_acolyte01, 10;//Check
- close;
-} else if ((tu_acolyte01 == 11) || (tu_acolyte01 == 12)) {
-
- mes "[Asthe]";
- mes "How to expel";
- mes "an evil spirit?";
- mes "Why, it's the same";
- mes "way that you would";
- mes "remove a curse...";
- next;
- mes "[Asthe]";
- mes "Ah...";
- mes "I believe";
- mes "this is a test";
- mes "given to you by God.";
- next;
- mes "[Asthe]";
- mes "You already";
- mes "know the answer.";
- mes "Think carefully";
- mes "and it will come.";
- set tu_acolyte01, 12;
- close;
-} else if (tu_acolyte01 == 13) {
-
- mes "[Asthe]";
- mes "You remember that";
- mes "you can learn Divine";
- mes "Protection after learning";
- mes "Blessing, right?";
- next;
- mes "[Asthe]";
- mes "When you open the";
- mes "Skill Window, you'll see that you can also learn ^3131FFDemon Bane^000000 and ^3131FFAngelus^000000, depending on your level of Divine Protection.";
- next;
- mes "[Asthe]";
- mes "Now, ^3131FFDemon Bane^000000 increases your Attack Strength against Undead and Demon monsters, so it's useful for those of us who serve God by expelling evil.";
- next;
- mes "[Asthe]";
- mes "Once you have learned Level 3 Demon Bane, you can learn ^3131FFSignum Crucis^000000 which decreases the defense of the targeted Undead or Ghost monster.";
- //misceffect EF_SIGNUM;
- next;
- mes "[Asthe]";
- mes "^3131FFAngelus^000000 increases the defense in your party, including yourself. It is affected by the VIT stat, so the higher your VIT, the better it works.";
- //misceffect EF_ANGELUS;
- next;
- mes "[Asthe]";
- mes "That's about it";
- mes "for Divine Protection.";
- mes "Let's take a break before";
- mes "we proceed to the next lesson,";
- mes "alright? I'll be right here.";
- set tu_acolyte01, 14;
- close;
-
-} else if (tu_acolyte01 == 14) {
- mes "[Asthe]";
- mes "Now it's time";
- mes "for your next lesson.";
- mes "Let's talk about the";
- mes "^3131FFIncrease AGI^000000 skill which is";
- mes "part of the Heal skill tree.";
- next;
- mes "[Asthe]";
- mes "You can learn Increase AGI after you learn Level 3 ^3131FFHeal^000000. True to its name, Increase AGI temporarily increases the ^3131FFagility (AGI)^000000 of its target.";
- next;
- mes "[Asthe]";
- mes "Increase AGI";
- mes "also increases";
- mes "^3131FFDodge Rate^000000,";
- mes "^3131FFAttack Speed^000000,";
- mes "and ^3131FFMovement Speed^000000.";
- next;
- mes "[Asthe]";
- mes "Try it for";
- mes "yourself, okay?";
- set tu_acolyte01, 15;
- unitskilluseid getcharid(3),29,10;
- close;
-
-} else if (tu_acolyte01 == 15) {
- mes "[Asthe]";
- mes "Once you learn";
- mes "Level 1 Increase AGI,";
- mes "you can begin learning";
- mes "^3131FFDecrease AGI^000000.";
- next;
- mes "[Asthe]";
- mes "Like you'd expect, Decrease AGI slows down enemies, reducing their agility, Movement Speed, Dodge Rate and Attack Speed. Its effect is the exact reverse of Increase AGI.";
- set tu_acolyte01, 15;
- next;
- mes "[Asthe]";
- mes "The last skill in the Heal skill tree is ^3131FFCure^000000. You can learn Cure after learning Level 2 Heal.";
- next;
- mes "[Asthe]";
- mes "Cure can remove irregular";
- mes "statuses like ^3131FFSilence^000000, ^3131FFCurse^000000,";
- mes "and ^3131FFStone Curse^000000. When used on Undead monsters, Cure will";
- mes "actually curse them.";
- misceffect EF_CURE;
- next;
- mes "[Asthe]";
- mes "For now, don't forget that the Increase AGI, Decrease AGI and";
- mes "Cure skills can only be learned";
- mes "by learning the Heal skill.";
- set tu_acolyte01, 16;
- close;
-
-} else if (tu_acolyte01 == 16) {
- mes "[Asthe]";
- mes "You've been learning";
- mes "really quickly. I'm glad";
- mes "that we've gotten to this";
- mes "point already.";
- next;
- mes "[Asthe]";
- mes "Once you become";
- mes "an Acolyte, you can";
- mes "learn the ^3131FFRuwach^000000 skill.";
- next;
- mes "[Asthe]";
- mes "Ruwach is used to detect ^3131FFhidden enemies^000000. Mages have a similar skill called Sight, but only it can only detect enemies. Ruwach will simultaneously detect and";
- mes "damage hidden enemies.";
- //misceffect EF_RUWACH;
- next;
- mes "[Asthe]";
- mes "After you have learned Ruwach,";
- mes "you can learn ^3131FFTeleport^000000. Teleport will instantly send you to a random spot on the map or to your Save Point.";
- next;
- mes "[Asthe]";
- mes "After learning Level 2 Teleport, you can learn ^3131FFWarp Portal^000000 which will allow you to warp to a Memo Point, or saved destination, by consuming ^FF00001 Blue Gemstone^000000.";
- next;
- mes "[Asthe]";
- mes "Once you have mastered Warp Portal you can ^3131FFremember three Memo Points^000000. You can't save Memo Points in in most fields or dungeons, but you can use the ^FF0000/memo^000000 command in";
- mes "towns and certain fields.";
- next;
- mes "[Asthe]";
- mes "Was that confusing?";
- mes "Just think that Teleport";
- mes "and Warp Portal allow servants";
- mes "of God to move swiftly from place";
- mes "to place.";
- next;
- mes "[Asthe]";
- mes "I have my home and the convent saved as Memo Points, so I simply warp back and forth between work and home.";
- next;
- mes "[Asthe]";
- mes "Now...";
- mes "The last skill";
- mes "of the Ruwach tree";
- mes "is called ^3131FFPneuma^000000.";
- next;
- mes "[Asthe]";
- mes "Pneuma shields characters";
- mes "within a 3*3 block, or a 9 cell area, from ^FF0000long range attacks^000000. If you party with Archers or other Bow users, be careful since you might accidentally block their attacks.";
- //misceffect EF_PNEUMA;
- next;
- mes "[Asthe]";
- mes "There are some Undead monsters";
- mes "that can attack from a distance, so protecting yourself with Pneuma and attacking with Heal would be a good strategy.";
- next;
- mes "[Asthe]";
- mes "Now, we've covered some";
- mes "pretty complicated material in this lesson. Would you like to hear this again?";
- next;
- switch(select("Listen again.", "Move to the next topic.")) {
- case 1:
+ break;
+ case 5:
+ mes "I suppose I can tell you a little more about the Acolyte job. You already know that Novices must train and go to Prontera Church to become an Acolyte, your First Job Class.";
+ next;
+ mes "[Asthe]";
+ mes "After you become an Acolyte";
+ mes "at ^3131FFJob Level 40^000000, you will have the opportunity to change to a more specialized Second Job Class.";
+ next;
+ mes "[Asthe]";
+ mes "When changing";
+ mes "to the Second Jobs,";
+ mes "Acolytes can become ^3131FFPriests^000000,";
+ mes "the apostles of mercy, or ^3131FFMonks^000000";
+ mes "who carry out God's wrath.";
+ next;
+ mes "[Asthe]";
+ mes "Priests and Monks can";
+ mes "change to the Transcendent Class";
+ mes "by visiting Valkyrie in Valhalla. Priests can become ^3131FFHigh Priests^000000 and Monks can become ^3131FFChampions^000000.";
+ next;
+ mes "[Asthe]";
+ mes "Did you undertand all that?";
+ mes "Ho ho ho~ No need to try to remember everything right now. You'll get the hang of it.";
+ set tu_acolyte01, 6;
+ close;
+ break;
+ case 6:
+ mes ""+strcharinfo(0)+",";
+ mes "I just received this letter, but it seems to have been a mistake.";
+ mes "It's actually addressed";
+ mes "to Priest Gardron.";
+ next;
+ mes "[Asthe]";
+ mes "However, I'm a little busy with";
+ mes "my work right now, so would you deliver this to Priest Gardron in the next building for me?";
+ set tu_acolyte01, 7;
+ getitem 7148, 1;
+ close;
+ break;
+ case 7:
+ mes "Would you please";
+ mes "deliver this letter";
+ mes "to Priest Gardron for me?";
+ mes "You can find him in the";
+ mes "building nearby.";
+ close;
+ break;
+ case 9:
+ mes "You went to Payon on behalf of the convent for Priest Gardron? That must have been tough...";
+ next;
+ mes "[Asthe]";
+ mes "Blessing!";
+ unitskilluseid getcharid(3),34,10;
+ next;
+ mes "[Asthe]";
+ mes "Now I'm going to teach you";
+ mes "about ^FF0000Blessing^000000. This is a holy skill that delivers the blessing of God. Blessing will temporarily raise ^3131FFSTR^000000,^3131FFINT^000000,^3131FFDEX^000000 and remove ^3131FFCurse^000000.";
+ next;
+ mes "[Asthe]";
+ mes "Like Heal,";
+ mes "Blessing can be used";
+ mes "against Undead monsters.";
+ mes "(^3131FFSHIFT + Blessing^000000)";
+ mes "Blessing will actually";
+ mes "place a curse on the Undead.";
+ next;
+ mes "[Asthe]";
+ mes "Blessing can be learned after you learn Level 5 ^3131FFDivine Protection^000000. That's the skill that will increase your resistance to damage from Undead and Demon monsters.";
+ next;
+ mes "[Asthe]";
+ mes "Being able to serve God and";
+ mes "bless others with his glory is a great honor. Well, that's all for this lesson.";
+ next;
+ mes "[Asthe]";
+ mes "Oh, yes...!";
+ mes "In the cemetary northwest";
+ mes "of here, I've been taking care of a lost dog. Right now, it's time to feed him.";
+ next;
+ mes "[Asthe]";
+ mes "Sorry for the hassle,";
+ mes "but would you go and";
+ mes "feed the dog for me?";
+ next;
+ mes "^3355FFSister Asthe gives";
+ mes "you some dog food.^000000";
+ set tu_acolyte01, 10;
+ close;
+ break;
+ case 11:
+ case 12:
+ mes "How to expel";
+ mes "an evil spirit?";
+ mes "Why, it's the same";
+ mes "way that you would";
+ mes "remove a curse...";
+ next;
+ mes "[Asthe]";
+ mes "Ah...";
+ mes "I believe";
+ mes "this is a test";
+ mes "given to you by God.";
+ next;
+ mes "[Asthe]";
+ mes "You already";
+ mes "know the answer.";
+ mes "Think carefully";
+ mes "and it will come.";
+ set tu_acolyte01, 12;
+ close;
+ break;
+ case 13:
+ mes "You remember that";
+ mes "you can learn Divine";
+ mes "Protection after learning";
+ mes "Blessing, right?";
+ next;
+ mes "[Asthe]";
+ mes "When you open the";
+ mes "Skill Window, you'll see that you can also learn ^3131FFDemon Bane^000000 and ^3131FFAngelus^000000, depending on your level of Divine Protection.";
+ next;
+ mes "[Asthe]";
+ mes "Now, ^3131FFDemon Bane^000000 increases your Attack Strength against Undead and Demon monsters, so it's useful for those of us who serve God by expelling evil.";
+ next;
+ mes "[Asthe]";
+ mes "Once you have learned Level 3 Demon Bane, you can learn ^3131FFSignum Crucis^000000 which decreases the defense of the targeted Undead or Ghost monster.";
+ //misceffect EF_SIGNUM;
+ next;
+ mes "[Asthe]";
+ mes "^3131FFAngelus^000000 increases the defense in your party, including yourself. It is affected by the VIT stat, so the higher your VIT, the better it works.";
+ //misceffect EF_ANGELUS;
+ next;
+ mes "[Asthe]";
+ mes "That's about it";
+ mes "for Divine Protection.";
+ mes "Let's take a break before";
+ mes "we proceed to the next lesson,";
+ mes "alright? I'll be right here.";
+ set tu_acolyte01, 14;
+ close;
+ break;
+ case 14:
+ mes "Now it's time";
+ mes "for your next lesson.";
+ mes "Let's talk about the";
+ mes "^3131FFIncrease AGI^000000 skill which is";
+ mes "part of the Heal skill tree.";
+ next;
+ mes "[Asthe]";
+ mes "You can learn Increase AGI after you learn Level 3 ^3131FFHeal^000000. True to its name, Increase AGI temporarily increases the ^3131FFagility (AGI)^000000 of its target.";
+ next;
+ mes "[Asthe]";
+ mes "Increase AGI";
+ mes "also increases";
+ mes "^3131FFDodge Rate^000000,";
+ mes "^3131FFAttack Speed^000000,";
+ mes "and ^3131FFMovement Speed^000000.";
+ next;
+ mes "[Asthe]";
+ mes "Try it for";
+ mes "yourself, okay?";
+ set tu_acolyte01, 15;
+ unitskilluseid getcharid(3),29,10;
+ close;
+ break;
+ case 15:
+ mes "Once you learn";
+ mes "Level 1 Increase AGI,";
+ mes "you can begin learning";
+ mes "^3131FFDecrease AGI^000000.";
+ next;
+ mes "[Asthe]";
+ mes "Like you'd expect, Decrease AGI slows down enemies, reducing their agility, Movement Speed, Dodge Rate and Attack Speed. Its effect is the exact reverse of Increase AGI.";
+ set tu_acolyte01, 15;
+ next;
+ mes "[Asthe]";
+ mes "The last skill in the Heal skill tree is ^3131FFCure^000000. You can learn Cure after learning Level 2 Heal.";
+ next;
+ mes "[Asthe]";
+ mes "Cure can remove irregular";
+ mes "statuses like ^3131FFSilence^000000, ^3131FFCurse^000000,";
+ mes "and ^3131FFStone Curse^000000. When used on Undead monsters, Cure will";
+ mes "actually curse them.";
+ //misceffect EF_CURE;
+ next;
+ mes "[Asthe]";
+ mes "For now, don't forget that the Increase AGI, Decrease AGI and";
+ mes "Cure skills can only be learned";
+ mes "by learning the Heal skill.";
+ set tu_acolyte01, 16;
+ close;
+ break;
+ case 16:
+ mes "You've been learning";
+ mes "really quickly. I'm glad";
+ mes "that we've gotten to this";
+ mes "point already.";
+ next;
+ mes "[Asthe]";
+ mes "Once you become";
+ mes "an Acolyte, you can";
+ mes "learn the ^3131FFRuwach^000000 skill.";
+ next;
+ mes "[Asthe]";
+ mes "Ruwach is used to detect ^3131FFhidden enemies^000000. Mages have a similar skill called Sight, but only it can only detect enemies. Ruwach will simultaneously detect and";
+ mes "damage hidden enemies.";
+ //misceffect EF_RUWACH;
+ next;
+ mes "[Asthe]";
+ mes "After you have learned Ruwach,";
+ mes "you can learn ^3131FFTeleport^000000. Teleport will instantly send you to a random spot on the map or to your Save Point.";
+ next;
+ mes "[Asthe]";
+ mes "After learning Level 2 Teleport, you can learn ^3131FFWarp Portal^000000 which will allow you to warp to a Memo Point, or saved destination, by consuming ^FF00001 Blue Gemstone^000000.";
+ next;
+ mes "[Asthe]";
+ mes "Once you have mastered Warp Portal you can ^3131FFremember three Memo Points^000000. You can't save Memo Points in in most fields or dungeons, but you can use the ^FF0000/memo^000000 command in";
+ mes "towns and certain fields.";
+ next;
+ mes "[Asthe]";
+ mes "Was that confusing?";
+ mes "Just think that Teleport";
+ mes "and Warp Portal allow servants";
+ mes "of God to move swiftly from place";
+ mes "to place.";
+ next;
+ mes "[Asthe]";
+ mes "I have my home and the convent saved as Memo Points, so I simply warp back and forth between work and home.";
+ next;
+ mes "[Asthe]";
+ mes "Now...";
+ mes "The last skill";
+ mes "of the Ruwach tree";
+ mes "is called ^3131FFPneuma^000000.";
+ next;
+ mes "[Asthe]";
+ mes "Pneuma shields characters";
+ mes "within a 3*3 block, or a 9 cell area, from ^FF0000long range attacks^000000. If you party with Archers or other Bow users, be careful since you might accidentally block their attacks.";
+ //misceffect EF_PNEUMA;
+ next;
+ mes "[Asthe]";
+ mes "There are some Undead monsters";
+ mes "that can attack from a distance, so protecting yourself with Pneuma and attacking with Heal would be a good strategy.";
+ next;
+ mes "[Asthe]";
+ mes "Now, we've covered some";
+ mes "pretty complicated material in this lesson. Would you like to hear this again?";
+ next;
+ if(select("Listen again.:Move to the next topic.")==1) {
mes "[Asthe]";
mes "Alright,";
mes "give me a moment";
mes "to catch my breath~";
close;
- case 2:
+ } else {
mes "[Asthe]";
mes "Ho ho!";
mes "What a smart Acolyte~";
set tu_acolyte01, 17;
close;
- }
-
-} else if (tu_acolyte01 == 17) {
- mes "[Asthe]";
- mes "Oh dear...!";
- mes "All of these things were delivered to me by accident! And some of these packages were supposed to";
- mes "be sent to the Prontera Sanctuary!";
- next;
- mes "[Asthe]";
- mes "Would you do another favor for me again? Please distribute the mail here and to Prontera Church since";
- mes "I simply don't have the time.";
- next;
- mes "[Asthe]";
- mes "It seems that some of these are more urgent than others, so would you please deliver them in a certain order?";
- next;
- mes "[Asthe]";
- mes "The first is a package to a worker in the north. His name is ^3131FFVeiner^000000. The next delivery is for ^3131FFHedrick^000000, who's near the convent entrance.";
- next;
- mes "[Asthe]";
- mes "The third one is from the Blacksmith Guild to the ^3131FFBlacksmith^000000 who makes weapons and armor for Monks. The fourth delivery goes to ^3131FFPriest Karven^000000 in the next building.";
- next;
- mes "[Asthe]";
- mes "Oh, and this last delivery is a receipt for ^3131FFPriest Praupin^000000, the priest who told you about me.";
- mes "Here you go, the letters and packages...";
- set @haitatu,readparam(25) - readparam(24);
- if (@haitatu < 2430) {
+ }
+ break;
+ case 17:
+ mes "Oh dear...!";
+ mes "All of these things were delivered to me by accident! And some of these packages were supposed to";
+ mes "be sent to the Prontera Sanctuary!";
+ next;
+ mes "[Asthe]";
+ mes "Would you do another favor for me again? Please distribute the mail here and to Prontera Church since";
+ mes "I simply don't have the time.";
+ next;
+ mes "[Asthe]";
+ mes "It seems that some of these are more urgent than others, so would you please deliver them in a certain order?";
+ next;
+ mes "[Asthe]";
+ mes "The first is a package to a worker in the north. His name is ^3131FFVeiner^000000. The next delivery is for ^3131FFHedrick^000000, who's near the convent entrance.";
+ next;
+ mes "[Asthe]";
+ mes "The third one is from the Blacksmith Guild to the ^3131FFBlacksmith^000000 who makes weapons and armor for Monks. The fourth delivery goes to ^3131FFPriest Karven^000000 in the next building.";
+ next;
+ mes "[Asthe]";
+ mes "Oh, and this last delivery is a receipt for ^3131FFPriest Praupin^000000, the priest who told you about me.";
+ mes "Here you go, the letters and packages...";
+ if (MaxWeight - Weight < 2430) {
+ next;
+ mes "[Asthe]";
+ mes "Oh...!";
+ mes "You don't seem to";
+ mes "have enough space";
+ mes "to carry everything.";
+ mes "Why don't you put some of your things in Kafra Storage first?";
+ } else {
+ set tu_acolyte01, 18;
+ getitem 7183, 1;
+ getitem 7181, 1;
+ getitem 1081, 2;
+ getitem 7148, 1;
+ }
+ close;
+ break;
+ case 18:
+ case 19:
+ case 20:
+ case 21:
+ case 22:
+ mes "Okay, don't";
+ mes "forget the order";
+ mes "in which you need";
+ mes "to deliver the letters";
+ mes "and packages. That's";
+ mes "very important.";
next;
mes "[Asthe]";
- mes "Oh...!";
- mes "You don't seem to";
- mes "have enough space";
- mes "to carry everything.";
- mes "Why don't you put some of your things in Kafra Storage first?";
+ mes "The first is a package to a worker in the north. His name is ^3131FFVeiner^000000. The next delivery is for ^3131FFHedrick^000000, who's near the convent entrance.";
+ next;
+ mes "[Asthe]";
+ mes "The third one is from the Blacksmith Guild to the ^3131FFBlacksmith^000000 who makes weapons and armor for Monks. The fourth delivery goes to ^3131FFPriest Karven^000000 in the next building.";
+ next;
+ mes "[Asthe]";
+ mes "Oh, and this last delivery is a receipt for ^3131FFPriest Praupin^000000, the priest who told you about me. Alright, have a safe trip~";
close;
-
- } else {
- set tu_acolyte01, 18;
- getitem 7183, 1;
- getitem 7181, 1;
- getitem 1081, 2;
- getitem 7148, 1;
+ break;
+ case 23:
+ mes "Ah, you're finishing";
+ mes "making all of those deliveries? Thank you very much! How was it meeting Priest Praupin after such";
+ mes "a long time?";
+ next;
+ mes "[Asthe]";
+ mes "We make relationships with other people throughout our lives and our memories of them live on in our hearts, you know.";
+ next;
+ mes "[Asthe]";
+ mes "When you feel lonely, let those memories shine through your dark gloom. Just thinking about the people you care about can heal your emotional wounds when times are rough.";
+ next;
+ mes "[Asthe]";
+ mes "Those who can cherish the present can form lasting relationships. They're the first who will embrace happiness in the future. Remember that.";
+ next;
+ mes "[Asthe]";
+ mes "I get the feeling that you have become a good friend to Priest Praupin. I hope that Priest Praupin continues to be a good friend to you as well.";
+ next;
+ mes "[Asthe]";
+ mes "Alright then,";
+ mes "the next time we";
+ mes "meet, I will give";
+ mes "you my final lesson.";
+ set tu_acolyte01, 24;
+ close;
+ break;
+ case 24:
+ mes "The last skill";
+ mes "I will teach you";
+ mes "about is ^3131FFAqua Benedicta^000000.";
+ next;
+ mes "[Asthe]";
+ mes "Water is so commonplace that";
+ mes "we forget that it's at the center of nature. It's very basic, but essential.";
+ next;
+ mes "[Asthe]";
+ mes "Place the water into a cup like so and focus all of your holy energy like this... And then...";
+ next;
+ //misceffect EF_AQUA;
+ mes "[Asthe]";
+ mes "Aqua";
+ mes "Benedicta!";
+ next;
+ mes "[Asthe]";
+ mes "This is how you create ^3131FFHoly Water^000000. Remember that your ^3131FFfeet must be touching water^000000 in order to use the Aqua Benedicta skill.";
+ next;
+ mes "[Asthe]";
+ mes "Ho ho~";
+ mes "Well, that's all";
+ mes "I have to teach you.";
+ mes "It may have been rough,";
+ mes "but you did a good job.";
+ next;
+ mes "[Asthe]";
+ mes "Oh! If you go back to the Prontera Sanctuary, I believe you can learn a secret skill. It couldn't hurt to stop by and check.";
+ next;
+ mes "[Asthe]";
+ mes "Well, please don't forget what I've taught you. I hope you look back with fondness at our time together amongst these beautiful flowers. May God bless you~";
+ set tu_acolyte01, 25;
+ set JobExp,JobExp+3000;
+ set BaseExp, BaseExp + 5000;
+ //misceffect EF_CONE;
close;
}
-
-} else if ((tu_acolyte01 > 17) && (tu_acolyte01 < 23)) {
- mes "[Asthe]";
- mes "Okay, don't";
- mes "forget the order";
- mes "in which you need";
- mes "to deliver the letters";
- mes "and packages. That's";
- mes "very important.";
- next;
- mes "[Asthe]";
- mes "The first is a package to a worker in the north. His name is ^3131FFVeiner^000000. The next delivery is for ^3131FFHedrick^000000, who's near the convent entrance.";
- next;
- mes "[Asthe]";
- mes "The third one is from the Blacksmith Guild to the ^3131FFBlacksmith^000000 who makes weapons and armor for Monks. The fourth delivery goes to ^3131FFPriest Karven^000000 in the next building.";
- next;
- mes "[Asthe]";
- mes "Oh, and this last delivery is a receipt for ^3131FFPriest Praupin^000000, the priest who told you about me. Alright, have a safe trip~";
- close;
-
-} else if (tu_acolyte01 == 23) {
- mes "[Asthe]";
- mes "Ah, you're finishing";
- mes "making all of those deliveries? Thank you very much! How was it meeting Priest Praupin after such";
- mes "a long time?";
- next;
- mes "[Asthe]";
- mes "We make relationships with other people throughout our lives and our memories of them live on in our hearts, you know.";
- next;
- mes "[Asthe]";
- mes "When you feel lonely, let those memories shine through your dark gloom. Just thinking about the people you care about can heal your emotional wounds when times are rough.";
- next;
- mes "[Asthe]";
- mes "Those who can cherish the present can form lasting relationships. They're the first who will embrace happiness in the future. Remember that.";
- next;
- mes "[Asthe]";
- mes "I get the feeling that you have become a good friend to Priest Praupin. I hope that Priest Praupin continues to be a good friend to you as well.";
- next;
- mes "[Asthe]";
- mes "Alright then,";
- mes "the next time we";
- mes "meet, I will give";
- mes "you my final lesson.";
- set tu_acolyte01, 24;
- close;
-
-} else if (tu_acolyte01 == 24) {
- mes "[Asthe]";
- mes "The last skill";
- mes "I will teach you";
- mes "about is ^3131FFAqua Benedicta^000000.";
- next;
- mes "[Asthe]";
- mes "Water is so commonplace that";
- mes "we forget that it's at the center of nature. It's very basic, but essential.";
- next;
- mes "[Asthe]";
- mes "Place the water into a cup like so and focus all of your holy energy like this... And then...";
- next;
- //misceffect EF_AQUA;
- mes "[Asthe]";
- mes "Aqua";
- mes "Benedicta!";
- next;
- mes "[Asthe]";
- mes "This is how you create ^3131FFHoly Water^000000. Remember that your ^3131FFfeet must be touching water^000000 in order to use the Aqua Benedicta skill.";
- next;
- mes "[Asthe]";
- mes "Ho ho~";
- mes "Well, that's all";
- mes "I have to teach you.";
- mes "It may have been rough,";
- mes "but you did a good job.";
- next;
- mes "[Asthe]";
- mes "Oh! If you go back to the Prontera Sanctuary, I believe you can learn a secret skill. It couldn't hurt to stop by and check.";
- next;
- mes "[Asthe]";
- mes "Well, please don't forget what I've taught you. I hope you look back with fondness at our time together amongst these beautiful flowers. May God bless you~";
- set tu_acolyte01, 25;
- set JobExp,JobExp+3000;
- set BaseExp, BaseExp + 5000;
- //misceffect EF_CONE;
- close;
-} else {
-
- mes "[Asthe]";
mes "If you get into an";
mes "argument with someone,";
mes "talk it over while sharing";
@@ -837,107 +783,97 @@ if (tu_acolyte01 == 1) {
mes "If you happen to get in a fight with someone close to you, this might help. I'm speaking from life experience, you know.";
close;
}
-end;
-}}
//=================================================Priest Gardron====================================================
monk_in.gat,18,38,6 script Priest Gardron#tu 110,{
-if (tu_acolyte01 == 7) {
- if (countitem(7148) >= 1) {
- mes "[Priest Gardron]";
- mes "Hmm...?";
- mes "What's that?";
- mes "You have something for me?";
- next;
- emotion e_gasp;
- mes "[Priest Gardron]";
- mes "Oh! This is a letter from my mother back home. Thank you for bringing this to me, young Acolyte.";
- next;
- mes "[Priest Gardron]";
- mes "I've worried about";
- mes "her, especially since";
- mes "she is getting old now, but I'm relieved to hear that her health";
- mes "is good. We are truly blessed...";
- delitem 7148, 1;
- set tu_acolyte01, 8;
- close;
- } else {
-
- mes "[Priest Gardron]";
- mes "Hmm...?";
- mes "What's that?";
- mes "You have something for";
- mes "me? A letter you say?";
- next;
- mes "[Priest Gardron]";
- mes "Well, it seems that";
- mes "you must have forgotten";
- mes "it or misplaced it somewhere.";
- close;
- }
-
-} else if (tu_acolyte01 == 8) {
- if (countitem(957) > 4) {
- mes "[Priest Gardron]";
- mes "Oh..!";
- mes "You've returned!";
- mes "Let's see... One...";
- mes "Two... Three...";
- next;
- mes "[Priest Gardron]";
- mes "Thank you very much!";
- mes "You've done a great job";
- mes "on behalf of the convent,";
- mes "not to mention the fact that";
- mes "you've protected the citizens";
- mes "of Payon from danger.";
- next;
- mes "[Priest Gardron]";
- mes "May you always";
- mes "be blessed. Now, you";
- mes "should return to Sister";
- mes "Asthe to continue your";
- mes "Acolyte training.";
- set tu_acolyte01, 9;
- percentheal 100,0;
- percentheal 0,100;
- set JobExp,JobExp+2000;
- set BaseExp, BaseExp + 2000;
- //misceffect EF_CONE;
- close;
-// getitem Blue_Potion 1
- } else {
-
- mes "[Priest Gardron]";
- mes "A little while ago, the Payon Elder sent me a message. Apparently,";
- mes "the residents of Payon are being attacked by Zombies.";
- next;
- mes "[Priest Gardron]";
- mes "He has requested the convent for help, but we've got a big problem. We're running out of people here that can deal with this situation...";
- next;
- mes "[Priest Gardron]";
- mes "....!";
- emotion e_gasp;
- next;
- mes "[Priest Gardron]";
- mes ""+strcharinfo(0)+",";
- mes "may I ask";
- mes "you to take care";
- mes "of this task? Exterminate the Skeletons and Zombies in the";
- mes "First Floor of Payon Dungeon.";
- next;
- mes "[Priest Gardron]";
- mes "Since you're still in basic training, I will give you some";
- mes "help if you return with";
- mes "^3131FF5 Decayed Nails^000000.";
- next;
- mes "[Priest Gardron]";
- mes "Now then...";
- mes "Will you go to Payon?";
- next;
- switch(select("Let's go to Payon!", "Um, let me get ready first.")) {
- case 1:
+ mes "[Priest Gardron]";
+ if (tu_acolyte01 == 7) {
+ if (countitem(7148) >= 1) {
+ mes "Hmm...?";
+ mes "What's that?";
+ mes "You have something for me?";
+ next;
+ emotion e_gasp;
+ mes "[Priest Gardron]";
+ mes "Oh! This is a letter from my mother back home. Thank you for bringing this to me, young Acolyte.";
+ next;
+ mes "[Priest Gardron]";
+ mes "I've worried about";
+ mes "her, especially since";
+ mes "she is getting old now, but I'm relieved to hear that her health";
+ mes "is good. We are truly blessed...";
+ delitem 7148, 1;
+ set tu_acolyte01, 8;
+ close;
+ } else {
+ mes "Hmm...?";
+ mes "What's that?";
+ mes "You have something for";
+ mes "me? A letter you say?";
+ next;
+ mes "[Priest Gardron]";
+ mes "Well, it seems that";
+ mes "you must have forgotten";
+ mes "it or misplaced it somewhere.";
+ close;
+ }
+ } else if (tu_acolyte01 == 8) {
+ if (countitem(957) > 4) {
+ mes "Oh..!";
+ mes "You've returned!";
+ mes "Let's see... One...";
+ mes "Two... Three...";
+ next;
+ mes "[Priest Gardron]";
+ mes "Thank you very much!";
+ mes "You've done a great job";
+ mes "on behalf of the convent,";
+ mes "not to mention the fact that";
+ mes "you've protected the citizens";
+ mes "of Payon from danger.";
+ next;
+ mes "[Priest Gardron]";
+ mes "May you always";
+ mes "be blessed. Now, you";
+ mes "should return to Sister";
+ mes "Asthe to continue your";
+ mes "Acolyte training.";
+ set tu_acolyte01, 9;
+ percentheal 100,100;
+ set JobExp,JobExp+2000;
+ set BaseExp, BaseExp + 2000;
+ //misceffect EF_CONE;
+ getitem 505,1; //Blue_Potion
+ close;
+ } else {
+ mes "A little while ago, the Payon Elder sent me a message. Apparently,";
+ mes "the residents of Payon are being attacked by Zombies.";
+ next;
+ mes "[Priest Gardron]";
+ mes "He has requested the convent for help, but we've got a big problem. We're running out of people here that can deal with this situation...";
+ next;
+ mes "[Priest Gardron]";
+ mes "....!";
+ emotion e_gasp;
+ next;
+ mes "[Priest Gardron]";
+ mes ""+strcharinfo(0)+",";
+ mes "may I ask";
+ mes "you to take care";
+ mes "of this task? Exterminate the Skeletons and Zombies in the";
+ mes "First Floor of Payon Dungeon.";
+ next;
+ mes "[Priest Gardron]";
+ mes "Since you're still in basic training, I will give you some";
+ mes "help if you return with";
+ mes "^3131FF5 Decayed Nails^000000.";
+ next;
+ mes "[Priest Gardron]";
+ mes "Now then...";
+ mes "Will you go to Payon?";
+ next;
+ if(select("Let's go to Payon!:Um, let me get ready first.")==1) {
mes "[Priest Gardron]";
mes "Good, good.";
mes "I shall send you";
@@ -945,16 +881,10 @@ if (tu_acolyte01 == 7) {
close2;
warp "payon.gat",161,58;
end;
- break;
- case 2:
- break;
+ }
+ close;
}
-
- close;
-
- }
-} else {
- mes "[Priest Gardron]";
+ }
mes "May light always";
mes "come and illuminate";
mes "the darkness. In times";
@@ -963,7 +893,6 @@ if (tu_acolyte01 == 7) {
mes "without hope...";
close;
}
-}
//=================================================Dog====================================================
prt_monk.gat,235,245,5 script Dog#tu 81,{
@@ -974,7 +903,7 @@ prt_monk.gat,235,245,5 script Dog#tu 81,{
if (tu_acolyte01 == 10) {
set @dog_food, 0;
while((1)) {
- switch(select("Give a treat.", "Pet the dog.", "End actions.")) {
+ switch(select("Give a treat.:Pet the dog.:End actions.")) {
case 1:
set @dog_food, @dog_food + 1;
if (@dog_food > 4) {
@@ -1308,7 +1237,6 @@ OnTouch:
//=================================================Karven====================================================
monk_in.gat,103,176,7 script Karven 60,{
-
mes "[Karven]";
mes "May you rest";
if (tu_acolyte01 == 21 && countitem(7183)) {
@@ -1342,34 +1270,50 @@ monk_in.gat,103,176,7 script Karven 60,{
//=================================================Gloria====================================================
prt_monk.gat,219,164,3 script Gloria#tu 95,{
-if (((tu_acolyte01 > 0) && (tu_acolyte01 < 25))
- && (BaseJob == Job_Acolyte)) {
mes "[Gloria]";
- mes "I'm still";
- mes "a young Acolyte";
- mes "in training and I'm";
- mes "always making mistakes!";
- next;
- mes "[Gloria]";
- mes "^333333*Sniff*^000000";
- mes "And I get scolded";
- mes "almost all the time...";
- mes "But there's one thing";
- mes "that I can do really well!";
- next;
- mes "[Gloria]";
- mes "Warp portal!";
- mes "I know Level 2 Warp Portal!";
- mes "One of my Memo Points is here";
- mes "and the other is in Prontera.";
- next;
- mes "[Gloria]";
- mes "Anyway, whenever";
- mes "you need to, I can";
- mes "send you to Prontera.";
- mes "Just let me know, okay?";
- next;
- switch(select("I'm okay for now.", "Send me to Prontera.")) {
+ if(BaseJob != Job_Acolyte) {
+ mes "Hi, hi~";
+ mes "I'm Gloria.";
+ mes "You wanna know";
+ mes "something neat";
+ mes "about my name?";
+ next;
+ mes "[Gloria]";
+ mes "My father was a Blacksmith in Geffen, and supposedly he finished an incredible weapon on the day";
+ mes "I was born. He thought it was a sign of good luck, so he named";
+ mes "the weapon after me!";
+ next;
+ mes "[Gloria]";
+ mes "It's a little strange knowing that there's a weapon named after";
+ mes "you, but I like my name very much. I mean, it's not like my parents named me after that weapon, right?";
+ close;
+ }
+ if (tu_acolyte01 > 0 && tu_acolyte01 < 25) {
+ mes "I'm still";
+ mes "a young Acolyte";
+ mes "in training and I'm";
+ mes "always making mistakes!";
+ next;
+ mes "[Gloria]";
+ mes "^333333*Sniff*^000000";
+ mes "And I get scolded";
+ mes "almost all the time...";
+ mes "But there's one thing";
+ mes "that I can do really well!";
+ next;
+ mes "[Gloria]";
+ mes "Warp portal!";
+ mes "I know Level 2 Warp Portal!";
+ mes "One of my Memo Points is here";
+ mes "and the other is in Prontera.";
+ next;
+ mes "[Gloria]";
+ mes "Anyway, whenever";
+ mes "you need to, I can";
+ mes "send you to Prontera.";
+ mes "Just let me know, okay?";
+ next;
+ switch(select("I'm okay for now.:Send me to Prontera.")) {
case 1:
mes "[Gloria]";
mes "In order to use";
@@ -1389,201 +1333,26 @@ if (((tu_acolyte01 > 0) && (tu_acolyte01 < 25))
warp "prontera.gat",116,72;
end;
break;
+ }
}
-} else if ((tu_acolyte01 == 25) && (BaseJob == Job_Acolyte)) {
- mes "[Gloria]";
mes "Wow...";
- mes "Did you learn all that from Asthe? That's so great... You must be so much better than me that I can't even brag about warping to";
+ mes "Did you learn all that from Asthe? That's so great...";
+ mes "You must be so much better than me that I can't even brag about warping to";
mes "Prontera anymore. ^333333*Sniff*^000000";
close;
-} else {
- mes "[Gloria]";
- mes "Hi, hi~";
- mes "I'm Gloria.";
- mes "You wanna know";
- mes "something neat";
- mes "about my name?";
- next;
- mes "[Gloria]";
- mes "My father was a Blacksmith in Geffen, and supposedly he finished an incredible weapon on the day";
- mes "I was born. He thought it was a sign of good luck, so he named";
- mes "the weapon after me!";
- next;
- mes "[Gloria]";
- mes "It's a little strange knowing that there's a weapon named after";
- mes "you, but I like my name very much. I mean, it's not like my parents named me after that weapon, right?";
- close2;
-}
-end;
}
//=================================================Cleope Verce====================================================
prt_monk.gat,153,210,3 script Cleope Verce 95,{
-if (BaseJob == Job_Acolyte) {
- if (JobLevel < 40) {
- if (BaseLevel < 26) {
- set @rival01, rand(1,4);
-
- mes "[Cleope Verce]";
- mes "Oh my.. ";
- mes "A newbie Acolyte?";
- mes "It doesn't even seem";
- mes "like you've learned";
- mes "that many skills?";
- next;
- mes "[Cleope Verce]";
- mes "Ho ho~!";
- mes "In my days";
- mes "as an Acolyte,";
- if (@rival01 == 1) {
- mes "I trained by attacking";
- mes "^3131FFgreen frogs^000000 till my knuckles";
- mes "bled from all the punching!";
- } else if (@rival01 == 2) {
- mes "I beat up ^3131FFwooden sticks";
- mes "about to collapse^000000 and these";
- mes "^3131FFhuge mushrooms^000000 all the time!";
- } else if (@rival01 == 3) {
- mes "I trained by fighting those ^3131FFdisgusting cockroaches^000000.";
- next;
- mes "[Cleope Verce]";
- mes "Ugh...";
- mes "Actually, that's not such a good memory when I think about it.";
- } else if (@rival01 == 4) {
- mes "I trained by fighting ^3131FFZombies^000000 in the dungeon of that town with all of those trees.";
- }
-
- next;
- mes "[Cleope Verce]";
- mes "You'll have to go through a lot until you reach the point where I'm at right now. Ho ho ho! You still have a looong way to go~";
- next;
- emotion e_gg;
- mes "[Cleope Verce]";
- mes "Good luck...";
- mes "Rookie.";
- close;
- } else if (BaseLevel < 36) {
- set @rival02, rand(1,5);
-
- mes "[Cleope Verce]";
- mes "Oh my.. ";
- mes "A young Acolyte?";
- mes "You seem to have just";
- mes "started learning your skills?";
- next;
- mes "[Cleope Verce]";
- mes "Ho ho~!";
- mes "When I was";
- mes "around your age,";
-
- if (@rival02 == 1) {
- mes "I'd fight with those ^3131FFwhite";
- mes "mice^000000 and ^3131FFbig roaches^000000~";
- } else if (@rival02 == 2) {
- mes "I'd walk straight into the";
- mes "^3131FFdepths of the ocean^000000 to find monsters to hunt.";
- } else if (@rival02 == 3) {
- mes "I used to fight ^3131FFcreepy";
- mes "looking tree monsters^000000.";
- } else if (@rival02 == 4) {
- mes "I used to fight hundreds";
- mes "of ^3131FFuuuuuug~ly orcs^000000.";
- } else if (@rival02 == 5) {
- mes "I would fight the ^3131FFmonkeys";
- mes "in front of the convent^000000.";
- }
-
- next;
- mes "[Cleope Verce]";
- mes "Those were";
- mes "bad memories.";
- mes "If someone told me";
- mes "to go there again,";
- mes "I'd go insane.";
- next;
- mes "[Cleope Verce]";
- mes "Still, it seems you";
- mes "have a long way to go";
- mes "until you become a well";
- mes "experienced Acolyte. Ho ho~";
- next;
- emotion e_gg;
- mes "[Cleope Verce]";
- mes "Good luck,";
- mes "young friend.";
- close;
- } else if (BaseLevel < 46) {
-
- mes "[Cleope Verce]";
- mes "Well, well, well~";
- mes "Hello, young Acolyte.";
- mes "You're still kind of";
- mes "green, but I guess you're";
- mes "not exactly a beginner either.";
- next;
- mes "[Cleope Verce]";
- mes "I remember that when";
- mes "I was your age, I used to";
- switch(rand(1,6)){
- case 1:
- mes "fight these ^3131FFfearsome evil spirits^000000 all the time in that castle ^3131FFwest of Geffen^000000.";
- mes "I wonder how I survived all that?";
- break;
- case 2:
- mes "play with these ^3131FFcute";
- mes "Poporings^000000 all the time!";
- next;
- mes "[Cleope Verce]";
- mes "Still, I had to be careful from their attacks. At that time they were pretty strong!";
- break;
- case 3:
- mes "fight with ^3131FFgun shooting ghosts!^000000 Sure, they were scary, but beating them was a piece of cake if you have Pneuma!";
- break;
- case 4:
- mes "beat up those ^3131FFarrow shooting devils^000000 almost everyday in the castle west of Geffen. Boy, was there a lot of them back then.";
- break;
- case 5:
- mes "battle these really ^3131FFfat pigs^000000. They were pretty strong, so they always gave me a hard time.";
- break;
- case 6:
- mes "beat up these ^3131FFliving chunks of";
- mes "sand in the desert^000000. I swear, they were alive!";
- break;
- }
- next;
- mes "[Cleope Verce]";
- mes "^333333*Sigh*^000000";
- mes "Ah, memories~";
- mes "Of course, if I had";
- mes "the chance to do it all";
- mes "over again, I don't know";
- mes "if I would take it...";
- next;
- mes "[Cleope Verce]";
- mes "Anyway, you have";
- mes "plenty of adventures";
- mes "waiting for you. I hope";
- mes "you'll make many fond";
- mes "memories when you're";
- mes "still an Acolyte.";
- next;
- emotion e_gg;
- mes "[Cleope Verce]";
- mes "Good luck,";
- mes "young friend~";
- close;
- } else {
- mes "[Cleope Verce]";
- mes "Hmmm?";
- mes "It looks like you've";
- mes "learned quite a lot as";
- mes "an Acolyte! I hate to admit it,";
- mes "but you're too good for me to";
- mes "call you a rookie anymore~";
- close;
- }
- } else {
-
- mes "[Cleope Verce]";
+ mes "[Cleope Verce]";
+ if (BaseJob != Job_Acolyte) {
+ mes "Hello hello.";
+ mes "The sun is very";
+ mes "warm today, don't";
+ mes "think? Very pleasant";
+ mes "weather today...";
+ close;
+ }
+ if (JobLevel >= 40) {
mes "Hmmm?";
mes "It looks like you've";
mes "learned quite a lot as";
@@ -1592,18 +1361,165 @@ if (BaseJob == Job_Acolyte) {
mes "call you a rookie anymore~";
close;
}
-} else {
-
- mes "[Cleope Verce]";
- mes "Hello hello.";
- mes "The sun is very";
- mes "warm today, don't";
- mes "think? Very pleasant";
- mes "weather today...";
- close;
-
-}
-end;
+ if (BaseLevel < 26) {
+ mes "Oh my.. ";
+ mes "A newbie Acolyte?";
+ mes "It doesn't even seem";
+ mes "like you've learned";
+ mes "that many skills?";
+ next;
+ mes "[Cleope Verce]";
+ mes "Ho ho~!";
+ mes "In my days";
+ mes "as an Acolyte,";
+ switch(rand(1,4)){
+ case 1:
+ mes "I trained by attacking";
+ mes "^3131FFgreen frogs^000000 till my knuckles";
+ mes "bled from all the punching!";
+ break;
+ case 2:
+ mes "I beat up ^3131FFwooden sticks";
+ mes "about to collapse^000000 and these";
+ mes "^3131FFhuge mushrooms^000000 all the time!";
+ break;
+ case 3:
+ mes "I trained by fighting those ^3131FFdisgusting cockroaches^000000.";
+ next;
+ mes "[Cleope Verce]";
+ mes "Ugh...";
+ mes "Actually, that's not such a good memory when I think about it.";
+ break;
+ case 4:
+ mes "I trained by fighting ^3131FFZombies^000000 in the dungeon of that town with all of those trees.";
+ break;
+ }
+ next;
+ mes "[Cleope Verce]";
+ mes "You'll have to go through a lot until you reach the point where I'm at right now. Ho ho ho! You still have a looong way to go~";
+ next;
+ emotion e_gg;
+ mes "[Cleope Verce]";
+ mes "Good luck...";
+ mes "Rookie.";
+ close;
+ } else if (BaseLevel < 36) {
+ mes "Oh my.. ";
+ mes "A young Acolyte?";
+ mes "You seem to have just";
+ mes "started learning your skills?";
+ next;
+ mes "[Cleope Verce]";
+ mes "Ho ho~!";
+ mes "When I was";
+ mes "around your age,";
+ switch(rand(1,5)){
+ case 1:
+ mes "I'd fight with those ^3131FFwhite";
+ mes "mice^000000 and ^3131FFbig roaches^000000~";
+ break;
+ case 2:
+ mes "I'd walk straight into the";
+ mes "^3131FFdepths of the ocean^000000 to find monsters to hunt.";
+ break;
+ case 3:
+ mes "I used to fight ^3131FFcreepy";
+ mes "looking tree monsters^000000.";
+ break;
+ case 4:
+ mes "I used to fight hundreds";
+ mes "of ^3131FFuuuuuug~ly orcs^000000.";
+ break;
+ case 5:
+ mes "I would fight the ^3131FFmonkeys";
+ mes "in front of the convent^000000.";
+ break;
+ }
+ next;
+ mes "[Cleope Verce]";
+ mes "Those were";
+ mes "bad memories.";
+ mes "If someone told me";
+ mes "to go there again,";
+ mes "I'd go insane.";
+ next;
+ mes "[Cleope Verce]";
+ mes "Still, it seems you";
+ mes "have a long way to go";
+ mes "until you become a well";
+ mes "experienced Acolyte. Ho ho~";
+ next;
+ emotion e_gg;
+ mes "[Cleope Verce]";
+ mes "Good luck,";
+ mes "young friend.";
+ close;
+ } else if (BaseLevel < 46) {
+ mes "Well, well, well~";
+ mes "Hello, young Acolyte.";
+ mes "You're still kind of";
+ mes "green, but I guess you're";
+ mes "not exactly a beginner either.";
+ next;
+ mes "[Cleope Verce]";
+ mes "I remember that when";
+ mes "I was your age, I used to";
+ switch(rand(1,6)){
+ case 1:
+ mes "fight these ^3131FFfearsome evil spirits^000000 all the time in that castle ^3131FFwest of Geffen^000000.";
+ mes "I wonder how I survived all that?";
+ break;
+ case 2:
+ mes "play with these ^3131FFcute";
+ mes "Poporings^000000 all the time!";
+ next;
+ mes "[Cleope Verce]";
+ mes "Still, I had to be careful from their attacks. At that time they were pretty strong!";
+ break;
+ case 3:
+ mes "fight with ^3131FFgun shooting ghosts!^000000 Sure, they were scary, but beating them was a piece of cake if you have Pneuma!";
+ break;
+ case 4:
+ mes "beat up those ^3131FFarrow shooting devils^000000 almost everyday in the castle west of Geffen. Boy, was there a lot of them back then.";
+ break;
+ case 5:
+ mes "battle these really ^3131FFfat pigs^000000. They were pretty strong, so they always gave me a hard time.";
+ break;
+ case 6:
+ mes "beat up these ^3131FFliving chunks of";
+ mes "sand in the desert^000000. I swear, they were alive!";
+ break;
+ }
+ next;
+ mes "[Cleope Verce]";
+ mes "^333333*Sigh*^000000";
+ mes "Ah, memories~";
+ mes "Of course, if I had";
+ mes "the chance to do it all";
+ mes "over again, I don't know";
+ mes "if I would take it...";
+ next;
+ mes "[Cleope Verce]";
+ mes "Anyway, you have";
+ mes "plenty of adventures";
+ mes "waiting for you. I hope";
+ mes "you'll make many fond";
+ mes "memories when you're";
+ mes "still an Acolyte.";
+ next;
+ emotion e_gg;
+ mes "[Cleope Verce]";
+ mes "Good luck,";
+ mes "young friend~";
+ close;
+ }
+ mes "Hmmm?";
+ mes "It looks like you've";
+ mes "learned quite a lot as";
+ mes "an Acolyte! I hate to admit it,";
+ mes "but you're too good for me to";
+ mes "call you a rookie anymore~";
+ close;
}
//=================================================Range NPC====================================================
prt_monk.gat,217,123,4 script #tu_monk 139,10,10{
@@ -1636,8 +1552,11 @@ OnTouch:
}
//=================================================Eavesdrop====================================================
prt_monk.gat,223,123,3 script Eavesdrop#tu 111,{
-if (BaseJob == Job_Acolyte) {
- if ((tu_acolyte01 > 3) && (tu_acolyte01 < 10)) {
+ if (BaseJob != Job_Acolyte) {
+ mes "^3355FFThere's nothing here.^000000";
+ close;
+ }
+ if (tu_acolyte01 > 3 && tu_acolyte01 < 10) {
mes "[Voices from Window]";
mes "^A68064Sir...";
mes "Something doesn't";
@@ -1662,7 +1581,7 @@ if (BaseJob == Job_Acolyte) {
mes "Still, I can't help";
mes "but feel uneasy...^000000";
close;
- } else if ((tu_acolyte01 > 9) && (tu_acolyte01 < 25)) {
+ } else if (tu_acolyte01 > 9 && tu_acolyte01 < 25) {
mes "[Voices from Window]";
mes "^A68064I heard from an";
mes "official at the palace";
@@ -1795,13 +1714,5 @@ if (BaseJob == Job_Acolyte) {
mes "^CD6600Oh dear God.";
mes "Please expel the darkness that approaches the Rune Midgarts Kingdom. Please protect us with your light and compassion.^000000";
close;
- } else {
- mes "^3355FFThere's nothing here.^000000";
- close;
}
-} else {
- mes "^3355FFThere's nothing here.^000000";
- close;
-}
-end;
} \ No newline at end of file
diff --git a/npc/quests/first_class/tu_merchant.txt b/npc/quests/first_class/tu_merchant.txt
new file mode 100644
index 000000000..df4e3be27
--- /dev/null
+++ b/npc/quests/first_class/tu_merchant.txt
@@ -0,0 +1,1416 @@
+//===== eAthena Script =======================================
+//= Merchant Class Tutorial and Job Specific Quest
+//===== By: ==================================================
+//= Fix up by Jukka
+//===== Current Version: =====================================
+//= 1.1
+//===== Compatible With: =====================================
+//= eAthena SVN (Testet in Trunk 88xx)
+//===== Description: =========================================
+//=
+//===== Additional Comments: =================================
+//= 1.0 Fully working
+//= 1.1 Fixed bugs, optimized [Lupus]
+//= TODO: Test, add missinf misceffects
+//============================================================
+
+
+//=================================================Guarnien====================================================
+alberta_in.gat,70,51,5 script Guarnien 98,{
+ mes "[Guarnien]";
+ if (Class != Job_Merchant && Class != Job_Baby_Merchant) {
+ mes "Hello stranger.";
+ mes "I wish I could";
+ mes "offer you help";
+ mes "on your adventures...";
+ next;
+ mes "[Guarnien]";
+ mes "However, what I have to teach would only benefit Merchants. Trading and monkey making are my areas of expertise. If you have any Merchant friends, send them to me.";
+ if (Class == Job_Merchant_High) {
+ next;
+ mes "[Guarnien]";
+ mes "Technically, yes, you're a Merchant, but I know an expert when I see one. You've been through the Merchant life before, I can tell!";
+ }
+ close;
+ }
+ switch(tu_merchant) {
+ case 17:
+ mes "We can't even begin";
+ mes "to fathom the number";
+ mes "of markets and people";
+ mes "out there in this wide,";
+ mes "wide world of ours.";
+ next;
+ mes "[Guarnien]";
+ mes "All of them are possible customers and business partners. Of course, it'll be up to you to meet them.";
+ mes "If you can be sincerely kind to everyone that you meet, you'll";
+ mes "have no problem.";
+ close;
+ break;
+ case 16:
+ mes "So...";
+ mes "How much have";
+ mes "you learned";
+ mes "about Vending?";
+ next;
+ set @chk_vend, getskilllv(41);
+ if ((@chk_vend > 3) && (@chk_vend < 10)) {
+ mes "[Guarnien]";
+ mes "Excellent!";
+ mes "You've taught yourself well. Here, you've earned this little reward~";
+ set tu_merchant, 17;
+ set BaseExp, BaseExp + 1860;
+ set JobExp, JobExp + 604;
+ next;
+ } else if (@chk_vend == 10) {
+ mes "[Guarnien]";
+ mes "Oh, I see that you're very serious about being a Merchant. I'm proud that you've managed to master this skill! Here, you deserve this reward!";
+ set tu_merchant, 17;
+ set BaseExp, BaseExp + 1990;
+ set JobExp, JobExp + 699;
+ //misceffect EF_HIT5;
+ next;
+ } else {
+ mes "[Guarnien]";
+ mes "Hmm...";
+ mes "Haven't learned Level 4 Vending yet, huh? Just keep in mind that being able to vend things is one";
+ mes "of the defining characteristics of being a Merchant!";
+ close;
+ }
+ mes "[Guarnien]";
+ mes "Ah, now you have mastered the fundamentals of the Merchant class. Just keep practicing the basic principles, like researching the market for item prices, and you should be fine.";
+ next;
+ mes "[Guarnien]";
+ mes "Although everything we do is for money, never forget customer needs and always sell your products at a suitably fair price. Otherwise, no one may buy your goods!";
+ next;
+ mes "[Guarnien]";
+ mes "Well, there's nothing more I can teach you for now. Go out into the world and make your mark as a Merchant.";
+ next;
+ mes "[Guarnien]";
+ mes "And feel free to";
+ mes "visit me whenever";
+ mes "the mood strikes you.";
+ mes "Good luck to you~";
+ close;
+ break;
+ case 15:
+ mes "I believe it's time";
+ mes "for my final lecture.";
+ mes "I'll discuss the definitive";
+ mes "skill of the Merchant: ^871F78Vending^000000. Please listen carefully.";
+ next;
+ mes "[Guarnien]";
+ mes "The Vending skill is an active skill which allows you to open your own shop where you stand. Vending allows you to do real business with other people.";
+ next;
+ mes "[Guarnien]";
+ mes "However, you can only vend items that are stored in your PushCart, so you'll need one of those. The maximum price you can set for";
+ mes "each item is 10 million Zeny.";
+ next;
+ mes "[Guarnien]";
+ mes "Basically, you've got to learn the Push Cart skill first before you can learn the Vending skill.";
+ next;
+ mes "[Guarnien]";
+ mes "The higher the level of the Vending skill, the more items you can vend at one time. Vending is mastered at Skill Level 10.";
+ next;
+ mes "[Guarnien]";
+ mes "Level 1 Vending allows you";
+ mes "to vend a total of 3 items at one time. Each time you level up the Vending skill, the total number of items you can vend will";
+ mes "increase by one.";
+ next;
+ set @chk_vend, getskilllv(41);
+ if ((@chk_vend > 3) && (@chk_vend < 10)) {
+ mes "[Guarnien]";
+ mes "But I see that you must already know that, huh? Well, seeing as you're so clever, I think you've earned this little prize~";
+ set tu_merchant, 17;
+ set BaseExp, BaseExp + 1860;
+ set JobExp, JobExp + 604;
+ //misceffect EF_HIT5;
+ next;
+ } else if (@chk_vend == 10) {
+ mes "[Guarnien]";
+ mes "But it looks like I just put my foot in my mouth. I'm sorry, I didn't notice that you already mastered the Vending skill...";
+ next;
+ mes "[Guarnien]";
+ mes "You're such an";
+ mes "excellent student!";
+ mes "Please, take this";
+ mes "little reward for";
+ mes "all your efforts~";
+ set tu_merchant, 17;
+ set BaseExp, BaseExp + 1990;
+ set JobExp, JobExp + 699;
+ //misceffect EF_HIT5;
+ next;
+ } else {
+ mes "[Guarnien]";
+ mes "For your final assignment, I will ask you to learn the Vending skill up to Skill Level 4. Of course, once you do, I'll give you a little reward. I'll be waiting, so do your best~";
+ set tu_merchant, 16;
+ close;
+ }
+
+ mes "[Guarnien]";
+ mes "Ah, now you have mastered the fundamentals of the Merchant class. Just keep practicing the basic principles, like researching the market for item prices, and you should be fine.";
+ next;
+ mes "[Guarnien]";
+ mes "Although everything we do is for money, never forget customer needs and always sell your products at a suitably fair price. Otherwise, no one may buy your goods!";
+ next;
+ mes "[Guarnien]";
+ mes "Well, there's nothing more I can teach you for now. Go out into the world and make your mark as a Merchant.";
+ next;
+ mes "[Guarnien]";
+ mes "And feel free to";
+ mes "visit me whenever";
+ mes "the mood strikes you.";
+ mes "Good luck to you~";
+ close;
+ break;
+ case 14:
+ mes "So, have you";
+ mes "learned Push Cart up";
+ mes "to Level 4 like I asked?";
+ next;
+ set @chk_cart, getskilllv(39);
+ if (@chk_cart > 3 && @chk_cart < 10) {
+ mes "[Guarnien]";
+ mes "Well done~";
+ mes "You've been a very";
+ mes "cooperative student.";
+ mes "You deserve a little";
+ mes "reward for your effort~";
+ set tu_merchant, 15;
+ set BaseExp, BaseExp + 1620;
+ set JobExp, JobExp + 520;
+ //misceffect EF_HIT5;
+ next;
+ mes "[Guarnien]";
+ mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!";
+ close;
+ } else if (@chk_cart == 10) {
+ mes "[Guarnien]";
+ mes "Excellent!";
+ mes "You've actually went above and beyond mastered the Push Cart skill. Great work!";
+ set tu_merchant, 15;
+ set BaseExp, BaseExp + 1860;
+ set JobExp, JobExp + 604;
+ //misceffect EF_HIT5;
+ next;
+ mes "[Guarnien]";
+ mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!";
+ close;
+ } else {
+ mes "[Guarnien]";
+ mes "Still not there, huh?";
+ mes "Well, remember that you need";
+ mes "Level 5 Increase Weight Limit before you can learn the Push";
+ mes "Cart skill. I hope that helps.";
+ close;
+ }
+ break;
+ case 13:
+ mes "Now to talk about";
+ mes "^871F78Push Cart^000000. First off, you need to know Level 5 Increase Weight Limit before you can even learn the Push Cart skill.";
+ next;
+ mes "[Guarnien]";
+ mes "Push Cart can be mastered at";
+ mes "Skill Level 10. This skill allows you to carry a Push Cart with you. You can carry a maximum of 100 different kinds of items that weigh less than 8,000.";
+ next;
+ mes "[Guarnien]";
+ mes "As you can see, this skill is an advanced form of the Increase Weight Limit skill. You can procure a PushCart from most Kafra Ladies for a certain fee.";
+ next;
+ mes "[Guarnien]";
+ mes "Once you have rented a Cart, you can hold on to it so long as you don't take it off. The disadvantage to using a PushCart is that your movement speed is reduced to";
+ mes "almost half! Horrible, isn't it?";
+ next;
+ mes "[Guarnien]";
+ mes "Fortunately, when you increase";
+ mes "the level of the Push Cart skill, your movement speed will slowly be restored. With Push Cart Level 10, a PushCart won't slow you";
+ mes "down at all!";
+ next;
+ set @chk_cart, getskilllv(39);
+ if (@chk_cart > 3 && @chk_cart < 10) {
+ mes "[Guarnien]";
+ mes "Ah, and I see that you've been focusing on learning Push Cart. Although you might still have a problem with your movement";
+ mes "speed, it shouldn't be a big deal.";
+ mes "Well done~";
+ set tu_merchant, 15;
+ set BaseExp, BaseExp + 1620;
+ set JobExp, JobExp + 520;
+ //misceffect EF_HIT5;
+ next;
+ mes "[Guarnien]";
+ mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!";
+ close;
+ } else if (@chk_cart == 10) {
+ mes "[Guarnien]";
+ mes "Wonderful! You've already";
+ mes "mastered the Push Cart skill.";
+ mes "You truly deserve a little bit of a reward~";
+ set tu_merchant, 15;
+ set BaseExp, BaseExp + 1860;
+ set JobExp, JobExp + 602;
+ //misceffect EF_HIT5;
+ next;
+ mes "[Guarnien]";
+ mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!";
+ close;
+ } else {
+ mes "[Guarnien]";
+ mes "For now, why don't";
+ mes "you learn the Push Cart";
+ mes "skill up to Level 4? Once";
+ mes "you do that, I can go on to";
+ mes "my next lecture.";
+ set tu_merchant, 14;
+ close;
+ }
+ break;
+ case 12:
+ mes "So...";
+ mes "How is it going";
+ mes "with learning that";
+ mes "^871F78Over Charge^000000 skill?";
+ next;
+ set @chk_over, getskilllv(38);
+ if (@chk_over > 3 && @chk_over < 10) {
+ mes "[Guarnien]";
+ mes "Nice work!";
+ mes "I can tell that";
+ mes "you've done just";
+ mes "as I asked. Please,";
+ mes "take this little reward~";
+ set tu_merchant, 13;
+ set BaseExp, BaseExp + 1260;
+ set JobExp, JobExp + 272;
+ //misceffect EF_HIT5;
+ next;
+ mes "[Guarnien]";
+ mes "Next time, I'll discuss the Push Cart skill. Be ready for this lecture, as Push Cart is one of the more important skills for a Merchant.";
+ close;
+ } else if (@chk_over == 10) {
+ mes "[Guarnien]";
+ mes "Whoa...";
+ mes "You actually";
+ mes "mastered Over Charge?";
+ mes "Most impressive! You deserve a small reward for your work!";
+ set tu_merchant, 13;
+ set BaseExp, BaseExp + 1420;
+ set JobExp, JobExp + 336;
+ //misceffect EF_HIT5;
+ next;
+ mes "[Guarnien]";
+ mes "Next time, I'll discuss the Push Cart skill. Be ready for this lecture, as Push Cart is one of the more important skills for a Merchant.";
+ close;
+ } else {
+ mes "[Guarnien]";
+ mes "Mm? You haven't";
+ mes "learned Over Charge";
+ mes "up to Skill Level 4 yet?";
+ mes "There's no rush, but I won't be able to lecture on anything until you finish this little task.";
+ close;
+ }
+ break;
+ case 11:
+ mes "Ah, ready to";
+ mes "learn already,";
+ mes "are you? Alright,";
+ mes "let me tell you";
+ mes "about ^871F78Over Charge^000000.";
+ next;
+ mes "[Guarnien]";
+ mes "Like Discount, Over Charge is a Passive skill that can be mastered at Skill Level 10. Therefore, it doesn't require SP to use it.";
+ next;
+ mes "[Guarnien]";
+ mes "Over Charge allows you to sell items to NPC shops for more Zeny. The higher your Over Charge Skill Level, the more Zeny you'll receive for items sold to NPCs.";
+ next;
+ set @chk_over, getskilllv(38);
+ if (@chk_over > 3 && @chk_over < 10) {
+ mes "[Guarnien]";
+ mes "Ah, you've already learned Level 4 Over Charge. Perfect! Let me give you a little reward~";
+ set tu_merchant, 13;
+ set BaseExp, BaseExp + 1260;
+ set JobExp, JobExp + 272;
+ //misceffect EF_HIT5;
+ next;
+ mes "[Guarnien]";
+ mes "Next time, I'll discuss the";
+ mes "Push Cart skill. Be ready for this lecture, as Push Cart is one of the more important skills for a Merchant.";
+ close;
+ } else if (@chk_over == 10) {
+ mes "[Guarnien]";
+ mes "Amazing! You've already mastered the Over Charge skill! You must have wanted this reward badly~";
+ set tu_merchant, 13;
+ set BaseExp, BaseExp + 1420;
+ set JobExp, JobExp + 336;
+ //misceffect EF_HIT5;
+ next;
+ mes "[Guarnien]";
+ mes "Next time, I'll discuss the";
+ mes "Push Cart skill. Be ready for this lecture, as Push Cart is one of the more important skills for a Merchant.";
+ close;
+ } else {
+ mes "[Guarnien]";
+ mes "Personally, I think you should learn this skill for sure! For your next assignment, learn Over Charge up to Level 4. It shouldn't be too difficult to do.";
+ set tu_merchant, 12;
+ next;
+ mes "[Guarnien]";
+ mes "Once you do that,";
+ mes "we can talk about";
+ mes "more advanced stuff.";
+ mes "Do your best~";
+ close;
+ }
+ break;
+ case 10:
+ mes "Let me see those";
+ mes "Red Potions. Now,";
+ mes "how much did you";
+ mes "pay for these...?";
+ next;
+ mes "[Guarnien]";
+ mes "Ah...!";
+ mes "It looks like...";
+ mes "You were scammed!";
+ mes "D-don't worry, though,";
+ mes "I won't tell anybody.";
+ next;
+ mes "[Guarnien]";
+ mes "Oh well, it happens even to the best of us. Just think of this as an invaluable learning experience.";
+ next;
+ mes "[Guarnien]";
+ mes "Now, why don't you go to Prontera and try to buy 10 Red Potions from an NPC for the cheapest price again?";
+ set tu_merchant, rand(6,8);
+ close;
+ break;
+ case 9:
+ mes "Let me see those";
+ mes "Red Potions. Ah, it seems you researched the market and bought the cheapest ones! Great work!";
+ set tu_merchant, 11;
+ set BaseExp, BaseExp + 1120;
+ set JobExp, JobExp + 220;
+ //misceffect EF_HIT5;
+ next;
+ mes "[Guarnien]";
+ mes "Alright, next time, we'll talk about the skill that you can learn after knowing how to Discount:";
+ mes "^871F78Over Charge^000000.";
+ close;
+ break;
+ case 6:
+ case 7:
+ case 8:
+ mes "Hmm...";
+ mes "You'll find some NPCs";
+ mes "selling 10 Red Potions";
+ mes "in Prontera. Your task";
+ mes "is to buy the potions";
+ mes "for the cheapest price.";
+ next;
+ mes "[Guarnien]";
+ mes "First, you'll probably want to research the market price for Red Potions. And always, be careful of scammers and cheats!";
+ close;
+ break;
+ case 5:
+ mes "Alright...";
+ mes "I've given it some thought and I've come up with a little challenge for you. Bring me... 10 Red Potions!";
+ next;
+ mes "[Guarnien]";
+ mes "It's not too hard, but the stipulation I'm adding is that you've got to find the merchant selling Red Potions for the cheapest price.";
+ next;
+ mes "[Guarnien]";
+ mes "So first, you'll need to research the market price for Red Potions. Also, be careful of scammers! If the price is too good to be true, it usually is.";
+ next;
+ mes "[Guarnien]";
+ mes "Ha ha ha, let me make your goal a bit less confusing. You will need to buy 10 Red Potions from an NPC in Prontera.";
+ next;
+ mes "[Guarnien]";
+ mes "Prontera's a bit far from here, isn't it? I'll just use this Kafra Warp-- Mahnsoo has a bunch for";
+ mes "some reason --to send you there right now. Get ready...!";
+ next;
+ set tu_merchant, rand(6,8);
+ warp "prontera.gat",155,46;
+ close2;
+ end;
+ break;
+ case 4:
+ mes "So, how is it going with learning the Discount skill? Like I always say, if you can't make a bargain, you can't be a Merchant!";
+ next;
+ mes "[Guarnien]";
+ set @chk_disc, getskilllv(37);
+ if (@chk_disc > 3 && @chk_disc < 10) {
+ mes "Ah, you've learned";
+ mes "how to use the Discount skill";
+ mes "well enough. Good, here's a little reward for your hard work~";
+ set tu_merchant, 5;
+ set BaseExp, BaseExp + 830;
+ set JobExp, JobExp + 116;
+ //misceffect EF_HIT5;
+ next;
+ mes "[Guarnien]";
+ mes "Alright, my next lesson will hopefully offer you a bit more of a challenge. Come back when you think you're ready, alright?";
+ close;
+ } else if (@chk_disc == 10) {
+ mes "Incredible!";
+ mes "You've actually mastered the Discount skill! You're such a great student. You deserve a bit of a reward!";
+ set tu_merchant, 5;
+ set BaseExp, BaseExp + 970;
+ set JobExp, JobExp + 180;
+ next;
+ mes "[Guarnien]";
+ mes "Alright, my next lesson will hopefully offer you a bit more of a challenge. Come back when you think you're ready, alright?";
+ close;
+ } else {
+ mes "Not yet, huh?";
+ mes "Well, you should be able to reach that goal soon. After all, it's one of the basics of being a Merchant!";
+ close;
+ }
+ break;
+ case 3:
+ mes "Ah, you're back!";
+ mes "Now, I was going";
+ mes "to tell you about";
+ mes "the Discount skill, right?";
+ next;
+ mes "[Guarnien]";
+ mes "The ^871F78Discount^000000 skill allows you to buy items at lower prices from NPC shops. It is a ^871F78Passive Skill^000000 which is always in effect and does not consume SP.";
+ next;
+ mes "[Guarnien]";
+ mes "The Discount skill is";
+ mes "mastered at ^871F78Level 10^000000. The higher the skill level, the less you have to pay for items at NPC shops.";
+ next;
+ mes "[Guarnien]";
+ set @chk_disc, getskilllv(37);
+ if (@chk_disc > 3 && @chk_disc < 10) {
+ mes "Oooh, good work.";
+ mes "I see that you've";
+ mes "raised your Discount";
+ mes "to Level 4 already.";
+ mes "Here, take this";
+ mes "small reward~";
+ set tu_merchant, 5;
+ set BaseExp, BaseExp + 830;
+ set JobExp, JobExp + 116;
+ //misceffect EF_HIT5;
+ next;
+ mes "[Guarnien]";
+ mes "Alright, my next lesson will hopefully offer you a bit more of a challenge. Come back when you";
+ mes "think you're ready, alright?";
+ close;
+ } else if (@chk_disc == 10) {
+ mes "Incredible!";
+ mes "You've actually mastered the Discount skill! You're such a great student. You deserve a bit of a reward!";
+ set tu_merchant, 5;
+ set BaseExp, BaseExp + 970;
+ set JobExp, JobExp + 180;
+ //misceffect EF_HIT5;
+ next;
+ mes "[Guarnien]";
+ mes "Alright, my next lesson will hopefully offer you a bit more of a challenge. Come back when you";
+ mes "think you're ready, alright?";
+ close;
+ } else {
+ mes "Alright! Now, in order to become closer towards becoming a true Merchant, I want you to learn the Discount skill up to Level 4.";
+ next;
+ mes "[Guarnien]";
+ mes "It'd be nicer if you could";
+ mes "master it, but you might be more interested in devoting your time to other skills.";
+ next;
+ mes "[Guarnien]";
+ mes "Still, you can't ignore the fact that bargaining is an essential skill for a Merchant! Come back to me when you're ready~";
+ set tu_merchant, 4;
+ close;
+ }
+ break;
+ case 2:
+ mes "Ah, you've come back to learn more. Let's see, what was I going to tell you about... Right, Mammonite!";
+ next;
+ mes "[Guarnien]";
+ mes "^871F78Mammonite^000000 is a skill that lets you greatly damage targets with Zeny. Money really is power!";
+ next;
+ mes "[Guarnien]";
+ mes "The upside is that it inflicts great damage and only uses a little SP. However, the downside is that it will also consume your Zeny!";
+ next;
+ mes "[Guarnien]";
+ mes "So if you use this skill too often, you might end up bankrupt! So be really careful. Also, as the Skill Level for Mammonite increases, so does the attack strength and Zeny consumption.";
+ next;
+ mes "[Guarnien]";
+ set @chk_mam, getskilllv(42);
+ if (@chk_mam > 3 && @chk_mam < 10) {
+ mes "Ah, I see that you've already tried this skill. How much money have you wasted using Mammonite? Not too much, I hope.";
+ next;
+ mes "[Guarnien]";
+ mes "Well, since you're still green, I feel awfully sorry if you've wasted Zeny. Why don't you take this as compensation?";
+ set tu_merchant, 3;
+ set BaseExp, BaseExp + 700;
+ set JobExp, JobExp + 58;
+ //misceffect EF_HIT5;
+ next;
+ mes "[Guarnien]";
+ mes "Okay. Now I think we're ready for me to discuss the ^871F78Discount^000000 skill. Come back when you'd like me to tell you more about it, okay?";
+ close;
+ } else {
+ mes "Okay. Now I think we're ready for me to discuss the ^871F78Discount^000000 skill. Come back when you'd like me to tell you more about it, okay?";
+ set tu_merchant, 3;
+ close;
+ }
+ break;
+ case 1:
+ mes "So...";
+ mes "Did you learn the";
+ mes "Increase Weight Limit";
+ mes "skill up to Level 4";
+ mes "like I asked?";
+ next;
+ mes "[Guarnien]";
+ set @chk_soji, getskilllv(36);
+ if (@chk_soji > 3 && @chk_soji < 10) {
+ mes "Ah. I can tell that you have. Not bad! By now you should be able to learn the ^871F78Discount^000000 skill, but I'll teach you about that later.";
+ next;
+ mes "[Guarnien]";
+ mes "There are a few other basic skills which you can learn right away that I'll talk about first. Let's not rush~";
+ next;
+ mes "[Guarnien]";
+ mes "First, there's the ^871F78Item Appraisal^000000 skill. This ability, once you've learned it, allows you to ^871F78identify unknown items^000000.";
+ next;
+ mes "[Guarnien]";
+ mes "This skill works exactly like a ^871F78Magnifier^000000, so you won't have to spend any Zeny on them. Also, this skill is mastered at ^871F78Level 1^000000.";
+ next;
+ if (getskilllv(40)) {
+ mes "[Guarnien]";
+ mes "I see in your eyes that you've already learned to appraise items. Haha, although having that knowledge is reward in itself, let me give you something extra!";
+ set tu_merchant, 2;
+ set BaseExp, BaseExp + 585;
+ set JobExp, JobExp + 43;
+ getitem 1351, 1;
+ next;
+ mes "[Guarnien]";
+ mes "Alright, next time";
+ mes "I'll talk about the Mammonite skill. For now, let me take a little bit of a break from all of this arduous lecture. ^666666*Whew!*^000000";
+ close;
+ }
+ } else {
+ mes "No? That's fine.";
+ mes "But I can't teach you";
+ mes "much more if you can't grasp these simple basics, so hurry and learn those skills, okay?";
+ close;
+ }
+ mes "Alright, next time";
+ mes "I'll talk about the Mammonite skill. For now, let me take a little bit of a break from all of this arduous lecture. ^666666*Whew!*^000000";
+ set tu_merchant, 2;
+ close;
+ }
+
+ mes "You've just started out as a Merchant, haven't you? How would you like to learn the fundamentals of business from an experienced colleague?";
+ next;
+ if(select("Sure!:I'll make it on my own!")==1) {
+ set tu_merchant, 1;
+ if (getskilllv(36) < 4) {
+ mes "[Guarnien]";
+ if (Sex == 1) {
+ mes "Atta boy~!";
+ } else {
+ mes "Atta girl~!";
+ }
+ mes "But first things first!";
+ mes "You better learn the";
+ mes "^871F78Increase Weight Limit^000000 skill!";
+ next;
+ mes "[Guarnien]";
+ mes "You can't really be a Merchant if you can't even carry around goods to sell. As you increase the level of this skill, you can carry around more items.";
+ next;
+ mes "[Guarnien]";
+ mes "Why don't you upgrade your";
+ mes "Increase Weight Limit skill up to Level 4? After that, we can talk more about becoming a true Merchant.";
+ close;
+ } else {
+ mes "[Guarnien]";
+ mes "Great...!";
+ mes "Ah, and I see that you've learned the ^871F78Increase Weight Limit^000000 skill to at least Level 4. You're a real go-getter, aren't you?";
+ next;
+ mes "[Guarnien]";
+ mes "Since your Increase Weight";
+ mes "Limit skill level is high enough, you must be able to see a new skill in your Skill Window: ^871F78Discount^000000!";
+ next;
+ mes "[Guarnien]";
+ mes "But we'll discuss the Discount skill later. There are a few other basic skills which you can learn right away that I'll talk about first. Let's not rush~";
+ next;
+ mes "[Guarnien]";
+ mes "First, there's the ^871F78Item Appraisal^000000 skill. This ability, once you've learned it, allows you to ^871F78identify unknown items^000000.";
+ next;
+ mes "[Guarnien]";
+ mes "This skill works exactly like a ^871F78Magnifier^000000, so you won't have to spend any Zeny on them. Also, this skill is mastered at ^871F78Level 1^000000.";
+ next;
+ mes "[Guarnien]";
+ set tu_merchant, 2;
+ if (getskilllv(40)) {
+ mes "I see in your eyes that you've already learned to appraise items. Haha, although having that knowledge is reward in itself, let me give you something extra!";
+ //misceffect EF_HIT5;
+ set BaseExp, BaseExp + 585;
+ set JobExp, JobExp + 43;
+ getitem 1351, 1;
+ next;
+ mes "[Guarnien]";
+ mes "Alright, next time";
+ mes "I'll talk about the Mammonite skill. For now, let me take a little bit of a break from all of this arduous lecture. ^666666*Whew!*^000000";
+ close;
+ }
+ mes "Alright, next time";
+ mes "I'll talk about the Mammonite skill. For now, let me take a little bit of a break from all of this arduous study.";
+ next;
+ mes "[Guarnien]";
+ mes "Oh...";
+ mes "And I'll tell you";
+ mes "more about the Discount";
+ mes "skill later. I always manage";
+ mes "to forget about that!";
+ close;
+ }
+ } else {
+ mes "[Guarnien]";
+ mes "On your own?";
+ mes "Hahaha, that's the spirit!";
+ mes "But still, the advice I'm giving is free. It couldn't hurt to give what I say a little bit of thought.";
+ next;
+ mes "[Guarnien]";
+ mes "Well, if you ever change your mind, stop by and talk to me anytime. And as a Merchant, you should know that free advice is the best!";
+ close;
+ }
+}
+
+//=================================================Sagle====================================================
+prontera.gat,66,111,3 script Sagle 82,{
+ mes "[Sagle]";
+ if (tu_merchant == 8) {
+ mes "Hello, hello~";
+ mes "Why don't you buy";
+ mes "some Red Potions?";
+ mes "They're essential for travel, and these Red Potions are the best for newer adventurers~";
+ next;
+ mes "[Sagle]";
+ mes "I will sell you 10 Red Potions for ^871F78420 zeny^000000. You'd better get them now while they're still here!";
+ next;
+ switch(select("Buy:Cancel")) {
+ case 1:
+ mes "[Sagle]";
+ mes "Excellent!";
+ mes "You certainly have an eye for bargains. Here you go, 10 Red Potions fresh from the... Potioner...";
+ if (Zeny < 420) {
+ next;
+ mes "[Sagle]";
+ mes "Whoa, hold on!";
+ mes "You can't afford";
+ mes "these potions...";
+ mes "Please come back";
+ mes "when you have enough";
+ mes "Zeny, alright?";
+ close;
+ }
+ if (MaxWeight - Weight < 71) {
+ next;
+ mes "[Sagle]";
+ mes "Whoa, hold on!";
+ mes "There's no way you carry all of this! Why don't you put some of your stuff in Kafra Storage before coming back?";
+ close;
+ } else {
+ set Zeny, Zeny - 420;
+ set tu_merchant, 10;
+ getitem 501, 10;
+ close;
+ }
+ break;
+ case 2:
+ mes "[Sagle]";
+ mes "Alright...";
+ mes "But don't";
+ mes "complain if";
+ mes "these potions";
+ mes "are sold out!";
+ close;
+ break;
+ }
+ }
+ if (tu_merchant == 7) {
+ mes "Hello, hello~";
+ mes "Why don't you buy";
+ mes "some Red Potions?";
+ mes "They're essential for travel, and these Red Potions are the best for newer adventurers~";
+ next;
+ mes "[Sagle]";
+ mes "I will sell you 10 Red Potions for ^871F78410 zeny^000000. You'd better get them now while they're still here!";
+ next;
+ switch(select("Buy:Cancel")) {
+ case 1:
+ mes "[Sagle]";
+ mes "Excellent!";
+ mes "You certainly have an eye for bargains. Here you go, 10 Red Potions fresh from the... Potioner...";
+ if (Zeny < 410) {
+ next;
+ mes "[Sagle]";
+ mes "Whoa, hold on!";
+ mes "You can't afford";
+ mes "these potions...";
+ mes "Please come back";
+ mes "when you have enough";
+ mes "Zeny, alright?";
+ close;
+ }
+ if (MaxWeight - Weight < 71) {
+ next;
+ mes "[Sagle]";
+ mes "Whoa, hold on!";
+ mes "There's no way you carry all of this! Why don't you put some of your stuff in Kafra Storage before coming back?";
+ close2;
+ end;
+ } else {
+ set Zeny, Zeny - 410;
+ set tu_merchant, 10;
+ getitem 501, 10;
+ close;
+ }
+ break;
+ case 2:
+ mes "[Sagle]";
+ mes "Alright...";
+ mes "But don't";
+ mes "complain if";
+ mes "these potions";
+ mes "are sold out!";
+ close;
+ break;
+ }
+ }
+ if (tu_merchant == 6) {
+ mes "Hello, hello~";
+ mes "Why don't you buy";
+ mes "some Red Potions?";
+ mes "They're essential for travel, and these Red Potions are the best for newer adventurers~";
+ next;
+ mes "[Sagle]";
+ mes "I will sell you 10 Red Potions for ^871F78390 zeny^000000. You'd better get them now while they're still here!";
+ next;
+ switch(select("Buy:Cancel")) {
+ case 1:
+ mes "[Sagle]";
+ mes "Excellent!";
+ mes "You certainly have an eye for bargains. Here you go, 10 Red Potions fresh from the... Potioner...";
+ if (Zeny < 390) {
+ next;
+ mes "[Sagle]";
+ mes "Whoa, hold on!";
+ mes "You can't afford";
+ mes "these potions...";
+ mes "Please come back";
+ mes "when you have enough";
+ mes "Zeny, alright?";
+ close;
+ }
+ if (MaxWeight - Weight < 71) {
+ next;
+ mes "[Sagle]";
+ mes "Whoa, hold on!";
+ mes "There's no way you carry all of this! Why don't you put some of your stuff in Kafra Storage before coming back?";
+ close;
+ } else {
+ set Zeny, Zeny - 390;
+ set tu_merchant, 9;
+ getitem 501, 10;
+ close;
+ }
+ break;
+ case 2:
+ mes "[Sagle]";
+ mes "Alright...";
+ mes "But don't";
+ mes "complain if";
+ mes "these potions";
+ mes "are sold out!";
+ close;
+ break;
+ }
+ }
+ mes "It's on the tip";
+ mes "of my tongue, but";
+ mes "I can't quite remember...";
+ next;
+ mes "[Sagle]";
+ mes "You know, the name of the company that has all those beautiful ladies working for it. Ka... Ka-something. Anyway, I hear they're concerned about their growing competition. ";
+ next;
+ mes "[Sagle]";
+ mes "It's none of my business, but it's good to know what's going on in";
+ mes "the world, particularly if it'll affect the markets.";
+ close;
+}
+
+//=================================================Kellion====================================================
+prontera.gat,93,330,3 script Kellion 97,{
+ mes "[Kellion]";
+ if (tu_merchant == 8) {
+ mes "I'm selling sets of";
+ mes "10 Red Potions for 340 Zeny.";
+ mes "Would you like some?";
+ next;
+ switch(select("Buy:Cancel")) {
+ case 1:
+ mes "[Kellion]";
+ mes "Good choice~";
+ mes "Thank you for";
+ mes "using my shop.";
+ if (Zeny < 340) {
+ next;
+ mes "[Kellion]";
+ mes "Ooops!";
+ mes "I'm sorry, but you don't have enough Zeny. I've got to stay in business somehow, you know?";
+ close;
+ }
+ if (MaxWeight - Weight < 71) {
+ next;
+ mes "[Kellion]";
+ mes "...Huh?";
+ mes "You better put some of your stuff in Kafra Storage, you can't carry much else!";
+ close;
+ } else {
+ set Zeny, Zeny - 340;
+ set tu_merchant, 10;
+ getitem 569, 10;
+ close;
+ }
+ break;
+ case 2:
+ mes "[Kellion]";
+ mes "Well, I'm sorry";
+ mes "to hear that. But";
+ mes "I guess I'll see";
+ mes "you later.";
+ close;
+ break;
+ }
+ }
+ if (tu_merchant == 7) {
+ mes "I'm selling sets of";
+ mes "10 Red Potions for 390 Zeny.";
+ mes "Would you like some?";
+ next;
+ switch(select("Buy:Cancel")) {
+ case 1:
+ mes "[Kellion]";
+ mes "Good choice~";
+ mes "Thank you for";
+ mes "using my shop.";
+ if (Zeny < 390) {
+ next;
+ mes "[Kellion]";
+ mes "Ooops!";
+ mes "I'm sorry, but you don't have enough Zeny. I've got to stay in business somehow, you know?";
+ close;
+ }
+ if (MaxWeight - Weight < 71) {
+ next;
+ mes "[Kellion]";
+ mes "...Huh?";
+ mes "You better put some of your stuff in Kafra Storage, you can't carry much else!";
+ close;
+ } else {
+ set Zeny, Zeny - 390;
+ set tu_merchant, 9;
+ getitem 501, 10;
+ close;
+ }
+ break;
+ case 2:
+ mes "[Kellion]";
+ mes "Well, I'm sorry";
+ mes "to hear that. But";
+ mes "I guess I'll see";
+ mes "you later.";
+ close;
+ break;
+ }
+ }
+ if (tu_merchant == 6) {
+ mes "I'm selling sets of";
+ mes "10 Red Potions for 400 Zeny.";
+ mes "Would you like some?";
+ next;
+ switch(select("Buy:Cancel")) {
+ case 1:
+ mes "[Kellion]";
+ mes "Good choice~";
+ mes "Thank you for";
+ mes "using my shop.";
+ if (Zeny < 400) {
+ next;
+ mes "[Kellion]";
+ mes "Ooops!";
+ mes "I'm sorry, but you don't have enough Zeny. I've got to stay in business somehow, you know?";
+ close;
+ }
+ if (MaxWeight - Weight < 71) {
+ next;
+ mes "[Kellion]";
+ mes "...Huh?";
+ mes "You better put some of your stuff in Kafra Storage, you can't carry much else!";
+ close;
+ } else {
+ set Zeny, Zeny - 400;
+ set tu_merchant, 10;
+ getitem 501, 10;
+ close;
+ }
+ break;
+ case 2:
+ mes "[Kellion]";
+ mes "Well, I'm sorry";
+ mes "to hear that. But";
+ mes "I guess I'll see";
+ mes "you later.";
+ close;
+ break;
+ }
+ }
+ mes "Recently, I hear that something";
+ mes "has happened to the royal family.";
+ next;
+ mes "[Kellion]";
+ mes "It's probably not even a reliable rumor, but I've heard that members of the royal family have been dying from some unknown cause.";
+ next;
+ mes "[Kellion]";
+ mes "Huh.";
+ mes "Now that's some morbid news!";
+ mes "Well, hopefully, there's no truth to it whatsoever. None at all...";
+ close;
+}
+
+//=================================================Aigie====================================================
+prt_in.gat,169,11,3 script Aigie 92,{
+ if (tu_merchant == 8) {
+ mes "[Aigie]";
+ mes "Welcome to my shop.";
+ mes "I'm just a young girl who's a victim of circumstance, forced to sell potions on the street for dirt cheap prices.";
+ next;
+ mes "[Aigie]";
+ mes "Would you like";
+ mes "to buy 10 Red Potions";
+ mes "for 390 Zeny, kind adventurer?";
+ next;
+ switch(select("Buy:Cancel")) {
+ case 1:
+ mes "[Aigie]";
+ mes "Thank you so much.";
+ mes "Now I can finally";
+ mes "afford food again...";
+ if (Zeny < 390) {
+ next;
+ mes "[Aigie]";
+ mes "Wait, wait!";
+ mes "I am sorry, but you don't have enough money. Would you please get some more Zeny before coming back?";
+ close;
+ }
+ if (MaxWeight - Weight < 71) {
+ next;
+ mes "[Aigie]";
+ mes "Wait, wait!";
+ mes "You can't possibly carry any more items. Why don't you put your things in Kafra Storage first?";
+ close;
+ } else {
+ set Zeny, Zeny - 390;
+ set tu_merchant, 9;
+ getitem 501, 10;
+ close;
+ }
+ break;
+ case 2:
+ mes "[Aigie]";
+ mes "I understand.";
+ mes "But I hope you";
+ mes "see that I'm offering";
+ mes "you a really good price.";
+ mes "^666666*Sniff Sniff*^000000";
+ close;
+ break;
+ }
+ }
+ if (tu_merchant == 7) {
+ mes "[Aigie]";
+ mes "Welcome to my shop.";
+ mes "I'm just a young girl who's a victim of circumstance, forced to sell potions on the street for dirt cheap prices.";
+ next;
+ mes "[Aigie]";
+ mes "Would you like";
+ mes "to buy 10 Red Potions";
+ mes "for 420 Zeny, kind adventurer?";
+ next;
+ switch(select("Buy:Cancel")) {
+ case 1:
+ mes "[Aigie]";
+ mes "Thank you so much.";
+ mes "Now I can finally";
+ mes "afford food again...";
+ if (Zeny < 420) {
+ next;
+ mes "[Aigie]";
+ mes "Wait, wait!";
+ mes "I am sorry, but you don't have enough money. Would you please get some more Zeny before coming back?";
+ close;
+ }
+ if (Čnow_weight < 71) {
+ next;
+ mes "[Aigie]";
+ mes "Wait, wait!";
+ mes "You can't possibly carry any more items. Why don't you put your things in Kafra Storage first?";
+ close;
+ } else {
+ set Zeny, Zeny - 420;
+ set tu_merchant, 10;
+ getitem 501, 10;
+ close;
+ }
+ break;
+ case 2:
+ mes "[Aigie]";
+ mes "I understand.";
+ mes "But I hope you";
+ mes "see that I'm offering";
+ mes "you a really good price.";
+ mes "^666666*Sniff Sniff*^000000";
+ close;
+ break;
+ }
+ }
+ if (tu_merchant == 6) {
+ mes "[Aigie]";
+ mes "Welcome to my shop.";
+ mes "I'm just a young girl who's a victim of circumstance, forced to sell potions on the street for dirt cheap prices.";
+ next;
+ mes "[Aigie]";
+ mes "Would you like";
+ mes "to buy 10 Red Potions";
+ mes "for 340 Zeny, kind adventurer?";
+ next;
+ switch(select("Buy:Cancel")) {
+ case 1:
+ mes "[Aigie]";
+ mes "Thank you so much.";
+ mes "Now I can finally";
+ mes "afford food again...";
+ if (Zeny < 340) {
+ next;
+ mes "[Aigie]";
+ mes "Wait, wait!";
+ mes "I am sorry, but you don't have enough money. Would you please get some more Zeny before coming back?";
+ close;
+ }
+ if (MaxWeight - Weight < 71) {
+ next;
+ mes "[Aigie]";
+ mes "Wait, wait!";
+ mes "You can't possibly carry any more items. Why don't you put your things in Kafra Storage first?";
+ close;
+ } else {
+ set Zeny, Zeny - 340;
+ set tu_merchant, 10;
+ getitem 569, 10;
+ close;
+ }
+ break;
+ case 2:
+ mes "[Aigie]";
+ mes "I understand.";
+ mes "But I hope you";
+ mes "see that I'm offering";
+ mes "you a really good price.";
+ mes "^666666*Sniff Sniff*^000000";
+ close;
+ break;
+ }
+ }
+ mes "[Aigie]";
+ mes "It's true that money isn't everything. I'm sure other things are important to have in order to be happy.";
+ next;
+ mes "[Aigie]";
+ mes "However, money can be much more dependable than some people I know. You can rely on money more than anything else in this world.";
+ close;
+}
+
+//=================================================Jayon====================================================
+prontera.gat,247,129,3 script Jayon 85,{
+ if (tu_merchant == 8) {
+ mes "[Jayon]";
+ mes "If you've checked out the market for Red Potions, you know that my price is the best. I'm offering 10 Red Potions for only 410 Zeny!";
+ next;
+ switch(select("Buy:Cancel")) {
+ case 1:
+ mes "[Jayon]";
+ mes "Heh heh...!";
+ mes "It looks like";
+ mes "you know your";
+ mes "stuff. You're a";
+ mes "Merchant yourself,";
+ mes "aren't you?";
+ if (Zeny < 410) {
+ next;
+ mes "[Jayon]";
+ mes "But sorry buddy.";
+ mes "Rules are rules.";
+ mes "You gotta meet my price";
+ mes "if you want these potions.";
+ close;
+ }
+ if (MaxWeight - Weight < 71) {
+ next;
+ mes "[Jayon]";
+ mes "But sorry buddy. I can't let you carry more than you can handle.";
+ mes "You ought to free up some of your inventory space when you get the chance.";
+ close;
+ } else {
+ set Zeny, Zeny - 410;
+ set tu_merchant, 10;
+ getitem 501, 10;
+ close;
+ }
+ break;
+ case 2:
+ mes "[Jayon]";
+ mes "Just looking";
+ mes "around, eh?";
+ mes "I understand.";
+ mes "But you better take";
+ mes "advantage of a real";
+ mes "deal when you see one!";
+ close;
+ break;
+ }
+ }
+
+ if (tu_merchant == 7) {
+ mes "[Jayon]";
+ mes "If you've checked out the market for Red Potions, you know that my price is the best. I'm offering 10 Red Potions for only 400 Zeny!";
+ next;
+ switch(select("Buy:Cancel")) {
+ case 1:
+ mes "[Jayon]";
+ mes "Heh heh...!";
+ mes "It looks like";
+ mes "you know your";
+ mes "stuff. You're a";
+ mes "Merchant yourself,";
+ mes "aren't you?";
+ if (Zeny < 400) {
+ next;
+ mes "[Jayon]";
+ mes "But sorry buddy.";
+ mes "Rules are rules.";
+ mes "You gotta meet my price";
+ mes "if you want these potions.";
+ close;
+ }
+ if (MaxWeight - Weight < 71) {
+ next;
+ mes "[Jayon]";
+ mes "But sorry buddy. I can't let you carry more than you can handle.";
+ mes "You ought to free up some of your inventory space when you get the chance.";
+ close;
+ } else {
+ set Zeny, Zeny - 400;
+ set tu_merchant, 10;
+ getitem 501, 10;
+ close;
+ }
+ break;
+ case 2:
+ mes "[Jayon]";
+ mes "Just looking";
+ mes "around, eh?";
+ mes "I understand.";
+ mes "But you better take";
+ mes "advantage of a real";
+ mes "deal when you see one!";
+ close2;
+ end;
+ break;
+ }
+ }
+
+ if (tu_merchant == 6) {
+ mes "[Jayon]";
+ mes "If you've checked out the market for Red Potions, you know that my price is the best. I'm offering 10 Red Potions for only 410 Zeny!";
+ next;
+ switch(select("Buy:Cancel")) {
+ case 1:
+ mes "[Jayon]";
+ mes "Heh heh...!";
+ mes "It looks like";
+ mes "you know your";
+ mes "stuff. You're a";
+ mes "Merchant yourself,";
+ mes "aren't you?";
+ if (Zeny < 410) {
+ next;
+ mes "[Jayon]";
+ mes "But sorry buddy.";
+ mes "Rules are rules.";
+ mes "You gotta meet my price";
+ mes "if you want these potions.";
+ close;
+ }
+ if (MaxWeight - Weight < 71) {
+ next;
+ mes "[Jayon]";
+ mes "But sorry buddy. I can't let you carry more than you can handle.";
+ mes "You ought to free up some of your inventory space when you get the chance.";
+ close;
+ } else {
+ set Zeny, Zeny - 410;
+ set tu_merchant, 10;
+ getitem 501, 10;
+ close;
+ }
+ break;
+ case 2:
+ mes "[Jayon]";
+ mes "Just looking";
+ mes "around, eh?";
+ mes "I understand.";
+ mes "But you better take";
+ mes "advantage of a real";
+ mes "deal when you see one!";
+ close;
+ break;
+ }
+ }
+
+ mes "[Jayon]";
+ mes "The Schwaltzwald Republic...";
+ mes "It's a really interesting country. There's Juno and a few other places worth looking around. ";
+ next;
+ mes "[Jayon]";
+ mes "They may not be the best places";
+ mes "for sight seeing, but I'm sure they'll offer something of interest to you adventurers.";
+ close;
+}
+
+//=================================================Maos====================================================
+prt_in.gat,251,129,3 script Maos 709,{
+ if (tu_merchant == 8) {
+ mes "[Maos]";
+ mes "Don't say anything.";
+ mes "I know what you want.";
+ mes "10 Red Potions, right?";
+ mes "I'll sell them to you";
+ mes "for the low price of 420 Zeny~";
+ next;
+ switch(select("Buy:Cancel")) {
+ case 1:
+ mes "[Maos]";
+ mes "Excellent choice!";
+ mes "Good products at affordable prices! That's my ethic as a merchant.";
+ if (Zeny < 420) {
+ next;
+ mes "[Maos]";
+ mes "Ooh, but you don't even have enough Zeny to purchase these potions. I'm sorry, but I can't sell these just to lose money, you know?";
+ close;
+ }
+ if (MaxWeight - Weight < 71) {
+ next;
+ mes "[Maos]";
+ mes "Ooh, but it doesn't look like you've got enough inventory space to carry any more items.";
+ close;
+ } else {
+ set Zeny, Zeny - 420;
+ set tu_merchant, 10;
+ getitem 501, 10;
+ close;
+ }
+ break;
+ case 2:
+ mes "[Maos]";
+ mes "Well, I can't force you to buy these, but I'm telling you that you're passing up a real bargain!";
+ close;
+ break;
+ }
+ }
+ if (tu_merchant == 7) {
+ mes "[Maos]";
+ mes "Don't say anything.";
+ mes "I know what you want.";
+ mes "10 Red Potions, right?";
+ mes "I'll sell them to you";
+ mes "for the low price of 340 Zeny~";
+ next;
+ switch(select("Buy:Cancel")) {
+ case 1:
+ mes "[Maos]";
+ mes "Excellent choice!";
+ mes "Good products at affordable prices! That's my ethic as a merchant.";
+ if (Zeny < 340) {
+ next;
+ mes "[Maos]";
+ mes "Ooh, but you don't even have enough Zeny to purchase these potions. I'm sorry, but I can't sell these just to lose money, you know?";
+ close;
+ }
+ if (MaxWeight - Weight < 71) {
+ mes "[Maos]";
+ mes "Ooh, but it doesn't look like you've got enough inventory space to carry any more items.";
+ close;
+ } else {
+ set Zeny, Zeny - 340;
+ set tu_merchant, 10;
+ getitem 501, 10;
+ close;
+ }
+ break;
+ case 2:
+ mes "[Maos]";
+ mes "Well, I can't force you to buy these, but I'm telling you that you're passing up a real bargain!";
+ close;
+ break;
+ }
+ }
+ if (tu_merchant == 6) {
+ mes "[Maos]";
+ mes "Don't say anything.";
+ mes "I know what you want.";
+ mes "10 Red Potions, right?";
+ mes "I'll sell them to you";
+ mes "for the low price of 400 Zeny~";
+ next;
+ switch(select("Buy:Cancel")) {
+ case 1:
+ mes "[Maos]";
+ mes "Excellent choice!";
+ mes "Good products at affordable prices! That's my ethic as a merchant.";
+ if (Zeny < 400) {
+ next;
+ mes "[Maos]";
+ mes "Ooh, but you don't even have enough Zeny to purchase these potions. I'm sorry, but I can't sell these just to lose money, you know?";
+ close;
+ }
+ if (MaxWeight - Weight < 71) {
+ mes "[Maos]";
+ mes "Ooh, but it doesn't look like you've got enough inventory space to carry any more items.";
+ close;
+ } else {
+ set Zeny, Zeny - 400;
+ set tu_merchant, 10;
+ getitem 501, 10;
+ close;
+ }
+ break;
+ case 2:
+ mes "[Maos]";
+ mes "Well, I can't force you to buy these, but I'm telling you that you're passing up a real bargain!";
+ close;
+ break;
+ }
+ }
+ mes "[Maos]";
+ mes "I see too many people struggling to scrape every penny and put it all into their savings...";
+ next;
+ mes "[Maos]";
+ mes "Now, don't get me wrong. It's a good idea to invest in the future. But money exists to be spent! Enjoy every moment, that's what I say~";
+ next;
+ mes "[Maos]";
+ mes "Besides...";
+ mes "You can't take";
+ mes "your money with you";
+ mes "when your time's up,";
+ mes "you know?";
+ close;
+} \ No newline at end of file