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authorDastgir <dastgirpojee@rocketmail.com>2015-03-14 19:40:02 +0530
committerDastgir <dastgirpojee@rocketmail.com>2015-03-14 19:48:30 +0530
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Eden Quests Update - Credits rAthena - 001e6967d417d0c7c6dce1069ddef9acd1b87d57
-rw-r--r--npc/re/quests/eden/eden_quests.txt5597
1 files changed, 2393 insertions, 3204 deletions
diff --git a/npc/re/quests/eden/eden_quests.txt b/npc/re/quests/eden/eden_quests.txt
index 7ad15eca6..e75191c56 100644
--- a/npc/re/quests/eden/eden_quests.txt
+++ b/npc/re/quests/eden/eden_quests.txt
@@ -3,11 +3,11 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.5
+//= 2.1
//===== Description: =========================================
//= Eden Group Headquarter NPCs.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
+//===== Changelogs: ==========================================
+//= 1.0 First Version. [L0ne_W0lf]
//= 1.1 Removed unencoded comments (Korean -> Gibberish)
//= Readded the GM helper NPC, commented out.
//= 1.2 Some little optimization here and there. [Masao]
@@ -17,1075 +17,592 @@
//= 1.4a Added 'npcskill' command. [Euphy]
//= 1.4b Added 'disable_items' command. [Euphy]
//= 1.5 Added GM management function. [Euphy]
+//= 1.6 Kagerou/Oboro support (Class -> BaseClass) [Euphy]
+//= 2.0 Updated Instructor Ur's quests. [Capuche]
+//= 2.1 Updated Blacksmith Thorn and Weapons Expert NPC. [Capuche]
//============================================================
moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{
- if (countitem(6219) > 0) {
- if (para_suv01 == 0) {
- mes "[Boya]";
- mes "What's up?";
- mes "If you have any normal missions use the bulletin board.";
- next;
- switch (select("What is your responsiblily?:Don't you have equipment?:Ignore.")) {
- case 1:
- mes "[Boya]";
- mes "I give training missions to members.";
- mes "That's why they participate in it.";
- mes "If they don't want to get in trouble, it's essential.";
- next;
- mes "[Boya]";
- mes "Through battle training they can improve their real experience.";
- mes "The members that prove themselves will even get a reward.";
- next;
- mes "[Boya]";
- mes "We gave them special equipmant that we have made.";
- mes "These gifts are for people who are really doing their best.";
- next;
- mes "[Boya]";
- mes "If you are curious, you can join.";
- mes "The training battle course is not very difficult.";
- mes "There's nothing to worry about.";
- next;
- mes "[Boya]";
- mes "If you want to join, don't hesitate.";
- next;
- switch (select("Participate in the training.:Ignore.")) {
- case 1:
- mes "[Boya]";
- mes "Really? You already seem ready.";
- mes "We have a total of 3 steps for the training.";
- mes "Let me see...";
- next;
- if (BaseLevel < 12) {
- mes "[Boya]";
- mes "Umm. You should raise your level more!";
- mes "You need to be at least level 12!";
- mes "I'm sorry but those are the rules.";
- close;
- }
- if ((BaseLevel > 11) && (BaseLevel < 20)) {
- mes "[Boya]";
- mes "Really? You already seem ready.";
- mes "We have a total of 3 steps for the training.";
- mes "Let me see...";
- next;
- mes "[Boya]";
- mes "The first step is course A.";
- mes "Course A is called 'Conquer the Desert!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "^4d4dffThere is a desert town called Morroc.";
- mes "From there go south and then east. There is small oasis in the center of that field.^000000";
- next;
- mes "[Boya]";
- mes "If you go there, you will find a dog around the oasis.";
- mes "He is really mysterious and he can speak so don't be suprised.";
- next;
- mes "[Boya]";
- mes "Tell the dog ^4d4dffBoya is really great.^000000";
- mes "If you have any questions ask that dog.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "I had to come up with a password right?";
- mes "What's wrong with that password?";
- next;
- mes "[Boya]";
- mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you.";
- mes "Ok, may Freya bless you~!";
- para_suv01 = 1;
- setquest 7128;
- close;
- }
- if ((BaseLevel > 19) && (BaseLevel < 26)) {
- mes "[Boya]";
- mes "I'll send you to the first step of course B.";
- mes "Course B is called 'Conquer the Culvert!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "You need to register to explore the culvert in Prontera at the Knight Guild.";
- mes "After registering there go to the western gate of Prontera. The manager of the culvert is near the entrance.";
- next;
- mes "[Boya]";
- mes "Once you enter the culvert you can find a dispatched cat. Don't be surprised if he talks to you.";
- next;
- mes "[Boya]";
- mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000.";
- mes "He is really mysterious and he can speak so don't be suprised.";
- mes "He will give you a battle target when you tell him that.";
- mes "If you have any questions ask the cat.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me like that?";
- mes "It's just a password that I made up.";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is nor far from here so, it is a reasonable place for a beginner like you.";
- mes "Ok, may Freya bless you~!";
- para_suv01 = 6;
- setquest 7133;
- close;
- }
- if ((BaseLevel > 25) && (BaseLevel < 33)) {
- mes "[Boya]";
- mes "Cool.";
- mes "Let me choose a proper place for you.";
- next;
- mes "[Boya]";
- mes "I'll send you to the second step of course A.";
- mes "This course is called 'Conquer the Ghost Cave!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "There is a small archer village north of Payon.";
- mes "There is a cave on the western hill of the archer village.";
- next;
- mes "[Boya]";
- mes "We have dispatched someone in front of the cave.";
- mes "His name is... um...";
- mes "...";
- next;
- mes "[Boya]";
- mes "Anyway he is one of us so he will know me.";
- mes "He will give you a mission.";
- mes "If you have questions ask him.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "We haven't met for a long time that's why I can't remember his name!";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is not far from here so, come back quickly.";
- mes "Ok, may Freya bless you~!";
- para_suv01 = 13;
- setquest 7138;
- close;
- }
- if ((BaseLevel > 32) && (BaseLevel < 40)) {
- mes "[Boya]";
- mes "I'll send you to the 2nd step of course B.";
- mes "This course is called 'Conquer Anthell!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "Travel just southwest of Morroc City.";
- mes "There you will find a hole in the ground to a cave called Anthell.";
- next;
- mes "[Boya]";
- mes "There are lots of ants in there. kk?";
- mes "It is also covered in sand so be careful in there ok.";
- next;
- mes "[Boya]";
- mes "That's why it's called ant hell.";
- mes "One of our members will be waiting there.";
- mes "His name is... K? M? Hmm? Anyway I can't remember.";
- next;
- mes "[Boya]";
- mes "He is one of us so he will know me.";
- mes "He will give you a mission.";
- mes "If you have any questions ask him.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "We haven't met for a long time that's why I can't remember his name!";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is not far from here so, come back quickly.";
- mes "Ok, blessing you~!!";
- para_suv01 = 17;
- setquest 7142;
- close;
- }
- if ((BaseLevel > 39) && (BaseLevel < 50)) {
- mes "[Boya]";
- mes "You are on the third step of course A.";
- mes "This course is called 'Conquer Orc village!'.";
- mes "Let me see...";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- para_suv01 = 24;
- setquest 7147;
- close;
- }
- if ((BaseLevel > 49) && (BaseLevel < 60)) {
- mes "[Boya]";
- mes "You are on the third step of course B.";
- mes "This course is called 'Conquer Orc dungeon!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- para_suv01 = 29;
- setquest 7152;
- close;
- }
- if (BaseLevel > 59) {
- mes "[Boya]";
- mes "You are on the last step.";
- mes "This course is called 'Conquer the Ocean City!'.";
- mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
- next;
- mes "[Boya]";
- mes "First take a ship to to Byalan Island from Izlude!";
- mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
- next;
- mes "[Boya]";
- mes "Although it's underwater, you can breath so don't worry.";
- mes "There is a dispatched trainee around the entrance of the Ocean City.";
- next;
- mes "[Boya]";
- mes "Tell him that I sent you and follow his directions.";
- mes "Ok, may Freya bless you!";
- para_suv01 = 33;
- setquest 7156;
- close;
- }
- case 2:
- mes "[Boya]";
- mes "It's all your decision.";
- mes "It's not my business but you should probably reconsider.";
- close;
- }
- case 2:
- mes "[Boya]";
- mes "Huh?";
- mes "You are so honest!";
- mes "Gosh. You wanted to know something about equipment?";
- next;
- mes "[Boya]";
- mes "I have a uniform set which is free for our group members.";
- mes "But, I can't give it for free.";
- next;
- mes "[Boya]";
- mes "We give it to great participants who do their best in the training.";
- next;
- mes "-Boya eyes you from top to bottom.";
- mes "Hmm... he seems to think something is wrong.-";
- next;
- mes "[Boya]";
- mes "Due to emotion.";
- next;
- select("What?!");
- mes "[Boya]";
- mes "So, will you join the training or not?";
- mes "I look a little bit funny, actually I am really busy I was called shining Rune Knight.";
- mes "Make a decision, hurry.";
- next;
- switch (select("Participate in the training.:Refuse!!")) {
- case 1:
- mes "[Boya]";
- mes "Really? You already seem ready.";
- mes "We have a total of 3 steps for the training.";
- mes "Let me see...";
- next;
- if (BaseLevel < 12) {
- mes "[Boya]";
- mes "Umm. You should raise your level more!";
- mes "You need to be at least level 12!";
- mes "I'm sorry but those are the rules.";
- close;
- }
- if ((BaseLevel > 11) && (BaseLevel < 20)) {
- mes "[Boya]";
- mes "Really? You already seem ready.";
- mes "We have a total of 3 steps for the training.";
- mes "Let me see...";
- next;
- mes "[Boya]";
- mes "The first step is course A.";
- mes "Course A is called 'Conquer the Desert!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "^4d4dffThere is a desert town called Morroc.";
- mes "From there go south and then east. There is small oasis in the center of that field.^000000";
- next;
- mes "[Boya]";
- mes "If you go there, you will find a dog around the oasis.";
- mes "He is really mysterious and he can speak so don't be suprised.";
- next;
- mes "[Boya]";
- mes "Tell the dog ^4d4dffBoya is really great.^000000";
- mes "If you have any questions ask that dog.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "I had to come up with a password right?";
- mes "What's wrong with that password?";
- next;
- mes "[Boya]";
- mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you.";
- mes "Ok, may Freya bless you~!";
- para_suv01 = 1;
- setquest 7128;
- close;
- }
- if ((BaseLevel > 19) && (BaseLevel < 26)) {
- mes "[Boya]";
- mes "I'll send you to the first step of course B.";
- mes "Course B is called 'Conquer the Culvert!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "You need to register to explore the culvert in Prontera at the Knight Guild.";
- mes "After registering there go to the western gate of Prontera. The manager of the culvert is near the entrance.";
- next;
- mes "[Boya]";
- mes "Once you enter the culvert you can find a dispatched cat. Don't be surprised if he talks to you.";
- next;
- mes "[Boya]";
- mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000.";
- mes "He is really mysterious and he can speak so don't be suprised.";
- mes "He will give you a battle target when you tell him that.";
- mes "If you have any questions ask the cat.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me like that?";
- mes "It's just a password that I made up.";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is nor far from here so, it is a reasonable place for a beginner like you.";
- mes "Ok, may Freya bless you~!";
- para_suv01 = 6;
- setquest 7133;
- close;
- }
- if ((BaseLevel > 25) && (BaseLevel < 33)) {
- mes "[Boya]";
- mes "Cool.";
- mes "Let me choose a proper place for you.";
- next;
- mes "[Boya]";
- mes "I'll send you to the second step of course A.";
- mes "This course is called 'Conquer the Ghost Cave!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "There is a small archer village north of Payon.";
- mes "There is a cave on the western hill of the archer village.";
- next;
- mes "[Boya]";
- mes "We have dispatched someone in front of the cave.";
- mes "His name is... um...";
- mes "...";
- next;
- mes "[Boya]";
- mes "Anyway he is one of us so he will know me.";
- mes "He will give you a mission.";
- mes "If you have questions ask him.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "We haven't met for a long time that's why I can't remember his name!";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is not far from here so, come back quickly.";
- mes "Ok, may Freya bless you~!";
- para_suv01 = 13;
- setquest 7138;
- close;
- }
- if ((BaseLevel > 32) && (BaseLevel < 40)) {
- mes "[Boya]";
- mes "I'll send you to the 2nd step of course B.";
- mes "This course is called 'Conquer Anthell!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "Travel just southwest of Morroc City.";
- mes "There you will find a hole in the ground to a cave called Anthell.";
- next;
- mes "[Boya]";
- mes "There are lots of ants in there. kk?";
- mes "It is also covered in sand so be careful in there ok.";
- next;
- mes "[Boya]";
- mes "That's why it's called ant hell.";
- mes "One of our members will be waiting there.";
- mes "His name is... K? M? Hmm? Anyway I can't remember.";
- next;
- mes "[Boya]";
- mes "He is one of us so he will know me.";
- mes "He will give you a mission.";
- mes "If you have any questions ask him.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "We haven't met for a long time that's why I can't remember his name!";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is not far from here so, come back quickly.";
- mes "Ok, blessing you~!!";
- para_suv01 = 17;
- setquest 7142;
- close;
- }
- if ((BaseLevel > 39) && (BaseLevel < 50)) {
- mes "[Boya]";
- mes "You are on the third step of course A.";
- mes "This course is called 'Conquer Orc village!'.";
- mes "Let me see...";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- para_suv01 = 24;
- setquest 7147;
- close;
- }
- if ((BaseLevel > 49) && (BaseLevel < 60)) {
- mes "[Boya]";
- mes "You are on the third step of course B.";
- mes "This course is called 'Conquer Orc dungeon!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- para_suv01 = 29;
- setquest 7152;
- close;
- }
- if (BaseLevel > 59) {
- mes "[Boya]";
- mes "You are on the last step.";
- mes "This course is called 'Conquer the Ocean City!'.";
- mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
- next;
- mes "[Boya]";
- mes "First take a ship to to Byalan Island from Izlude!";
- mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
- next;
- mes "[Boya]";
- mes "Although it's underwater, you can breath so don't worry.";
- mes "There is a dispatched trainee around the entrance of the Ocean City.";
- next;
- mes "[Boya]";
- mes "Tell him that I sent you and follow his directions.";
- mes "Ok, may Freya bless you!";
- para_suv01 = 33;
- setquest 7156;
- close;
- }
- case 2:
- mes "[Boya]";
- mes "You are so rude!";
- specialeffect2 EF_HIT1;
- percentheal -50,0;
- next;
- mes "-Beats quickly and this shining Rune Knight turns invisible.";
- mes "It hurts too much-";
- close;
- }
- case 3:
- mes "[Boya]";
- mes "Don't bother me.";
- close;
- }
- }
- if ((para_suv01 > 0) && (para_suv01 < 5)) {
- mes "[Boya]";
- mes "Hey, I already talked all about the training areas.";
- mes "I will explain again please concentrate.";
- next;
- mes "[Boya]";
- mes "An oasis souteast of Morroc.";
- mes "There is a big dog in the center.";
- mes "The detailed story is written in the log, see?";
- close;
- }
- if (para_suv01 == 5) {
- mes "[Boya]";
- mes "Oh you've come back.";
- mes "Good job.";
- mes "Now you are adapting.";
- next;
+ mes "[Boya]";
+ if (countitem(Para_Team_Mark) < 1) {
+ mes "You are not in my group are you?";
+ mes "I don't have anything to say to outsiders.";
+ mes "If you want something register with my group.";
+ next;
+ mes "[Boya]";
+ mes "To register with the Eden Group ask Laime Evenor next to me.";
+ close;
+ }
+ if (para_suv01 == 0) {
+ mes "What's up?";
+ mes "If you have any normal missions use the bulletin board.";
+ next;
+ switch (select("What is your responsibility?:Don't you have equipment?:Ignore.")) {
mes "[Boya]";
- mes "Completed step 1.";
- mes "Congratulations.";
- mes "We will give you a uniform and some equipment.";
+ case 1:
+ mes "I give training missions to members.";
+ mes "That's why they participate in it.";
+ mes "If they don't want to get in trouble, it's essential.";
next;
mes "[Boya]";
- mes "Can you see a large blue gate next to the board?";
- mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there.";
+ mes "Through battle training they can improve their real experience.";
+ mes "The members that prove themselves will even get a reward.";
next;
mes "[Boya]";
- mes "Inform the manager that I sent you. He will give you some stuff.";
- mes "Go go go!";
- para_suv01 = 11;
- completequest 7132;
- close;
- }
- if ((para_suv01 > 5) && (para_suv01 < 10)) {
- mes "[Boya]";
- mes "The training name was 'Conquer the Culvert!.";
- mes "Did you explore the culvert fully?";
+ mes "We gave them special equipmant that we have made.";
+ mes "These gifts are for people who are really doing their best.";
next;
mes "[Boya]";
- mes "Come back when you've completed all the courses from the local trainer.";
- close;
- }
- if (para_suv01 == 10) {
- mes "[Boya]";
- mes "Oh you're back.";
- mes "Good job.";
- mes "Now you are adapting.";
+ mes "If you are curious, you can join.";
+ mes "The training battle course is not very difficult.";
+ mes "There's nothing to worry about.";
next;
mes "[Boya]";
- mes "Completed step 1.";
- mes "Congratulations.";
- mes "My team will give you a uniform and some equipment.";
+ mes "If you want to join, don't hesitate.";
next;
- mes "[Boya]";
- mes "Can you see a large blue gate next to the board?";
- mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there.";
- next;
- mes "[Boya]";
- mes "Inform the manager that I sent you. He will give you some stuff.";
- mes "Go go go!";
- para_suv01 = 11;
- completequest 7137;
- close;
- }
- if (para_suv01 == 11) {
- mes "[Boya]";
- mes "What are you doing?";
- mes "Get the equipment from the storage manager.";
- mes "Our uniform is pretty awesome haha.";
- close;
- }
- if (para_suv01 == 12) {
- mes "[Boya]";
- mes "Um, did you like the supplies?";
- mes "I like the red hat.";
- mes "The red ribbon is really cute.";
- next;
- if (BaseLevel > 25) {
+ switch (select("Participate in the training.:Ignore.")) {
mes "[Boya]";
- mes "And you seem to.";
- mes "Able to take upper class, now.";
- mes "What about it, do you want?";
- next;
- switch (select("No, way.:Absolutely, I will.")) {
- case 1:
- mes "[Boya]";
- mes "Really?";
- mes "Actually I don't care but the uniform will be changed as upper class.";
- close;
- case 2:
- mes "[Boya]";
- mes "Cool.";
- mes "Let me choose a proper place for you.";
- next;
- if ((BaseLevel > 25) && (BaseLevel < 33)) {
- mes "[Boya]";
- mes "Cool.";
- mes "Let me choose a proper place for you.";
- next;
- mes "[Boya]";
- mes "I'll send you to the second step of course A.";
- mes "This course is called 'Conquer the Ghost Cave!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "There is a small archer village north of Payon.";
- mes "There is a cave on the western hill of the archer village.";
- next;
- mes "[Boya]";
- mes "We have dispatched someone in front of the cave.";
- mes "His name is... um...";
- mes "...";
- next;
- mes "[Boya]";
- mes "Anyway he is one of us so he will know me.";
- mes "He will give you a mission.";
- mes "If you have questions ask him.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "We haven't met for a long time that's why I can't remember his name!";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is not far from here so, come back quickly.";
- mes "Ok, may Freya bless you~!";
- para_suv01 = 13;
- setquest 7138;
- close;
- }
- if ((BaseLevel > 32) && (BaseLevel < 40)) {
- mes "[Boya]";
- mes "I'll send you to the 2nd step of course B.";
- mes "This course is called 'Conquer Anthell!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "Travel just southwest of Morroc City.";
- mes "There you will find a hole in the ground to a cave called Anthell.";
- next;
- mes "[Boya]";
- mes "There are lots of ants in there. kk?";
- mes "It is also covered in sand so be careful in there ok.";
- next;
- mes "[Boya]";
- mes "That's why it's called ant hell.";
- mes "One of our members will be waiting there.";
- mes "His name is... K? M? Hmm? Anyway I can't remember.";
- next;
- mes "[Boya]";
- mes "He is one of us so he will know me.";
- mes "He will give you a mission.";
- mes "If you have any questions ask him.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "We haven't met for a long time that's why I can't remember his name!";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is not far from here so, come back quickly.";
- mes "Ok, blessing you~!!";
- para_suv01 = 17;
- setquest 7142;
- close;
- }
- if ((BaseLevel > 39) && (BaseLevel < 50)) {
- mes "[Boya]";
- mes "You are on the third step of course A.";
- mes "This course is called 'Conquer Orc village!'.";
- mes "Let me see...";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- para_suv01 = 24;
- setquest 7147;
- close;
- }
- if ((BaseLevel > 49) && (BaseLevel < 60)) {
- mes "[Boya]";
- mes "You are on the third step of course B.";
- mes "This course is called 'Conquer Orc dungeon!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- para_suv01 = 29;
- setquest 7152;
- close;
- }
- if (BaseLevel > 59) {
- mes "[Boya]";
- mes "You are on the last step.";
- mes "This course is called 'Conquer the Ocean City!'.";
- mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
- next;
- mes "[Boya]";
- mes "First take a ship to to Byalan Island from Izlude!";
- mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
- next;
- mes "[Boya]";
- mes "Although it's underwater, you can breath so don't worry.";
- mes "There is a dispatched trainee around the entrance of the Ocean City.";
- next;
- mes "[Boya]";
- mes "Tell him that I sent you and follow his directions.";
- mes "Ok, may Freya bless you!";
- para_suv01 = 33;
- setquest 7156;
- close;
- }
- }
+ case 1:
+ callsub S_Quest1;
+ callsub S_Quest2;
+ callsub S_Quest3;
+ case 2:
+ mes "It's all your decision.";
+ mes "It's not my business but you should probably reconsider.";
+ close;
}
- mes "[Boya]";
- mes "The battle training is organized into steps.";
- mes "When you able to join next step come back again after leveling more.";
- next;
- mes "[Boya]";
- mes "The next training step is available for those over Level 26.";
- mes "When you reach that level, come by again. get it?";
- close;
- }
- if ((para_suv01 > 12) && (para_suv01 < 16)) {
- mes "[Boya]";
- mes "The training area is at the north cave of Payon.";
- mes "A staff member is already dispatched there.";
- mes "Find him and follow his directions.";
- close;
- }
- if (para_suv01 == 16) {
- mes "[Boya]";
- mes "You finished the second step of training.";
- mes "Now do you understand how this world is organized?";
+ case 2:
+ mes "Huh?";
+ mes "You are so honest!";
+ mes "Gosh. You wanted to know something about equipment?";
next;
mes "[Boya]";
- mes "I will certify that you completed the training.";
- mes "The person in charge of equipment storage will supply you with what you need.";
+ mes "I have a uniform set which is free for our group members.";
+ mes "But, I can't give it for free.";
next;
mes "[Boya]";
- mes "Choose an equipment that fits your particular set of skills.";
- para_suv01 = 22;
- completequest 7141;
- close;
- }
- if ((para_suv01 > 16) && (para_suv01 < 21)) {
- mes "[Boya]";
- mes "The training area is southwest of Morroc.";
- mes "Enter the Saint Darmain Fortress to reach it directly.";
+ mes "We give it to great participants who do their best in the training.";
next;
- mes "[Boya]";
- mes "There's someone there named... Uh... he is waiting for you to follow his direction.";
- close;
- }
- if (para_suv01 == 21) {
- mes "[Boya]";
- mes "You finished the second step of training.";
- mes "Now do you understand how this world is organized?";
+ mes "-Boya eyes you from top to bottom.";
+ mes "Hmm... he seems to think something is wrong.-";
next;
mes "[Boya]";
- mes "I will certify that you completed the training.";
- mes "The person in charge of equipment storage will supply you with what you need.";
+ mes "Due to emotion.";
next;
+ select("What?!");
mes "[Boya]";
- mes "The person in charge of equipment storage will supply you with what you need.";
- para_suv01 = 22;
- completequest 7146;
- close;
- }
- if (para_suv01 == 22) {
- mes "[Boya]";
- mes "We serve trainees with equipment and armor after passing the second step of training.";
- mes "Go to the storage and meet the person in charge there.";
+ mes "So, will you join the training or not?";
+ mes "I look a little bit funny, actually I am really busy I was called shining Rune Knight.";
+ mes "Make a decision, hurry.";
next;
- mes "[Boya]";
- mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
+ switch (select("Participate in the training.:Refuse!!")) {
+ mes "[Boya]";
+ case 1:
+ callsub S_Quest1;
+ callsub S_Quest2;
+ callsub S_Quest3;
+ case 2:
+ mes "You are so rude!";
+ specialeffect2 EF_HIT1;
+ percentheal -50,0;
+ next;
+ mes "-Beats quickly and this shining Rune Knight turns invisible.";
+ mes "It hurts too much-";
+ close;
+ }
+ case 3:
+ mes "Don't bother me.";
close;
}
- if (para_suv01 == 23) {
- mes "[Boya]";
- mes "Hey long time no see.";
- mes "So what's up?";
+ }
+ else if (para_suv01 < 5) {
+ mes "Hey, I already talked all about the training areas.";
+ mes "I will explain again please concentrate.";
+ next;
+ mes "[Boya]";
+ mes "An oasis souteast of Morroc.";
+ mes "There is a big dog in the center.";
+ mes "The detailed story is written in the log, see?";
+ }
+ else if (para_suv01 == 5) {
+ mes "Oh you've come back.";
+ mes "Good job.";
+ mes "Now you are adapting.";
+ next;
+ mes "[Boya]";
+ mes "Completed step 1.";
+ mes "Congratulations.";
+ mes "We will give you a uniform and some equipment.";
+ next;
+ mes "[Boya]";
+ mes "Can you see a large blue gate next to the board?";
+ mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there.";
+ next;
+ mes "[Boya]";
+ mes "Inform the manager that I sent you. He will give you some stuff.";
+ mes "Go go go!";
+ para_suv01 = 11;
+ completequest 7132;
+ }
+ else if (para_suv01 < 10) {
+ mes "The training name was 'Conquer the Culvert!.";
+ mes "Did you explore the culvert fully?";
+ next;
+ mes "[Boya]";
+ mes "Come back when you've completed all the courses from the local trainer.";
+ }
+ else if (para_suv01 == 10) {
+ mes "Oh you're back.";
+ mes "Good job.";
+ mes "Now you are adapting.";
+ next;
+ mes "[Boya]";
+ mes "Completed step 1.";
+ mes "Congratulations.";
+ mes "My team will give you a uniform and some equipment.";
+ next;
+ mes "[Boya]";
+ mes "Can you see a large blue gate next to the board?";
+ mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there.";
+ next;
+ mes "[Boya]";
+ mes "Inform the manager that I sent you. He will give you some stuff.";
+ mes "Go go go!";
+ para_suv01 = 11;
+ completequest 7137;
+ }
+ else if (para_suv01 == 11) {
+ mes "What are you doing?";
+ mes "Get the equipment from the storage manager.";
+ mes "Our uniform is pretty awesome haha.";
+ }
+ else if (para_suv01 == 12) {
+ mes "Um, did you like the supplies?";
+ mes "I like the red hat.";
+ mes "The red ribbon is really cute.";
+ next;
+ mes "[Boya]";
+ if (BaseLevel > 25) {
+ mes "And you seem to.";
+ mes "Able to take upper class, now.";
+ mes "What about it, do you want?";
next;
- switch (select("I want to join training.:Nothing.")) {
- case 1:
+ switch (select("No, way.:Absolutely, I will.")) {
mes "[Boya]";
- mes "Hmm... really?";
- mes "Let me see... which step is good for you...";
- next;
- if ((BaseLevel > 39) && (BaseLevel < 50)) {
- mes "[Boya]";
- mes "You are on the third step of course A.";
- mes "This course is called 'Conquer Orc village!'.";
- mes "Let me see...";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- para_suv01 = 24;
- setquest 7147;
- close;
- }
- if ((BaseLevel > 49) && (BaseLevel < 60)) {
- mes "[Boya]";
- mes "You are on the third step of course B.";
- mes "This course is called 'Conquer Orc dungeon!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- para_suv01 = 29;
- setquest 7152;
- close;
- }
- if (BaseLevel > 59) {
- mes "[Boya]";
- mes "You are on the last step.";
- mes "This course is called 'Conquer the Ocean City!'.";
- mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
- next;
- mes "[Boya]";
- mes "First take a ship to to Byalan Island from Izlude!";
- mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
- next;
- mes "[Boya]";
- mes "Although it's underwater, you can breath so don't worry.";
- mes "There is a dispatched trainee around the entrance of the Ocean City.";
- next;
- mes "[Boya]";
- mes "Tell him that I sent you and follow his directions.";
- mes "Ok, may Freya bless you!";
- para_suv01 = 33;
- setquest 7156;
- close;
- }
- mes "[Boya]";
- mes "Sooo sorry but to join this training You need to be at least level 40.";
- mes "Concentrate to become higher level then come back.";
+ case 1:
+ mes "Really?";
+ mes "Actually I don't care but the uniform will be changed as upper class.";
close;
case 2:
- mes "[Boya]";
- mes "Did you come to see me?";
- mes "Just that? Without anything?";
- mes "At could have least brought some chocolate...";
+ mes "Cool.";
+ mes "Let me choose a proper place for you.";
next;
mes "[Boya]";
- mes "Banana roll or stripe straw... anything.";
- mes "Oh, I don't eat snacks with cinnamon...";
- close;
+ callsub S_Quest2;
+ callsub S_Quest3;
}
}
- if ((para_suv01 > 23) && (para_suv01 < 28)) {
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- close;
- }
- if (para_suv01 == 28) {
- mes "[Boya]";
- mes "Cool! You passed the third step of training.";
- mes "I will certify that you completed the training.";
- mes "The person in charge of equipment storage will supply you with some equipment.";
- next;
- mes "[Boya]";
- mes "We serve trainees with equipment and armor after passing the second step of training.";
- mes "Go to the storage and meet the person in charge there.";
- next;
- mes "[Boya]";
- mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
- para_suv01 = 37;
- completequest 7151;
- close;
- }
- if ((para_suv01 > 28) && (para_suv01 < 32)) {
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services there.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- close;
- }
- if (para_suv01 == 32) {
- mes "[Boya]";
- mes "Cool! You passed the third step of training.";
- mes "I will certify that you completed the training.";
- mes "The person in charge of equipment storage will supply you with some equipment.";
- next;
- mes "[Boya]";
- mes "We serve trainees with equipment and armor after passing the second step of training.";
- mes "Go to the storage and meet the person in charge there.";
- next;
- mes "[Boya]";
- mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
- para_suv01 = 37;
- completequest 7155;
- close;
- }
- if ((para_suv01 > 32) && (para_suv01 < 36)) {
- mes "[Boya]";
- mes "First take a ship toward to Bayalan from Izlude!";
- mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
- next;
- mes "[Boya]";
- mes "There is a dispatched trainee around the entrance of the Ocean City.";
- close;
- }
- if (para_suv01 == 36) {
- mes "[Boya]";
- mes "Cool! You passed the third step of training.";
- mes "I will certify that you completed the training.";
- mes "The person in charge of equipment storage will supply you with some equipment.";
- next;
- mes "[Boya]";
- mes "We serve trainees with equipment and armor after passing the second step of training.";
- mes "Go to the storage and meet the person in charge there.";
- next;
- mes "[Boya]";
- mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
- para_suv01 = 37;
- completequest 7159;
- close;
- }
- if (para_suv01 == 37) {
- mes "[Boya]";
- mes "If you finish all of the steps go and get your supplies.";
- mes "We offer equipment to those who complete the training.";
- next;
- mes "[Boya]";
- mes "We might serve you other things.";
- mes "If you have any questions, ask the person in charge of the arsenal.";
+ else {
+ mes "The battle training is organized into steps.";
+ mes "When you able to join next step come back again after leveling more.";
next;
mes "[Boya]";
- mes "The arsenal is past the blue gate and at the end of the right side of the passage.";
- close;
+ mes "The next training step is available for those over Level 26.";
+ mes "When you reach that level, come by again. get it?";
}
- if (para_suv01 >= 38) {
- mes "[Boya]";
- mes "My boss created all the courses for the training.";
- mes "After he manufactured the uniform and supplies he changed his mind and said that he can't give them for free.";
- next;
- mes "[Boya]";
- mes "People who show their effort for my team and the world can get some supplies.";
- mes "That's why these courses were made.";
- next;
- mes "[Boya]";
- mes "Basically we are supposed to offer these supplies for beginners";
- mes "but if experts want to participate this training, we accept them.";
- next;
+ }
+ else if (para_suv01 < 16) {
+ mes "The training area is at the north cave of Payon.";
+ mes "A staff member is already dispatched there.";
+ mes "Find him and follow his directions.";
+ }
+ else if (para_suv01 == 16) {
+ mes "You finished the second step of training.";
+ mes "Now do you understand how this world is organized?";
+ next;
+ mes "[Boya]";
+ mes "I will certify that you completed the training.";
+ mes "The person in charge of equipment storage will supply you with what you need.";
+ next;
+ mes "[Boya]";
+ mes "Choose an equipment that fits your particular set of skills.";
+ para_suv01 = 22;
+ completequest 7141;
+ }
+ else if (para_suv01 < 21) {
+ mes "The training area is southwest of Morroc.";
+ mes "Enter the Saint Darmain Fortress to reach it directly.";
+ next;
+ mes "[Boya]";
+ mes "There's someone there named... Uh... he is waiting for you to follow his direction.";
+ }
+ else if (para_suv01 == 21) {
+ mes "You finished the second step of training.";
+ mes "Now do you understand how this world is organized?";
+ next;
+ mes "[Boya]";
+ mes "I will certify that you completed the training.";
+ mes "The person in charge of equipment storage will supply you with what you need.";
+ next;
+ mes "[Boya]";
+ mes "The person in charge of equipment storage will supply you with what you need.";
+ para_suv01 = 22;
+ completequest 7146;
+ }
+ else if (para_suv01 == 22) {
+ mes "We serve trainees with equipment and armor after passing the second step of training.";
+ mes "Go to the storage and meet the person in charge there.";
+ next;
+ mes "[Boya]";
+ mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
+ }
+ else if (para_suv01 == 23) {
+ mes "Hey long time no see.";
+ mes "So what's up?";
+ next;
+ switch (select("I want to join training.:Nothing.")) {
mes "[Boya]";
- mes "Although the uniform and equipment might be useless.";
- mes "participating in this training means they want to become a member of our group.";
+ case 1:
+ mes "Hmm... really?";
+ mes "Let me see... which step is good for you...";
next;
mes "[Boya]";
- mes "Yes that's all.";
- mes "That's why when we decided a hat design it was really difficult.";
+ if (BaseLevel < 40) {
+ mes "Sooo sorry but to join this training You need to be at least level 40.";
+ mes "Concentrate to become higher level then come back.";
+ close;
+ }
+ callsub S_Quest3;
+ case 2:
+ mes "Did you come to see me?";
+ mes "Just that? Without anything?";
+ mes "At could have least brought some chocolate...";
next;
mes "[Boya]";
- mes "Remember this when you use the equipment.";
- mes "But if you decide to sell or trade them off, it is none of our concern.";
+ mes "Banana roll or stripe straw... anything.";
+ mes "Oh, I don't eat snacks with cinnamon...";
close;
}
+ }
+ else if (para_suv01 < 28) {
+ mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services.";
+ next;
+ mes "[Boya]";
+ mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
+ }
+ else if (para_suv01 == 28) {
+ mes "Cool! You passed the third step of training.";
+ mes "I will certify that you completed the training.";
+ mes "The person in charge of equipment storage will supply you with some equipment.";
+ next;
+ mes "[Boya]";
+ mes "We serve trainees with equipment and armor after passing the second step of training.";
+ mes "Go to the storage and meet the person in charge there.";
+ next;
+ mes "[Boya]";
+ mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
+ para_suv01 = 37;
+ completequest 7151;
+ }
+ else if (para_suv01 < 32) {
+ mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services there.";
+ next;
+ mes "[Boya]";
+ mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
+ }
+ else if (para_suv01 == 32) {
+ mes "Cool! You passed the third step of training.";
+ mes "I will certify that you completed the training.";
+ mes "The person in charge of equipment storage will supply you with some equipment.";
+ next;
+ mes "[Boya]";
+ mes "We serve trainees with equipment and armor after passing the second step of training.";
+ mes "Go to the storage and meet the person in charge there.";
+ next;
+ mes "[Boya]";
+ mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
+ para_suv01 = 37;
+ completequest 7155;
+ }
+ else if (para_suv01 < 36) {
+ mes "First take a ship toward to Bayalan from Izlude!";
+ mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
+ next;
+ mes "[Boya]";
+ mes "There is a dispatched trainee around the entrance of the Ocean City.";
+ }
+ else if (para_suv01 == 36) {
+ mes "Cool! You passed the third step of training.";
+ mes "I will certify that you completed the training.";
+ mes "The person in charge of equipment storage will supply you with some equipment.";
+ next;
+ mes "[Boya]";
+ mes "We serve trainees with equipment and armor after passing the second step of training.";
+ mes "Go to the storage and meet the person in charge there.";
+ next;
+ mes "[Boya]";
+ mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
+ para_suv01 = 37;
+ completequest 7159;
+ }
+ else if (para_suv01 == 37) {
+ mes "[Boya]";
+ mes "If you finish all of the steps go and get your supplies.";
+ mes "We offer equipment to those who complete the training.";
+ next;
mes "[Boya]";
+ mes "We might serve you other things.";
+ mes "If you have any questions, ask the person in charge of the arsenal.";
+ next;
+ mes "[Boya]";
+ mes "The arsenal is past the blue gate and at the end of the right side of the passage.";
+ }
+ else if (para_suv01 >= 38) {
+ mes "My boss created all the courses for the training.";
+ mes "After he manufactured the uniform and supplies he changed his mind and said that he can't give them for free.";
+ next;
+ mes "[Boya]";
+ mes "People who show their effort for my team and the world can get some supplies.";
+ mes "That's why these courses were made.";
+ next;
+ mes "[Boya]";
+ mes "Basically we are supposed to offer these supplies for beginners";
+ mes "but if experts want to participate this training, we accept them.";
+ next;
+ mes "[Boya]";
+ mes "Although the uniform and equipment might be useless.";
+ mes "participating in this training means they want to become a member of our group.";
+ next;
+ mes "[Boya]";
+ mes "Yes that's all.";
+ mes "That's why when we decided a hat design it was really difficult.";
+ next;
+ mes "[Boya]";
+ mes "Remember this when you use the equipment.";
+ mes "But if you decide to sell or trade them off, it is none of our concern.";
+ }
+ else {
mes "What do you want?";
mes "I doubt that you need more training.";
next;
mes "[Boya]";
mes "There is nothing more I can teach a battle master such as yourself.";
- close;
}
- mes "[Boya]";
- mes "You are not in my group are you?";
- mes "I don't have anything to say to outsiders.";
- mes "If you want something register with my group.";
+ close;
+S_Quest1:
+ mes "Really? You already seem ready.";
+ mes "We have a total of 3 steps for the training.";
+ mes "Let me see...";
next;
mes "[Boya]";
- mes "To register with the Eden Group ask Laime Evenor next to me.";
+ if (BaseLevel < 12) {
+ mes "Umm. You should raise your level more!";
+ mes "You need to be at least level 12!";
+ mes "I'm sorry but those are the rules.";
+ close;
+ }
+ if (BaseLevel < 20) {
+ mes "The first step is course A.";
+ mes "Course A is called 'Conquer the Desert!'.";
+ mes "It's the most proper mission for your level.";
+ next;
+ mes "[Boya]";
+ mes "^4d4dffThere is a desert town called Morroc.";
+ mes "From there go south and then east. There is small oasis in the center of that field.^000000";
+ next;
+ mes "[Boya]";
+ mes "If you go there, you will find a dog around the oasis.";
+ mes "He is really mysterious and he can speak so don't be suprised.";
+ next;
+ mes "[Boya]";
+ mes "Tell the dog ^4d4dffBoya is really great.^000000";
+ mes "If you have any questions ask that dog.";
+ next;
+ mes "[Boya]";
+ mes "Why are you staring at me?";
+ mes "I had to come up with a password right?";
+ mes "What's wrong with that password?";
+ next;
+ mes "[Boya]";
+ mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you.";
+ mes "Ok, may Freya bless you~!";
+ para_suv01 = 1;
+ setquest 7128;
+ close;
+ }
+ if (BaseLevel < 26) {
+ mes "I'll send you to the first step of course B.";
+ mes "Course B is called 'Conquer the Culvert!'.";
+ mes "It's the most proper mission for your level.";
+ next;
+ mes "[Boya]";
+ mes "You need to register to explore the culvert in Prontera at the Knight Guild.";
+ mes "After registering there go to the western gate of Prontera. The manager of the culvert is near the entrance.";
+ next;
+ mes "[Boya]";
+ mes "Once you enter the culvert you can find a dispatched cat. Don't be surprised if he talks to you.";
+ next;
+ mes "[Boya]";
+ mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000.";
+ mes "He is really mysterious and he can speak so don't be suprised.";
+ mes "He will give you a battle target when you tell him that.";
+ mes "If you have any questions ask the cat.";
+ next;
+ mes "[Boya]";
+ mes "Why are you staring at me like that?";
+ mes "It's just a password that I made up.";
+ next;
+ mes "[Boya]";
+ mes "Anyway...";
+ mes "That place is nor far from here so, it is a reasonable place for a beginner like you.";
+ mes "Ok, may Freya bless you~!";
+ para_suv01 = 6;
+ setquest 7133;
+ close;
+ }
+ return;
+S_Quest2:
+ if (BaseLevel < 33) {
+ mes "Cool.";
+ mes "Let me choose a proper place for you.";
+ next;
+ mes "[Boya]";
+ mes "I'll send you to the second step of course A.";
+ mes "This course is called 'Conquer the Ghost Cave!'.";
+ mes "It's the most proper mission for your level.";
+ next;
+ mes "[Boya]";
+ mes "There is a small archer village north of Payon.";
+ mes "There is a cave on the western hill of the archer village.";
+ next;
+ mes "[Boya]";
+ mes "We have dispatched someone in front of the cave.";
+ mes "His name is... um...";
+ mes "...";
+ next;
+ mes "[Boya]";
+ mes "Anyway he is one of us so he will know me.";
+ mes "He will give you a mission.";
+ mes "If you have questions ask him.";
+ next;
+ mes "[Boya]";
+ mes "Why are you staring at me?";
+ mes "We haven't met for a long time that's why I can't remember his name!";
+ next;
+ mes "[Boya]";
+ mes "Anyway...";
+ mes "That place is not far from here so, come back quickly.";
+ mes "Ok, may Freya bless you~!";
+ para_suv01 = 13;
+ setquest 7138;
+ close;
+ }
+ if (BaseLevel < 40) {
+ mes "I'll send you to the 2nd step of course B.";
+ mes "This course is called 'Conquer Anthell!'.";
+ mes "It's the most proper mission for your level.";
+ next;
+ mes "[Boya]";
+ mes "Travel just southwest of Morroc City.";
+ mes "There you will find a hole in the ground to a cave called Anthell.";
+ next;
+ mes "[Boya]";
+ mes "There are lots of ants in there. kk?";
+ mes "It is also covered in sand so be careful in there ok.";
+ next;
+ mes "[Boya]";
+ mes "That's why it's called ant hell.";
+ mes "One of our members will be waiting there.";
+ mes "His name is... K? M? Hmm? Anyway I can't remember.";
+ next;
+ mes "[Boya]";
+ mes "He is one of us so he will know me.";
+ mes "He will give you a mission.";
+ mes "If you have any questions ask him.";
+ next;
+ mes "[Boya]";
+ mes "Why are you staring at me?";
+ mes "We haven't met for a long time that's why I can't remember his name!";
+ next;
+ mes "[Boya]";
+ mes "Anyway...";
+ mes "That place is not far from here so, come back quickly.";
+ mes "Ok, blessing you~!!";
+ para_suv01 = 17;
+ setquest 7142;
+ close;
+ }
+ return;
+S_Quest3:
+ if (BaseLevel < 50) {
+ mes "You are on the third step of course A.";
+ mes "This course is called 'Conquer Orc village!'.";
+ mes "Let me see...";
+ next;
+ mes "[Boya]";
+ mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
+ mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
+ next;
+ mes "[Boya]";
+ mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
+ mes "It's up to you.";
+ next;
+ mes "[Boya]";
+ mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
+ next;
+ mes "[Boya]";
+ mes "She will explain what needs to be done there.";
+ mes "If you have any questions ask her.";
+ next;
+ mes "[Boya]";
+ mes "Ok, may Freya bless you!";
+ para_suv01 = 24;
+ setquest 7147;
+ }
+ else if (BaseLevel < 60) {
+ mes "You are on the third step of course B.";
+ mes "This course is called 'Conquer Orc dungeon!'.";
+ mes "It's the most proper mission for your level.";
+ next;
+ mes "[Boya]";
+ mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
+ mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
+ next;
+ mes "[Boya]";
+ mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
+ mes "It's up to you.";
+ next;
+ mes "[Boya]";
+ mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
+ next;
+ mes "[Boya]";
+ mes "She will explain what needs to be done there.";
+ mes "If you have any questions ask her.";
+ next;
+ mes "[Boya]";
+ mes "Ok, may Freya bless you!";
+ para_suv01 = 29;
+ setquest 7152;
+ }
+ else {
+ mes "You are on the last step.";
+ mes "This course is called 'Conquer the Ocean City!'.";
+ mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
+ next;
+ mes "[Boya]";
+ mes "First take a ship to to Byalan Island from Izlude!";
+ mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
+ next;
+ mes "[Boya]";
+ mes "Although it's underwater, you can breath so don't worry.";
+ mes "There is a dispatched trainee around the entrance of the Ocean City.";
+ next;
+ mes "[Boya]";
+ mes "Tell him that I sent you and follow his directions.";
+ mes "Ok, may Freya bless you!";
+ para_suv01 = 33;
+ setquest 7156;
+ }
close;
}
@@ -1309,7 +826,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 4_RUS_DWOLF,{
mes "Not a wolf.";
mes "I wasn't a dog originally...";
next;
- if (countitem(6219) > 0) {
+ if (countitem(Para_Team_Mark) > 0) {
mes "[Talking Dog]";
mes "Anyway are you a Eden Group member?";
mes "Oh good to see you.";
@@ -1517,7 +1034,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 4_M_BABYCAT,{
pay_arche,41,136,3 script Eden Member Karl#para05 4_M_KHMAN,{
if (para_suv01 < 13) {
- if (countitem(6219) > 0) {
+ if (countitem(Para_Team_Mark) > 0) {
mes "[Karl]";
mes "Hey, how are you?";
mes "Good to see you~";
@@ -1660,7 +1177,7 @@ pay_arche,41,136,3 script Eden Member Karl#para05 4_M_KHMAN,{
anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{
if (para_suv01 < 17) {
- if (countitem(6219) > 0) {
+ if (countitem(Para_Team_Mark) > 0) {
mes "[Cloud]";
mes "Oops.";
mes "You are a member of my group.";
@@ -1850,7 +1367,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{
in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{
if (para_suv01 < 24) {
- if (countitem(6219) > 0) {
+ if (countitem(Para_Team_Mark) > 0) {
mes "[Hooksha]";
mes "Unbelievable why did you come here?";
mes "Um... You are not on the third step of the training?";
@@ -2119,7 +1636,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{
iz_dun04,43,46,3 script Eden Member Callandiva 4_F_CRU,{
if (para_suv01 < 33) {
- if (countitem(6219) > 0) {
+ if (countitem(Para_Team_Mark) > 0) {
mes "[Callandiva]";
mes "How did you get so deep in this ocean city?";
mes "Ah, that symbol is of our group.";
@@ -2262,51 +1779,47 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{
mes "Why did you come here?";
next;
switch (select("To get supplies:Where is here?:Upgrade equipment")) {
+ mes "[Michael]";
case 1:
if (para_suv01 == 11) {
- mes "[Michael]";
mes "If you've completed step 1";
mes "we can supply you with a Eden Group Hat, Uniform, Manteau and Boots.";
mes "^4d4dffCheck your inventory first.^000000";
next;
- switch (select("Let me check my inventory:I have enough room.")) {
- case 1:
+ if (select("Let me check my inventory:I have enough room.") == 1) {
mes "[Michael]";
mes "Make sure you have enough room for the supplies.";
close;
- case 2:
- mes "[Michael]";
- mes "Two of the supplies, the ^4d4dffHat and Manteau^000000,";
- mes "will only be given out once.";
- mes "So treat them with caution and care.";
- next;
- mes "[Michael]";
- mes "As for the Boots and the Uniforms, you will receive better quality ones based on your course grades.";
- next;
- mes "[Michael]";
- mes "One Eden Group Hat.";
- mes "One Eden Group Uniform I.";
- mes "One pair of Eden Group Boots I.";
- mes "One Eden Group Manteau.";
- mes "A total of 4 supplies, that's all.";
- para_suv01 = 12;
- para_suv02 = 1;
- getitem 5583,1; //Para_Team_Hat1
- getitem 2560,1; //Para_Team_Manteau1
- getitem 2456,1; //Para_Team_Boots1
- getitem 15009,1; //Para_Team_Uniform1
- next;
- mes "[Michael]";
- mes "Is that correct?";
- mes "It is manufactured for beginners so they don't have the best effect but they're still cheaper than equipment in the shops.";
- next;
- mes "[Michael]";
- mes "We made them especially for the Eden Group.";
- close;
}
- }
- if (para_suv01 == 22) {
mes "[Michael]";
+ mes "Two of the supplies, the ^4d4dffHat and Manteau^000000,";
+ mes "will only be given out once.";
+ mes "So treat them with caution and care.";
+ next;
+ mes "[Michael]";
+ mes "As for the Boots and the Uniforms, you will receive better quality ones based on your course grades.";
+ next;
+ mes "[Michael]";
+ mes "One Eden Group Hat.";
+ mes "One Eden Group Uniform I.";
+ mes "One pair of Eden Group Boots I.";
+ mes "One Eden Group Manteau.";
+ mes "A total of 4 supplies, that's all.";
+ para_suv01 = 12;
+ para_suv02 = 1;
+ getitem Para_Team_Hat,1; //Para_Team_Hat1
+ getitem Para_Team_Manteau,1; //Para_Team_Manteau1
+ getitem Para_Team_Boots1,1; //Para_Team_Boots1
+ getitem Para_Team_Uniform1,1; //Para_Team_Uniform1
+ next;
+ mes "[Michael]";
+ mes "Is that correct?";
+ mes "It is manufactured for beginners so they don't have the best effect but they're still cheaper than equipment in the shops.";
+ next;
+ mes "[Michael]";
+ mes "We made them especially for the Eden Group.";
+ }
+ else if (para_suv01 == 22) {
mes "If you've completed step 2, we offer extra weapons including the basic equipment.";
next;
mes "[Michael]";
@@ -2323,486 +1836,73 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{
mes "[Michael]";
mes "^4d4dffPlease check your inventory to get those items.^000000";
next;
- switch (select("I will make more space.:I have got enough space.")) {
- case 1:
+ if (select("I will make more space.:I have got enough space.") == 1) {
mes "[Michael]";
mes "Make enough space.";
close;
- case 2:
- if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) {
- mes "[Michael]";
- mes "What kind of weapon do you want?";
- mes "We have one and Two-handed swords.";
- mes "Here are the options.";
- next;
- mes "[Michael]";
- mes "Eden Slayer I: Two-handed sword. attack 162.";
- mes "Eden Saber I: One-handed sword. attack 147.";
- mes "Both are Lv. 2 and the required level is 26.";
- next;
- mes "[Michael]";
- mes "They also can't be traded with other players or be refined.";
- next;
- switch (select("Eden Slayer I:Eden Sabre I")) {
- case 1:
- mes "[Michael]";
- mes "You've chosen the Eden Slayer I.";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 1192,1; //P_Slayer1
- getitem 18514,1; //Para_Team_Hat2
- getitem 2571,1; //Para_Team_Manteau2
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Two-handed sword, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 1192,1; //P_Slayer1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- case 2:
- mes "[Michael]";
- mes "You've chosen the Eden Sabre I.";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 13423,1; //P_Sabre1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A One-handed sword, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 13423,1; //P_Sabre1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- mes "This is what we strive for.";
- close;
- }
- }
- if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue || Class == Job_Ninja || Class == Job_Novice || Class == Job_Novice_High) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Dagger I: Dagger. MATK+60, attack 124.";
- mes "It is Lv. 2 and the required level is 26.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Dagger I.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 13050,1; //P_Dagger1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Dagger, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 13050,1; //P_Dagger1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- mes "This is what we strive for.";
- close;
- }
- if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) {
- mes "[Michael]";
- mes "What kind of weapon do you want?";
- mes "We have a mace and a One-handed sword.";
- mes "Here are the options.";
- next;
- mes "[Michael]";
- mes "Eden Saber I: One-handed sword. attack 147.";
- mes "Eden Mace I: Mace. attack 142.";
- mes "Both are level 2 and the required level is 26.";
- next;
- mes "[Michael]";
- mes "They also can't be traded with other players or be refined.";
- next;
- switch (select("Eden Sabre I:Eden Mace I")) {
- case 1:
- mes "[Michael]";
- mes "You've chosen the Eden Sabre I.";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 13423,1; //P_Sabre1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A One-handed Sword, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 13423,1; //P_Sabre1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- mes "This is what we strive for.";
- close;
- case 2:
- mes "[Michael]";
- mes "You've chosen the Eden Mace I.";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 16004,1; //P_Mace1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Mace, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 16004,1; //P_Mace1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- }
- if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Bow I: Bow. attack 82.";
- mes "It is Lv. 2 and the required level is 26.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Bow I.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 1747,1; //P_Bow1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Bow, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 1747,1; //P_Bow1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) {
- mes "[Michael]";
- mes "What kind of weapon do you want?";
- mes "We have a mace and a staff.";
- mes "Here are the options.";
- next;
- mes "[Michael]";
- mes "Eden Mace I: Mace. attack 142.";
- mes "Eden Staff I: Staff. INT+2, MATK+125, attack 60.";
- mes "Both are Lv. 2 and the required level is 26.";
- next;
- mes "[Michael]";
- mes "They also can't be traded with other players or be refined.";
- next;
- switch (select("Eden Staff I:Eden Mace I")) {
- case 1:
- mes "[Michael]";
- mes "You've chosen the Eden Staff I.";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 1650,1; //P_Staff1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Staff, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 1650,1; //P_Staff1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- case 2:
- mes "[Michael]";
- mes "You've chosen the Eden Mace I.";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 16004,1; //P_Mace1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Mace, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 16004,1; //P_Mace1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- }
- if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Staff I: Staff. INT+2, MATK+125, attack 60.";
- mes "It is Lv. 2 and the required level is 26.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Staff I.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 1650,1; //P_Staff1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Staff, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 1650,1; //P_Staff1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- if (Class == Job_Gunslinger) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Revolver I: Revolver. HIT-5, attack 44.";
- mes "It is Lv. 2 and the required level is 26.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Revolver I.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 13112,1; //P_Revolver1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Revolver, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 13112,1; //P_Revolver1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- mes "[Michael]";
- mes "Let me see... you will receive..";
- mes "the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "I don't know what weapon will suit you so, you'll get a Dagger.";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 13050,1; //P_Dagger1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Weapon, Uniform and Boots all 3 supplies.";
+ }
+ mes "[Michael]";
+ if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) {
+ callsub S_Select,"We have one and Two-handed swords",
+ P_Slayer1,"Eden Slayer I","Two-handed sword","Attack 162","",//P_Slayer1
+ P_Sabre1,"Eden Saber I","One-handed sword","Attack 147","This is what we strive for.";//P_Sabre1
+ }
+ if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue || Class == Job_Ninja || Class == Job_Novice || Class == Job_Novice_High) {
+ callsub S_Select,"",
+ P_Dagger1,"Eden Dagger I","Dagger","MATK+60, attack 124","This is what we strive for.";//P_Dagger1
+ }
+ if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) {
+ callsub S_Select,"We have a mace and a One-handed sword",
+ P_Sabre1,"Eden Saber I","One-handed sword","Attack 147","This is what we strive for.",// P_Sabre1
+ P_Mace1,"Eden Mace I","Mace","Attack 142","";// P_Mace1
+ }
+ if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) {
+ callsub S_Select,"",
+ P_Bow1,"Eden Bow I","Bow","Attack 82","";//P_Bow1
+ }
+ if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) {
+ callsub S_Select,"We have a mace and a staff",
+ P_Staff1,"Eden Mace I","Mace","Attack 142","", //P_Staff1
+ P_Mace1,"Eden Staff I","Staff","INT+2, MATK+125, attack 60",""; //P_Mace1
+ }
+ if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) {
+ callsub S_Select,"",
+ P_Staff1,"Eden Staff I","Staff","INT+2, MATK+125, attack 60","";//P_Staff1
+ }
+ if (Class == Job_Gunslinger) {
+ callsub S_Select,"",
+ P_Revolver1,"Eden Revolver I","Revolver","HIT-5, attack 44","";//P_Revolver1
+ }
+
+ mes "Let me see... you will receive..";
+ mes "the Eden Group Boots II and Uniform II.";
+ next;
+ mes "[Michael]";
+ para_suv01 = 23;
+ getitem P_Dagger1,1; //P_Dagger1
+ getitem Para_Team_Boots2,1; //Para_Team_Boots2
+ getitem Para_Team_Uniform2,1; //Para_Team_Uniform2
+ if (para_suv02 == 0) {
mes "I don't know what weapon will suit you so, you'll get a Dagger.";
- mes "Please check it again.";
- para_suv01 = 23;
+ mes "You don't have a record of receiving any supplies";
+ mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
+ getitem Para_Team_Hat,1; //Para_Team_Hat
+ getitem Para_Team_Manteau,1; //Para_Team_Manteau
para_suv02 = 2;
- getitem 13050,1; //P_Dagger1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
next;
mes "[Michael]";
- mes "I hope they're useful to you.";
+ mes "Check your supplies again and look after it.";
close;
}
- }
- if (para_suv01 == 37) {
+ para_suv02 = 2;
+ mes "A Weapon, Uniform and Boots all 3 supplies.";
+ mes "I don't know what weapon will suit you so, you'll get a Dagger.";
+ mes "Please check it again.";
+ next;
mes "[Michael]";
+ mes "I hope they're useful to you.";
+ }
+ else if (para_suv01 == 37) {
mes "You've completed the last training course.";
mes "It's time for you to receive a new weapon.";
next;
@@ -2814,522 +1914,69 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{
mes "[Michael]";
mes "^4d4dffPlease check you inventory to get those supplies.^000000";
next;
- switch (select("I'll come back.:I have enough room.")) {
- case 1:
+ if (select("I'll come back.:I have enough room.") == 1) {
mes "[Michael]";
mes "Make sure you have enough room.";
close;
- case 2:
- if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) {
- mes "[Michael]";
- mes "What kind of weapon do you want?";
- mes "We have one and Two-handed swords.";
- mes "Here are the options.";
- next;
- mes "[Michael]";
- mes "Eden Saber II: One-handed sword. attack 170.";
- mes "Eden Slayer II: Two-handed sword. attack 185.";
- mes "Both of them are Lv. 2 weapons and the required level is 40.";
- next;
- mes "[Michael]";
- mes "They also can't be traded with other players or be refined.";
- next;
- switch (select("Eden Saber II:Eden Slayer II")) {
- case 1:
- mes "[Michael]";
- mes "You've chosen the Eden Sabre II.";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 13424,1; //P_Sabre2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A One-handed sword, Uniform, and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 13424,1; //P_Sabre2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- case 2:
- mes "[Michael]";
- mes "You've chosen the Eden Slayer II.";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 1193,1; //P_Slayer2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Two-handed sword, Uniform, and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 1193,1; //P_Slayer2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- }
- if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Dagger II: Dagger. MATK+70, attack 158.";
- mes "It is Lv. 2 and the required level is 40.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Dagger II.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv02 = 3;
- getitem 13051,1; //P_Dagger2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Dagger, Uniform, and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 13051,1; //P_Dagger2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) {
- mes "[Michael]";
- mes "What kind of weapon do you want?";
- mes "We have a mace and a staff.";
- mes "Here are the options.";
- next;
- mes "[Michael]";
- mes "Eden Mace II: Mace. attack 163.";
- mes "Eden Staff II: Staff. INT+3, MATK+150, attack 60.";
- mes "Both of them are Lv. 2 weapons and the required level is 40.";
- next;
- mes "[Michael]";
- mes "They also can't be traded with other players or be refined.";
- next;
- switch (select("Eden Staff II:Eden Mace II")) {
- case 1:
- mes "[Michael]";
- mes "You've chosen the Eden Staff II.";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 1651,1; //P_Staff2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Staff, Uniform, and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 1651,1; //P_Staff2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- case 2:
- mes "[Michael]";
- mes "You've chosen the Eden Mace II.";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 16005,1; //P_Mace2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Mace, Uniform, and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 16005,1; //P_Mace2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- }
- if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Bow II: Bow. attack 82.";
- mes "It is Lv. 2 and the required level is 40.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Bow II.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 1748,1; //P_Bow2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Bow, Uniform, and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 1748,1; //P_Bow2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- if (Class == Job_Novice || Class == Job_Novice_High || Class == Job_SuperNovice || Class == Job_Soul_Linker || Class == Job_Ninja) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Dagger II: Dagger. MATK+70, attack 158.";
- mes "It is Lv. 2 and the required level is 40.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Dagger II.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 13051,1; //P_Dagger2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Dagger, Uniform, and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 13051,1; //P_Dagger2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Staff II: Staff. INT+3, MATK+155, attack 60.";
- mes "It is Lv. 2 and the required level is 40.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Staff II.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 1651,1; //P_Staff2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Staff, Uniform, and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 1651,1; //P_Staff2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) {
- mes "[Michael]";
- mes "What kind of weapon do you want?";
- mes "We have a mace and a one-handed sword.";
- mes "Here are the options.";
- next;
- mes "[Michael]";
- mes "Eden Saber II: One-handed sword. attack 170.";
- mes "Eden Mace II: Mace. attack 163.";
- mes "Both of them are Lv. 2 weapons and the required level is 40.";
- next;
- mes "[Michael]";
- mes "They also can't be traded with other players or be refined.";
- next;
- switch (select("Eden Saber II:Eden Mace II")) {
- case 1:
- mes "[Michael]";
- mes "You've chosen the Eden Sabre II.";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 13424,1; //P_Sabre2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A One-handed sword, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 13424,1; //P_Sabre2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- case 2:
- mes "[Michael]";
- mes "You've chosen the Eden Mace II.";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 16005,1; //P_Mace2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Mace, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 16005,1; //P_Mace2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- }
- if (Class == Job_Gunslinger) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Revolver II: Revolver. HIT-5, attack 60.";
- mes "It is Lv. 2 and the required level is 40.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Revolver II.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 13113,1; //P_Revolver2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Revolver, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 13113,1; //P_Revolver2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- mes "[Michael]";
- mes "Let me see... you will receive..";
- mes "the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Uniform and Boots all 2 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
+ }
+ mes "[Michael]";
+ if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) {
+ callsub S_Select,"We have one and Two-handed swords",
+ P_Sabre2,"Eden Saber II","One-handed sword","Attack 170","",///P_Sabre2
+ P_Slayer2,"Eden Slayer II","Two-handed sword","Attack 185","";//P_Slayer2
+ }
+ if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue || Class == Job_Novice || Class == Job_Novice_High || Class == Job_SuperNovice || Class == Job_Soul_Linker || Class == Job_Ninja) {
+ callsub S_Select,"",
+ P_Dagger2,"Eden Dagger II","Dagger","MATK+70, attack 158","";//P_Dagger2
+ }
+ if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) {
+ callsub S_Select,"We have a mace and a staff",
+ P_Staff2,"Eden Mace II","Mace","Attack 163","", //P_Staff2
+ P_Mace2,"Eden Staff II","Staff","INT+3, MATK+150, attack 60",""; //P_Mace2
+ }
+ if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) {
+ callsub S_Select,"",
+ P_Bow2,"Eden Bow II","Bow","Attack 82","";//P_Bow2
+ }
+ if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) {
+ callsub S_Select,"",
+ P_Staff2,"Eden Staff II","Staff","INT+3, MATK+155, attack 60","";//P_Staff2
+ }
+ if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) {
+ callsub S_Select,"We have a mace and a One-handed sword",
+ P_Sabre2,"Eden Saber II","One-handed sword","Attack 170","",//P_Sabre2
+ P_Mace2,"Eden Mace II","Mace","Attack 163","";// P_Mace2
+ }
+ if (Class == Job_Gunslinger) {
+ callsub S_Select,"",
+ P_Revolver2,"Eden Revolver II","Revolver","HIT-5, attack 60","";//P_Revolver2
+ }
+ mes "Let me see... you will receive..";
+ mes "the Eden Group Boots III and Uniform III.";
+ next;
+ para_suv01 = 38;
+ getitem Para_Team_Boots3,1; //Para_Team_Boots3
+ getitem Para_Team_Uniform3,1; //Para_Team_Uniform3
+ mes "[Michael]";
+ if (para_suv02 == 0) {
+ mes "You don't have a record of receiving any supplies";
+ mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
para_suv02 = 3;
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
+ getitem Para_Team_Hat,1; //Para_Team_Hat
+ getitem Para_Team_Manteau,1; //Para_Team_Manteau
next;
mes "[Michael]";
- mes "I hope they're useful to you.";
+ mes "Check your supplies again and look after it.";
close;
}
+ para_suv02 = 3;
+ mes "A Uniform and Boots all 2 supplies.";
+ mes "Please check it again.";
+ next;
mes "[Michael]";
+ mes "I hope they're useful to you.";
+ }
+ else {
mes "Wait...I will check the record...";
mes "...";
mes "...hummmm.";
@@ -3337,10 +1984,9 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{
mes "[Michael]";
mes "Sorry, but I can't find any record that you can obtain supplies.";
mes "Are you sure?";
- close;
}
+ close;
case 2:
- mes "[Michael]";
mes "We store weapons, armor and other goods which were created by the Eden Group here.";
mes "We also have a lot of special stuff.";
next;
@@ -3355,149 +2001,22 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{
mes "If I make a mistake, Reke will punish me.";
close;
case 3:
- mes "[Michael]";
mes "You mean upgrading equipment, right?";
mes "We can only upgrade the Eden Group Hat.";
next;
+ mes "[Michael]";
if (para_suv02 == 3) {
- if (countitem(5583) > 0) {
+ if (countitem(Para_Team_Hat) > 0) {
disable_items;
- mes "[Michael]";
mes "What status bonus do you want to upgrade?";
next;
switch (select("Upgrade STR:Upgrade AGI:Upgrade VIT:Upgrade INT:Upgrade DEX:Upgrade LUK:Nevermind.")) {
- case 1:
- mes "[Michael]";
- mes "I see.";
- mes "I will ^4d4dffUpgrade STR^000000.";
- mes "Are you sure?";
- next;
- switch (select("Yes I am.:No wait.")) {
- case 1:
- mes "[Michael]";
- mes "I will start to upgrade.";
- next;
- mes "[Michael]";
- mes "Here you are.";
- para_suv02 = 4;
- delitem 5583,1;
- getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4701;
- close;
- case 2:
- mes "[Michael]";
- mes "Don't you want to upgrade?";
- close;
- }
- case 2:
- mes "[Michael]";
- mes "I see.";
- mes "I will ^4d4dffUpgrade AGI^000000.";
- mes "Are you sure?";
- next;
- switch (select("Yes I am.:No wait.")) {
- case 1:
- mes "[Michael]";
- mes "I will start to upgrade.";
- next;
- mes "[Michael]";
- mes "Here you are.";
- para_suv02 = 4;
- delitem 5583,1;
- getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4731;
- close;
- case 2:
- mes "[Michael]";
- mes "Don't you want to upgrade?";
- close;
- }
- case 3:
- mes "[Michael]";
- mes "I see.";
- mes "I will ^4d4dffUpgrade VIT^000000.";
- mes "Are you sure?";
- next;
- switch (select("Yes I am.:No wait.")) {
- case 1:
- mes "[Michael]";
- mes "I will start to upgrade.";
- next;
- mes "[Michael]";
- mes "Here you are.";
- para_suv02 = 4;
- delitem 5583,1;
- getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4741;
- close;
- case 2:
- mes "[Michael]";
- mes "Don't you want to upgrade?";
- close;
- }
- case 4:
- mes "[Michael]";
- mes "I see.";
- mes "I will ^4d4dffUpgrade INT^000000.";
- mes "Are you sure?";
- next;
- switch (select("Yes I am.:No wait.")) {
- case 1:
- mes "[Michael]";
- mes "I will start to upgrade.";
- next;
- mes "[Michael]";
- mes "Here you are.";
- para_suv02 = 4;
- delitem 5583,1;
- getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4711;
- close;
- case 2:
- mes "[Michael]";
- mes "Don't you want to upgrade?";
- close;
- }
- case 5:
- mes "[Michael]";
- mes "I see.";
- mes "I will ^4d4dffUpgrade DEX^000000.";
- mes "Are you sure?";
- next;
- switch (select("Yes I am.:No wait.")) {
- case 1:
- mes "[Michael]";
- mes "I will start to upgrade.";
- next;
- mes "[Michael]";
- mes "Here you are.";
- para_suv02 = 4;
- delitem 5583,1;
- getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4721;
- close;
- case 2:
- mes "[Michael]";
- mes "Don't you want to upgrade?";
- close;
- }
- case 6:
- mes "[Michael]";
- mes "I see.";
- mes "I will ^4d4dffUpgrade LUK^000000.";
- mes "Are you sure?";
- next;
- switch (select("Yes I am.:No wait.")) {
- case 1:
- mes "[Michael]";
- mes "I will start to upgrade.";
- next;
- mes "[Michael]";
- mes "Here you are.";
- para_suv02 = 4;
- delitem 5583,1;
- getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4751;
- close;
- case 2:
- mes "[Michael]";
- mes "Don't you want to upgrade?";
- close;
- }
+ case 1: callsub S_Upgrade,"STR",4701;
+ case 2: callsub S_Upgrade,"AGI",4731;
+ case 3: callsub S_Upgrade,"VIT",4741;
+ case 4: callsub S_Upgrade,"INT",4711;
+ case 5: callsub S_Upgrade,"DEX",4721;
+ case 6: callsub S_Upgrade,"LUK",4751;
case 7:
mes "[Michael]";
mes "Why? It'll be beter than it is.";
@@ -3508,13 +2027,11 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{
close;
}
}
- mes "[Michael]";
mes "First come with a Hat that you want me to upgrade.";
mes "Make sure that it's in your inventory, got it?";
close;
}
if (para_suv02 == 4) {
- mes "[Michael]";
mes "Umm, didn't you upgrade this already?";
mes "According to the records";
mes ""+strcharinfo(0)+": Has already upgraded their Hat.";
@@ -3524,7 +2041,6 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{
mes "Sorry but I can't do it twice.";
close;
}
- mes "[Michael]";
mes "You haven't received all the supplies up to step 3.";
mes "Upgrading your Hat is a special service.";
next;
@@ -3532,9 +2048,109 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{
mes "Sorry but I can't help you.";
close;
}
+S_Upgrade:
+ mes "[Michael]";
+ mes "I see.";
+ mes "I will ^4d4dffUpgrade "+ getarg(0) +"^000000.";
+ mes "Are you sure?";
+ next;
+ switch (select("Yes I am.:No wait.")) {
+ case 1:
+ mes "[Michael]";
+ mes "I will start to upgrade.";
+ next;
+ mes "[Michael]";
+ mes "Here you are.";
+ para_suv02 = 4;
+ delitem Para_Team_Hat,1;
+ getitem2 5583,1,1,0,0,0,0,0,getarg(1);
+ close;
+ case 2:
+ mes "[Michael]";
+ mes "Don't you want to upgrade?";
+ close;
+ }
+
+S_Select:
+ .@total_arg = getargcount();
+ if (.@total_arg < 7)
+ mes "We only have 1 weapon for you.";
+ else {
+ mes "What kind of weapon do you want?";
+ mes getarg(0);
+ mes "Here are the options.";
+ }
+ next;
+ mes "[Michael]";
+ for ( .@i = 1; .@i < .@total_arg; .@i += 5 ) {
+ .@menu$ = .@menu$ + getarg(.@i+1) + ":";
+ mes getarg(.@i+1)+": "+ getarg(.@i+2) +". "+ getarg(.@i+3) +".";
+ }
+ if (.@total_arg < 7)
+ mes "It is Lv. 2 and the required level is "+ (para_suv01 == 22 ? "26" : "40") +".";
+ else
+ mes "Both of them are Lv. 2 weapons and the required level is "+ (para_suv01 == 22 ? "26" : "40") +".";
+ next;
+ mes "[Michael]";
+ mes "They also can't be traded with other players or be refined.";
+ next;
+ if (.@total_arg < 7) {
+ .@i = 1;
+ mes "[Michael]";
+ mes "You'll receive the "+ getarg(.@i+1) +".";
+ next;
+ mes "[Michael]";
+ }
+ else {
+ .@i = (select(.@menu$) -1) *5 +1;
+ mes "[Michael]";
+ mes "You've chosen the "+ getarg(.@i+1) +".";
+ }
+ if (para_suv01 == 22) {
+ mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
+ next;
+ getitem Para_Team_Boots2,1; // Para_Team_Boots2
+ getitem Para_Team_Uniform2,1;// Para_Team_Uniform2
+ para_suv01 = 23;
+ }
+ else {
+ mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
+ next;
+ getitem Para_Team_Boots3,1;// Para_Team_Boots3
+ getitem Para_Team_Uniform3,1;// Para_Team_Uniform3
+ para_suv01 = 38;
+ }
+ getitem getarg(.@i),1;
+ mes "[Michael]";
+ if (para_suv02 == 0) {
+ mes "You don't have a record of receiving any supplies";
+ mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
+ getitem Para_Team_Hat2,1;// Para_Team_Hat2
+ getitem Para_Team_Manteau2,1; // Para_Team_Manteau2
+ if (para_suv01 == 22)
+ para_suv02 = 2;
+ else
+ para_suv02 = 3;
+ next;
+ mes "[Michael]";
+ mes "Check your supplies again and look after it.";
+ }
+ else {
+ if (para_suv01 == 22)
+ para_suv02 = 2;
+ else
+ para_suv02 = 3;
+ mes "A "+ getarg(.@i+2) +", Uniform and Boots all 3 supplies.";
+ mes "Please check it again.";
+ next;
+ mes "[Michael]";
+ mes "I hope they're useful to you.";
+ mes getarg(.@i+4);
+ }
+ close;
}
-moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{
+moc_para01,179,44,3 script Chef 820,{
mes "[Chef]";
mes "What's up?";
mes "Do you want a Meal? Or do you have other business?";
@@ -3614,7 +2230,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{
mes "Ah, Kim-dduck-soon.";
mes "It's the representative meal for normal citizens.";
next;
- if (countitem(6219) > 0) {
+ if (countitem(Para_Team_Mark) > 0) {
if (Zeny > 2699) {
mes "[Chef]";
mes "Hey, here you are.";
@@ -3622,7 +2238,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{
next;
mes "- After eating the meal, You feel a little bit full.";
mes "You've recovered some HP and SP. -";
- Zeny -= 2700;
+ Zeny = Zeny - 2700;
percentheal 50,0;
percentheal 0,50;
close;
@@ -3639,7 +2255,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{
next;
mes "- After eating the meal, You feel a little bit full.";
mes "You've recovered some HP and SP. -";
- Zeny -= 3000;
+ Zeny = Zeny - 3000;
percentheal 50,0;
percentheal 0,50;
close;
@@ -3653,7 +2269,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{
mes "Course meal B?";
mes "This food with meat and vegetables in hot soup has it's origins from nomadic life under the cold and dry nature.";
next;
- if (countitem(6219) > 0) {
+ if (countitem(Para_Team_Mark) > 0) {
if (Zeny > 3599) {
mes "[Chef]";
mes "Hey, here you are.";
@@ -3661,7 +2277,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{
next;
mes "- After eating the meal, You feel a little bit full.";
mes "You've recovered some HP and SP. -";
- Zeny -= 3600;
+ Zeny = Zeny - 3600;
percentheal 75,0;
percentheal 0,75;
close;
@@ -3678,7 +2294,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{
next;
mes "- After eating the meal, You feel a little bit full.";
mes "You've recovered some HP and SP. -";
- Zeny -= 4000;
+ Zeny = Zeny - 4000;
percentheal 75,0;
percentheal 0,75;
close;
@@ -3688,7 +2304,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{
mes "How many times do I have to tell you?";
close;
case 4:
- if (countitem(6219) > 0) {
+ if (countitem(Para_Team_Mark) > 0) {
if (Zeny > 4499) {
mes "[Chef]";
mes "Hey, here you are.";
@@ -3697,7 +2313,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{
mes "- The Rib Eye Roll is grilled on the oak.";
mes "- After eating the meal, You feel a little bit full.";
mes "You've recovered your HP and SP. -";
- Zeny -= 4500;
+ Zeny = Zeny - 4500;
percentheal 100,0;
percentheal 0,100;
close;
@@ -3716,7 +2332,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{
mes "- The Rib Eye Roll is grilled on the oak.";
mes "- After eating the meal, You feel a little bit full.";
mes "You've recovered your HP and SP. -";
- Zeny -= 5000;
+ Zeny = Zeny - 5000;
percentheal 100,0;
percentheal 0,100;
close;
@@ -3731,7 +2347,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{
close;
}
case 2:
- if (countitem(6219) > 0) {
+ if (countitem(Para_Team_Mark) > 0) {
mes "[Chef]";
mes "Most jobs should be managed by yourself. So it might be difficult, right?";
mes "Actually it's harmful so they have requested continuously.";
@@ -3838,1286 +2454,1859 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{
}
}
-moc_para01,23,35,4 script Instructor Ur 4_M_KNIGHT_BLACK,{
+moc_para01,23,35,5 script Instructor Ur#2nd01 4_M_KNIGHT_BLACK,{
mes "[Instructor Ur]";
- if (countitem(6219) > 0) {
- if (BaseLevel < 60) {
- mes "Umm. You should raise your level more!";
- mes "You need to be at least level 60!";
- mes "I'm sorry but those are the rules.";
+ if (countitem(Para_Team_Mark) < 1) {// Para_Team_Mark
+ mes "Hey there!";
+ mes "I see you're not one of our agents?";
+ mes "Are you interested in joining us?";
+ next;
+ mes "[Instructor Ur]";
+ mes "There are no fees to join!";
+ mes "We are brokers that send help where help is needed. More adventurers like you means more profit.";
+ next;
+ mes "[Instructor Ur]";
+ mes "If you're interested, talk to Raim.";
+ mes "Raim's a good guy.";
+ mes "Hahaha..";
+ }
+ else if (para_2nd01 == 0) {
+ mes "Hello?";
+ mes "Do you need help?";
+ mes "This is a general request in order to receive the next board's request.";
+ next;
+ if (select( "What are you doing here?", "It's nothing." ) == 2) {
+ mes "[Instructor Ur]";
+ mes "I guess I have no business with you then.";
close;
}
- if ((BaseLevel >= 60) && (BaseLevel < 70) && (para_suv01 < 39)) {
- callsub L_GiveQuest;
- mes "Great! I want you to go find ^0000FFRomeo in Comodo^000000.";
- next;
- para_suv01 = 39;
- setquest 7214;
+ mes "[Instructor Ur]";
+ mes "Well, I'm an instructor for Eden Group.";
+ next;
+ mes "[Instructor Ur]";
+ mes "I'm here to give you missions based on your current base level.";
+ mes "These missions are not very difficult to do.";
+ next;
+ mes "[Instructor Ur]";
+ mes "I am the senior instructor here at Eden Group.";
+ mes "What do you say are you up for the challenge?";
+ next;
+ if (select( "Not today I'm not.", "Okay, I'll try." ) == 1) {
mes "[Instructor Ur]";
- mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000.";
+ mes "Really?";
+ mes "That's so sad.";
+ mes "When you finish these missions I will even give you a pretty decent reward.";
close;
}
- if ((para_suv01 == 39) && (romeo < 4)) {
- mes "What are you waiting for? Go find ^0000FFRomeo in Comodo^000000.";
+ mes "[Instructor Ur]";
+ mes "Yeah!";
+ mes "Ok, let me check what mission you should get ok?";
+ next;
+ mes "[Instructor Ur]";
+ if (BaseLevel < 60) {
+ mes "Well... I know that you've got the heart but you're just a little too weak to help.";
next;
mes "[Instructor Ur]";
- mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000.";
- close;
+ mes "Sorry, but your basic level should be at least 60 to help with these missions.";
}
- if ((para_suv01 == 40) && (romeo == 4)) callsub L_CompleteQuest,7218,41,5;
- if (para_suv01 == 41) callsub L_Toren;
- if ((para_suv01 == 42) && (BaseLevel < 70)) callsub L_Level,70;
- if ((BaseLevel >= 70) && (BaseLevel < 80) && (para_suv01 < 39 || para_suv01 == 42)) {
- callsub L_GiveQuest;
- mes "Great! I want you to go find ^0000FFJohan in Glast Heim^000000.";
- next;
- para_suv01 = 43;
- setquest 7219;
+ else if (BaseLevel < 70) {
+ mes "Ok, I guess you're the bare minimum level for these missions.";
+ next;
mes "[Instructor Ur]";
- mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000.";
- close;
- }
- if ((para_suv01 == 43) && (johan < 3)) {
- mes "What are you waiting for? Go find ^0000FFJohan in Glast Heim^000000.";
+ mes "Based on your level, I think that the Comodo area suits you.";
next;
mes "[Instructor Ur]";
- mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000.";
- close;
- }
- if ((para_suv01 == 43) && (johan == 3)) callsub L_CompleteQuest,7222,44,7;
- if (para_suv01 == 44) callsub L_Toren;
- if ((para_suv01 == 45) && (BaseLevel < 80)) callsub L_Level,80;
- if ((BaseLevel >= 80) && (BaseLevel < 90) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45)) {
- callsub L_GiveQuest;
- mes "Great! I want you to go find ^0000FFKiren in Einbroch^000000.";
- next;
- para_suv01 = 46;
- setquest 7223;
+ mes "Do you know where Comodo is?";
+ mes "You can get there by going to Morocc and then through Pharos Lighthouse.";
+ next;
mes "[Instructor Ur]";
- mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town.";
- close;
- }
- if ((para_suv01 == 46) && (kiren < 3)) {
- mes "What are you waiting for? Go find ^0000FFKiren in Einbroch^000000.";
+ mes "Comodo is a small city on the coast with many caves.";
next;
mes "[Instructor Ur]";
- mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town.";
- close;
- }
- if ((para_suv01 == 46) && (kiren == 3)) callsub L_CompleteQuest,7228,47,9;
- if (para_suv01 == 47) callsub L_Toren;
- if ((para_suv01 == 48) && (BaseLevel < 90)) callsub L_Level,90;
- if ((BaseLevel >= 90) && (BaseLevel < 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48)) {
- callsub L_GiveQuest;
- mes "Great! I want you to go find ^0000FFNaomi in Ice Dungeon^000000.";
- next;
- para_suv01 = 49;
- setquest 7229;
+ mes "Look for the cave located to the north. There's someone there named Romeo.";
+ mes "You know? As in Romeo, Romeo, wherefore art thou Romeo.";
+ next;
mes "[Instructor Ur]";
- mes "You should see her near the ^0000FFEntrance^000000 when you enter the dungeon.";
- close;
+ mes "Go there are get the mission from him.";
+ mes "Well, then come back here alive when you're done!";
+ para_2nd01 = 1;
+ setquest 7214;// Advanced Training at Comodo
}
- if ((para_suv01 == 49) && (naomi < 3)) {
- mes "What are you waiting for? Go find ^0000FFNaomi in Ice Dungeon^000000.";
+ else if (BaseLevel < 80) {
+ mes "Let's see...";
+ mes "Your level would suggest that Comodo is just too easy for you.";
+ mes "Yeah, here we go.";
next;
mes "[Instructor Ur]";
- mes "You should see her near the ^0000FFEntrance^000000 when you enter the dungeon.";
- close;
- }
- if ((para_suv01 == 49) && (naomi == 3)) callsub L_CompleteQuest,7232,50,11;
- if (para_suv01 == 50) callsub L_Toren;
- if ((para_suv01 == 51) && (BaseLevel < 100)) callsub L_Level,100;
- if ((BaseLevel >= 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48 || para_suv01 == 51)) {
- callsub L_GiveQuest;
- mes "Great! I want you to go find ^0000FFMargaret in the Expedition Camp^000000.";
- next;
- para_suv01 = 52;
- setquest 7233;
+ mes "Do you know where Glast Heim is?";
+ mes "If there was a tragic accident now, the capital of the Rune-Midgarts Kingdom could revert back to there.";
+ next;
mes "[Instructor Ur]";
- mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp.";
- close;
+ mes "Well, if it wasn't infested with undead monsters, it would become the new capitol of Rune-Midgarts.";
+ next;
+ mes "[Instructor Ur]";
+ mes "Please, come back alive.";
+ para_2nd01 = 7;
+ setquest 7219;// Advanced Training at Glast Heim
}
- if ((para_suv01 == 52) && (margaret < 7)) {
- mes "What are you waiting for? Go find ^0000FFMargaret in the Expedition Camp^000000.";
+ else if (BaseLevel < 90) {
+ mes "Ah, ok so for you...";
+ mes "Hmm where do I send you?";
next;
mes "[Instructor Ur]";
- mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp.";
- close;
+ mes "There an industrial city called Einbroch.";
+ mes "You know it? It's a city covered in smog.";
+ mes "It's a pretty gloomy city come to think of it.";
+ next;
+ mes "[Instructor Ur]";
+ mes "Anyways, go to Einbroch and find the Dispatched Instructor there. He should be in the field south of the main city.";
+ setquest 7223;// Advanced Training in Einbroch
+ para_2nd01 = 12;
+ }
+ else
+ callsub S_Quest89100;
+ }
+ else if (para_2nd01 == 5) {
+ mes "Oh, there he is.";
+ mes "Romeo seems to be back from his field report.";
+ next;
+ mes "[Instructor Ur]";
+ mes "We have rewards for you.";
+ mes "I'm sure Romeo gave you some items, but we brought more useful things.";
+ next;
+ mes "[Instructor Ur]";
+ mes "Do you know where the weapon storage is at?";
+ mes "Go out through that large blue door and walk to the end of the hallway.";
+ mes "Ask the Blacksmith, and he will give you new equipment.";
+ next;
+ mes "[Instructor Ur]";
+ mes "And the 2nd stage training and missions start at level 70, so come back then.";
+ mes "Don't forget, I'll be waiting for you.";
+ para_2nd01 = 6;
+ para_2nd02 = 1;
+ erasequest 7218;// Report to Instructor Ur
+ }
+ else if (para_2nd01 == 6) {
+ if (BaseLevel > 69) {
+ mes "Hey, buddy~";
+ mes "What's going on?";
+ next;
+ switch( select( "I want to start training.", "I'm just visiting." ) ) {
+ mes "[Instructor Ur]";
+ case 1:
+ mes "Hmm... You have a good form!";
+ mes "Let me see....";
+ mes "Which location would suit you...?";
+ next;
+ mes "[Instructor Ur]";
+ if (BaseLevel < 80) {
+ mes "Ah, this place should be good!";
+ mes "Do you know where Glast Heim is?";
+ mes "If it wasn't for that terrible accident, Glast Heim would still be";
+ mes "the capital of Rune Midgard, not Prontera.";
+ next;
+ mes "[Instructor Ur]";
+ mes "Anyways, that ancient castle is now full of undead monsters .";
+ mes "It's especially bad around the Abbey in the south.";
+ next;
+ mes "[Instructor Ur]";
+ mes "All of those undead monsters come from the underground graveyard";
+ mes "Well... I guess you don't have to go all the way into the graveyard...";
+ next;
+ mes "[Instructor Ur]";
+ mes "Once you get to the Abbey you'll see our unit member stationed in front of the entrance.";
+ mes "Follow his instructions to help clear out that area.";
+ next;
+ mes "[Instructor Ur]";
+ mes "Please come back alive.";
+ para_2nd01 = 7;
+ setquest 7219;// Advanced Training at Glast Heim
+ }
+ else if (BaseLevel < 90)
+ callsub S_Quest7990;
+ else
+ callsub S_Quest89100;
+ close;
+ case 2:
+ mes "Really? At your level, I think you can easily complete the top class missions..";
+ mes "I'll be here if you change your mind.";
+ close;
+ }
+ }
+ else {
+ mes "2nd stage training missions start at level 70.";
+ mes "I'll see you then.";
+ mes "Did you pick up the necessary equipment from the storage?";
+ mes "Hahaha!";
+ }
+ }
+ else if (para_2nd01 == 10) {
+ mes "Oh! You're here!";
+ mes "I just got a message from Johan.";
+ mes "I think he's not telling me something, but I can't figure out what that is.";
+ next;
+ mes "[Instructor Ur]";
+ mes "Anyways, good job. I'm glad you're not hurt";
+ mes "The Blacksmith BK said he'll reinforce your weapon.";
+ next;
+ callsub S_Para2;
+ mes "[Instructor Ur]";
+ mes "You know where the Blacksmith is at right??";
+ mes "Go out through the blue door, to the end of the hallway.";
+ mes "BK is a great blacksmith, he'll make your weapon stronger.";
+ mes "What are you waiting for?";
+ para_2nd01 = 11;// Report to Instructor Ur
+ erasequest 7222;
+ }
+ else if (para_2nd01 == 11) {
+ if (BaseLevel > 79) {
+ mes "Ah, ever so improving "+ strcharinfo(0) +"?";
+ mes "To what do I owe this pleasure?";
+ next;
+ switch( select( "I came for more training.", "I'm just visiting." ) ) {
+ mes "[Instructor Ur]";
+ case 1:
+ mes "Hmm... You have a good form!";
+ mes "Let me see....";
+ next;
+ mes "[Instructor Ur]";
+ if (BaseLevel < 90)
+ callsub S_Quest7990;
+ else
+ callsub S_Quest89100;
+ close;
+ case 2:
+ mes "Really? At your level, I think you can easily complete the top class missions..";
+ mes "I'll be here if you change your mind.";
+ close;
+ }
}
- if ((para_suv01 == 52) && (margaret == 7)) callsub L_CompleteQuest,7237,53,13;
- if (para_suv01 == 53) callsub L_Toren;
- if (para_suv01 > 53) {
+ else {
+ mes "3rd stage training starts at level 80.";
+ mes "I'll see you then.";
+ mes "Oh, if you haven't reinforced your weapon yet, go talk to BK.";
+ }
+ }
+ else if (para_2nd01 == 15) {
+ mes "Ah, you've come.";
+ mes "I just received a message from Kiren.";
+ mes "How was he? He didn't throw a tantrum for waking him up?";
+ mes "I wouldn't be surprised if he did";
+ next;
+ mes "[Instructor Ur]";
+ mes "Anyways, good job. I'm glad you're not hurt.";
+ mes "The Blacksmith BK said he'll reinforce your weapon.";
+ next;
+ callsub S_Para2;
+ mes "[Instructor Ur]";
+ mes "You know where the Blacksmith is at right??";
+ mes "Go out through the blue door, to the end of the hallway.";
+ mes "BK is a great blacksmith, he'll make your weapon stronger.";
+ mes "What are you waiting for?";
+ erasequest 7228;// Report to Instructor Ur
+ para_2nd01 = 16;
+ }
+ else if (para_2nd01 == 16) {
+ if (BaseLevel > 89) {
+ mes "It's nice to see you still strong!";
+ mes "What brings you today?";
+ next;
+ if (select( "I want to continue training.", "I'm just visiting." ) == 2) {
+ mes "[Instructor Ur]";
+ mes "Really? At your level, I think you can easily complete the top class missions..";
+ mes "I'll be here if you change your mind.";
+ close;
+ }
mes "[Instructor Ur]";
- mes "I'm out of rewards to give to you. But don't worry, there are much better gears out there for you to obtain.";
- close;
+ callsub S_Quest89100;
+ }
+ else {
+ mes "4th stage training starts at level 90.";
+ mes "I'll see you then.";
+ mes "Oh, if you haven't reinforced your weapon yet, go talk to BK.";
}
}
- mes "You are not in my group are you?";
- mes "I don't have anything to say to outsiders.";
- mes "If you want something register with my group.";
- next;
- mes "[Instructor Ur]";
- mes "To register with the Eden Group ask Laime Evenor next to me.";
+ else if (para_2nd01 == 20) {
+ mes "Congratulations on completing all training stages!";
+ mes "That took quite a bit of time huh?";
+ mes "The Blacksmith BK said he'll reinforce your weapon.";
+ next;
+ callsub S_Para2;
+ mes "[Instructor Ur]";
+ mes "You know where the Blacksmith is at right??";
+ mes "Go out through the blue door, to the end of the hallway.";
+ mes "BK is a great blacksmith, he'll make your weapon stronger.";
+ next;
+ mes "[Instructor Ur]";
+ mes "Good job!";
+ para_2nd01 = 30;
+ erasequest 7232;//Report to Instructor Ur
+ }
+ else if (para_2nd01 == 29) {
+ mes "Congratulations on completing all training stages!";
+ mes "How was the Expedition? From the looks of it, it must've been pretty tough.";
+ next;
+ mes "[Instructor Ur]";
+ mes "Good job..";
+ mes "The Blacksmith BK said he'll reinforce your weapon.";
+ next;
+ callsub S_Para2;
+ mes "[Instructor Ur]";
+ mes "You know where the Blacksmith is at right??";
+ mes "Go out through the blue door, to the end of the hallway.";
+ mes "BK is a great blacksmith, he'll make your weapon stronger.";
+ next;
+ mes "[Instructor Ur]";
+ mes "By the way, it looked like Michael had something to tell you as well";
+ mes "Go talk to him, he's at the weapon storage as well.";
+ mes "Go ahead.";
+ para_2nd01 = 30;
+ erasequest 7237;// Report to Instructor Ur
+ }
+ else if (para_2nd01 == 30) {
+ mes "Good job.";
+ mes "Oh, if you haven't reinforced your weapon yet, go talk to BK.";
+ next;
+ mes "[Instructor Ur]";
+ mes "Also, sometimes Michael needs help, so if you have time try to help him out.";
+ mes "I'm sure he'll reward you for your time.";
+ }
+ else if (para_2nd01 < 5)
+ callsub S_Direction,"Comodo";
+ else if (para_2nd01 < 10)
+ callsub S_Direction,"Glast Heim Castle";
+ else if (para_2nd01 < 15)
+ callsub S_Direction,"Einbroch";
+ else if (para_2nd01 < 20)
+ callsub S_Direction,"Ice Dungeon";
+ else if (para_2nd01 < 29) {
+ mes "You have to travel very far to get to the ^4d4dffRune Midgard Expedition Camp^000000!";
+ mes "If you want to stay there then earn your keep by doing missions. Got it?";
+ }
close;
-
-L_GiveQuest:
- mes "You are just in time! I have a new quest for you, would you like to start it now?";
- next;
- if(select("Yes!:No, thanks.") == 2) {
+S_Para2:
+ if (para_2nd02 == 0) {
mes "[Instructor Ur]";
- mes "Thats too bad. I had some nice rewards I could have given to you for helping me.";
- close;
+ mes "I just realized... this was your first mission, wasn't it?";
+ mes "You must not have gotten the basic equipments yet, right?";
+ mes "Pick them up at the weapon storage.";
+ mes "Ask the Blacksmith Michael and he'll give you the equipment.";
+ para_2nd02 = 1;
+ next;
}
- mes "[Instructor Ur]";
return;
-L_CompleteQuest:
- mes "Done already? Great work!";
+S_Direction:
+ mes "So, have you been in ^4d4dff"+ getarg(0) +"^000000 yet?";
+ mes "Didn't I tell you to go there?";
+ mes "Go there first and then come back to me. Okay?";
+ return;
+
+S_Quest7990:
+ mes "Hmm.. Not bad ...";
+ mes "You must be getting a hang of this..";
+ mes "Let's go with a simple mission this time";
next;
- para_suv01 = getarg(1);
- completequest getarg(0);
- if (para_suv02 < getarg(2)) para_suv02 = getarg(2);
mes "[Instructor Ur]";
-L_Toren:
- mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!";
- close;
-L_Level:
- mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level "+getarg(0)+"^000000.";
- close;
+ mes "There is a industrial city called Einbroch.";
+ mes "You've heard of it? It's a city clouded with pollution.";
+ mes "You'll appreciate the environment here so much more after visiting that city...";
+ mes "We should all be thankful.";
+ next;
+ mes "[Instructor Ur]";
+ mes "Anyways, go out to the field south of Einbroch and you'll see the Dispatched Instructor.";
+ mes "I'm sure he'll recognize you first.";
+ mes "Don't forget to bring the Eden Group badge.";
+ next;
+ mes "[Instructor Ur]";
+ mes "The city's pollution is unbearable";
+ mes "But the surrounding fields are relatively clean...";
+ mes "This should be pretty easy for you.";
+ para_2nd01 = 12;
+ setquest 7223;// Advanced Training in Einbroch
+ return;
+
+S_Quest89100:
+ if (BaseLevel < 100) {
+ mes "Uh-huh....";
+ mes "Hmm...";
+ mes "You seem like a cool-headed person. What do you think about the ice caves?";
+ next;
+ mes "[Instructor Ur]";
+ mes "North of the city of Rachel is a cave filled with ice.";
+ mes "Find the Dispatched Instructor there.";
+ para_2nd01 = 17;
+ setquest 7229;// Advanced Training in Ice Dungeon
+ }
+ else {
+ mes "Well, well...";
+ mes "I don't even know where to send you now.";
+ mes "I'm sure you are familiar with most places around here";
+ next;
+ mes "[Instructor Ur]";
+ mes "Then, should I send you somewhere farther this time?";
+ mes "There is a cat hand agent here.";
+ mes "Do you see him over there?";
+ next;
+ mes "[Instructor Ur]";
+ mes "Through him, you can get to Ash Vacuum pretty easily .";
+ mes "Since there is a Expedition Camp there...";
+ next;
+ mes "[Instructor Ur]";
+ mes "All you have to do is find the Eden Group agent there.";
+ mes "Tell him I sent you, and he'll give you instructions.";
+ mes "You can explore the new world";
+ mes "It's like a vacation isn't it?";
+ next;
+ mes "[Instructor Ur]";
+ mes "Hahaha!";
+ mes ".. Maybe I'll go instead of sending you.";
+ mes "Anyways, their names are Ma~ something... I don't know.";
+ next;
+ mes "[Instructor Ur]";
+ mes "So, the mission, once again, is finding our agent at the Midgard Expedition Camp.";
+ mes "Isn't this the easiest mission you've ever had?";
+ mes "Don't forget my present when you come back~!";
+ para_2nd01 = 22;
+ setquest 7233;// Advanced Training at Ash Vacuum
+ }
+ return;
}
-comodo,173,354,6 script Romeo#01 1_M_JOBTESTER,{
- if ((para_suv01 == 39) && (romeo < 1)) {
+//--60~69
+comodo,173,354,5 script Dispatched Instructor#02 1_M_JOBTESTER,{
+ mes "[Romeo]";
+ if (para_2nd01 < 1) {
+ mes "How are you?";
+ mes "Comodo has the best weather in the whole world.";
+ mes "Even during the winter, Comodo has great weather.";
+ next;
mes "[Romeo]";
- mes "Ah, there you are.";
+ mes "Do you know why?";
+ mes "Comodo is surrounded by the ocean and caves.";
+ mes "Seasonal changes don't make any difference in the temperature here.";
next;
mes "[Romeo]";
- mes "Before we begin, I want to test you.";
+ mes "Take it easy here.";
+ mes "This area is a place for relaxation.";
+ }
+ else if (para_2nd01 == 1) {
+ mes "How are you?";
+ mes "You were sent here by Instructor Ur right?";
+ mes "Did you come here for a quest?";
next;
- romeo = 1;
- changequest 7214,7215;
mes "[Romeo]";
- mes "Enter the cave and kill ^0000FF3 Stalactic Golems^000000, then return to me.";
- close;
+ mes "I don't know if this will fit you well";
+ mes "Why don't you just try it.";
+ next;
+ mes "[Romeo]";
+ mes "The thing about this cave is that, many monsters are created from stones.";
+ mes "If you stay cautious, they shouldn't be too threatning...";
+ next;
+ mes "[Romeo]";
+ mes "But most of them have range attacks..";
+ mes "And sometimes a really strong one roams around.";
+ next;
+ mes "[Romeo]";
+ mes "Well... this is the reason why you train right?";
+ mes "Let's try taking on one of the big monsters";
+ next;
+ mes "[Romeo]";
+ mes "'They are called 'Stalactic Golem'.";
+ mes "Try defeating some of them.";
+ mes "Not too difficult, right?";
+ para_2nd01 = 2;
+ erasequest 7214;
+ setquest 7215;
}
- if (romeo == 1) {
+ else if (para_2nd01 == 2) {
if (questprogress(7215,HUNTING) == 2) {
+ mes "So, how good of an explorer are you now?";
+ mes "You've fought these before, so clearing this cave should be possible.";
+ next;
+ mes "[Romeo]";
+ mes "As I said before, since Komodo is a city inside a cave..";
+ mes "Access to the outside world is mostly done through the east entrance, but...";
+ next;
+ mes "[Romeo]";
+ mes "Let's try going out through the north.";
+ mes "There should be things you can hunt out there.";
+ next;
mes "[Romeo]";
- mes "You did it? Thats all the proof I needed.";
+ mes "And instead of just walking out,";
+ mes "Let's kill about 10 Stalactic Golems on the way out.";
next;
mes "[Romeo]";
- mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?";
+ mes "So that, travelers coming from the north can safely walk through.";
+ mes "Remember, 10 Stalactic Golems. Then come to the other side of northern part of the cave";
next;
+ mes "[Romeo]";
+ mes "I'll be waiting outside.";
+ para_2nd01 = 3;
getexp 10000,10000;
- romeo = 2;
- changequest 7215,7216;
+ erasequest 7215;// Stalactic Golem Hunt
+ setquest 7216;// More Golem Hunting
+ }
+ else {
+ mes "As a test of the difficulty of this cave";
+ mes "Go defeat 3 Stalactic Golems.";
+ mes "Watch out for other monsters as well.";
+ next;
mes "[Romeo]";
- mes "^0000FFMeet me at the north-east exit of the cave^000000 when you are done, I will be waiting for you outside.";
- close;
+ mes "Let me help you recover if you are tired.";
+ npcskill "AL_HEAL",10,99,60;
+ percentheal 0,100;
}
- mes "[Romeo]";
- mes "Don't give up, I'm only asking you to kill ^0000FF3 Stalactic Golems^000000.";
- close;
}
- if (romeo == 2) {
- mes "[Romeo]";
- mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?";
- next;
- mes "[Romeo]";
- mes "After you have killed all ^0000FF10 Stalactic Golems^000000, ^0000FFmeet me at the north-east exit of the cave^000000. I will be waiting for you outside.";
- close;
+ else if (para_2nd01 == 3) {
+ mes "You must go through this cave to the outside.";
+ mes "Don't forget to defeat the Stalactic Golems you run into on the way.";
+ }
+ else {
+ mes "I always give the same test to the trainees that come here..";
+ mes "I've never seen anyone pass it so perfectly like you did.";
}
- mes "[Romeo]";
- mes "The person I'm waiting for is late...";
close;
}
-um_fild01,34,280,6 script Romeo#02 1_M_JOBTESTER,{
- if (romeo == 2) {
+um_fild01,34,280,5 script Instructor Romeo#2nd02 1_M_JOBTESTER,{
+ mes "[Romeo]";
+ if (para_2nd01 < 2) {
+ mes "If you were sent from the Eden Group for training, wait for me at the town.";
+ mes "I'm waiting for a different trainee right now.";
+ }
+ else if (para_2nd01 == 2) {
+ mes "No no.. Not here.";
+ mes "I'm waiting for a different trainee right now.";
+ mes "Go back.";
+ }
+ else if (para_2nd01 == 3) {
if (questprogress(7216,HUNTING) == 2) {
+ mes "Ah, I see you didn't get lost.";
+ mes "Your skills at defeating those Stalactic Golems were better than I expected.";
+ mes "Just means you've improved that much.";
+ next;
+ mes "[Romeo]";
+ mes "Now look around here";
+ mes "We're in a dense forest now.";
+ mes "There are Dryads and Wootans here...";
+ next;
mes "[Romeo]";
- mes "Wow, you have arrived sooner than I expected.";
+ mes "Next task is to clearing this area of monsters.";
+ mes "Bring me the following from the monsters.";
next;
mes "[Romeo]";
- mes "There is only one more thing I need you to do for me.";
+ mes "5 Wootan Fighter's Shoulderguard";
+ mes "7 Dryad's Sharp Leaf";
next;
+ mes "[Romeo]";
+ mes "This is the last test.";
+ mes "Good luck.";
+ para_2nd01 = 4;
+ erasequest 7216;// More Golem Hunting
+ setquest 7217;// Field drops
getexp 10000,10000;
- romeo = 3;
- changequest 7216,7217;
+ }
+ else {
+ mes "I see you didn't get lost.";
+ mes "But you didn't defeat enough Stalactic Golems..";
+ mes "Go back and defeat them.";
+ next;
mes "[Romeo]";
- mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000.";
- close;
+ mes "I'll help you recover if you are tired.";
+ npcskill "AL_HEAL",10,99,60;
+ percentheal 0,100;
}
- mes "[Romeo]";
- mes "You are early, but you didn't kill ^0000FF10 Stalactic Golems^000000 like I asked you to do.";
- close;
}
- if (romeo == 3) {
- if ((countitem(7196) >= 5) && (countitem(7100) >= 7)) {
- mes "[Romeo]";
- mes "Your work here is done my friend.";
+ else if (para_2nd01 == 4) {
+ if (countitem(Shoulder_Protection) > 4 && countitem(Sharp_Leaf) > 6) {// Shoulder_Protection, Sharp_Leaf
+ mes "You really got these by defeating the monsters?";
+ mes "I believe you. I want to get out of here anyways.";
next;
- delitem 7196,5; // Shoulder Pad
- delitem 7100,7; // Sharp Leaf
+ mes "[Romeo]";
+ mes "There are no more training tasks here.";
+ mes "Go back and report to Ur.";
+ delitem Shoulder_Protection,5;
+ delitem Sharp_Leaf,7;
+ para_2nd01 = 5;
+ erasequest 7217;// Field drops
+ setquest 7218;// Report to Instructor Ur
getexp 10000,10000;
- romeo = 4;
- para_suv01 = 40;
- changequest 7217,7218;
+ }
+ else {
+ mes "Didn't I already tell you the last task?";
+ mes "Defeat the monsters in this forest, and bring me the items I asked for.";
+ next;
mes "[Romeo]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
+ mes "5 Wootan Fighter's Shoulderguard";
+ mes "7 Dryad's Sharp Leaf";
+ mes "You must bring me those to pass this test.";
+ next;
+ mes "[Romeo]";
+ mes "I'll help you recover if you are tired.";
+ npcskill "AL_HEAL",10,99,60;
+ percentheal 0,100;
}
- mes "[Romeo]";
- mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000.";
- close;
}
- if (romeo == 4) {
- mes "[Romeo]";
- mes "Thank you again for all your help.";
- next;
- mes "[Romeo]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
+ else {
+ mes "Ugh, It's way too hot here.";
+ mes "You can leave now.";
}
- mes "[Romeo]";
- mes "What is taking so long...";
close;
}
-glast_01,195,131,6 script Johan 4_F_SISTER,{
- if ((para_suv01 == 43) && (johan < 1)) {
+//--70~79
+glast_01,195,131,5 script Dispatched Instructor#03 4_F_SISTER,{
+ mes "[Johan]";
+ if (para_2nd01 < 7) {
+ mes "Ah~ So bored.";
+ mes "You're not the one Ur sent, are you?";
+ mes "Oh~ That's okay.";
+ next;
mes "[Johan]";
- mes "...";
+ mes "This is Glast Heim Abbey.";
+ mes "Be careful, there are a lot of lost souls around here.";
+ }
+ else if (para_2nd01 == 7) {
+ mes "Oh oh!!";
+ mes "You're finally here!";
+ mes "I asked Ur to send someone to help me here!";
next;
+ select("What? I came for training..");
mes "[Johan]";
- mes "I don't need to explain anything to you.";
+ mes "No no, that's the same thing!";
+ mes "Your training mission is to help me clear out this Abbey!";
next;
- johan = 1;
- changequest 7219,7220;
mes "[Johan]";
- mes "Go kill ^0000FF20 Wraiths^000000.";
- close;
+ mes "Phew... It's been so tough.";
+ mes "I can't run in by myself, but then Gargoyles attack me out here..";
+ mes "Hahaha...";
+ next;
+ mes "[Johan]";
+ mes "This abbey is our responsibilty.";
+ mes "Just like other monasteries, this one has an underground graveryad as well, but..";
+ next;
+ mes "[Johan]";
+ mes "As you well know, this castle... is not at a normal state.";
+ mes "I think that's causing these souls from being able to rest in peace.";
+ next;
+ mes "[Johan]";
+ mes "Let's defeat the ones around here first, since going underground may be too much for just us.";
+ mes "I'll be testing how skilled you are as well...";
+ next;
+ mes "[Johan]";
+ mes "First target are the Wraiths.";
+ mes "You can tell them apart by their strange laugh.";
+ mes "They look like demons, but we can't tell for sure...";
+ next;
+ mes "[Johan]";
+ mes "Defeat 20 Wraiths.";
+ mes "I'll assist you from here!";
+ para_2nd01 = 8;
+ erasequest 7219;// Advanced Training at Glast Heim
+ setquest 7220;// Wraith Hunt
}
- if (johan == 1) {
+ else if (para_2nd01 == 8) {
if (questprogress(7220,HUNTING) == 2) {
- mes "[Johan]";
- mes "Good.";
+ mes "Oh~ You are pretty strong!";
+ mes "I'm so glad that someone strong like you came.";
+ mes "I wouldn't have last long here by myself.";
next;
mes "[Johan]";
- mes "Next I want you to kill ^0000FF10 Evil Druids^000000.";
+ mes "By the way, did you see those other monsters besides the Wraiths?";
+ mes "They are the corrupted souls of priests.";
+ mes "They are called 'Evil Druid' as well.";
next;
- getexp 20000,20000;
- johan = 2;
- changequest 7220,7221;
mes "[Johan]";
- mes "This time kill them quickly, I don't like to wait.";
- close;
+ mes "Let's take care of these Evil Druids this time.";
+ mes "10 of them.";
+ mes "You can do it right?";
+ mes "I believe in you!";
+ para_2nd01 = 9;
+ erasequest 7220;// Wraith Hunt
+ setquest 7221;// Evil Druid hunt
+ getexp 20000,20000;
+ }
+ else {
+ mes "20 Wraiths!";
+ mes "I'll watch your back!.";
+ mes "... Of.. Course.. I'll fight too!";
+ npcskill "AL_HEAL",10,99,60;
+ percentheal 0,100;
}
- mes "[Johan]";
- mes "... ^0000FF20 Wraiths^000000 shouldn't take this long.";
- close;
}
- if (johan == 2) {
+ else if (para_2nd01 == 9) {
if (questprogress(7221,HUNTING) == 2) {
+ mes "...Oh you're back!";
+ mes "(Johan Opens the door and checks)";
+ mes "....!";
+ mes "Okay!!";
+ next;
mes "[Johan]";
- mes "Hmmmm, better.";
+ mes "Thank you! I really appreciate it!";
+ mes "I think I can enter without any worries now!";
+ mes "I hope those evil souls left it alone..";
next;
mes "[Johan]";
- mes "Ok, I'm done with you.";
+ mes "Hehe, I'll put in a good word to Ur!";
+ mes "You're a valient and skilled exorcist!";
next;
- getexp 20000,20000;
- johan = 3;
- changequest 7221,7222;
mes "[Johan]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
+ mes "You can go back to Eden now";
+ mes "I'll stay and clean up the rest, hehe";
+ para_2nd01 = 10;
+ erasequest 7221;// Evil Druid hunt
+ setquest 7222;// Report to Instructor Ur
+ getexp 20000,20000;
+ }
+ else {
+ mes "10 Evil Druids!";
+ mes "I'll watch your back, like last time.";
+ mes "... Of... Course... I'll fight them too!";
+ npcskill "AL_HEAL",10,99,60;
+ percentheal 0,100;
}
- mes "[Johan]";
- mes "Hurry up, it is only ^0000FF10 Evil Druids^000000.";
- close;
}
- if (johan == 3) {
- mes "[Johan]";
- mes "Why are you still here?";
+ else if (para_2nd01 == 10) {
+ mes "Go back and report to Ur.";
+ mes "That Glast Heim Abbey is clear now.";
+ mes "I need to stay and look for something... Good bye.";
+ }
+ else {
+ mes "Ugh, I still haven't found the thing I lost.";
+ mes "Hmm... I may need to wait for the next trainee before I can start looking again... Eep!";
next;
mes "[Johan]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
+ mes "Uh... You didn't hear that did you?";
+ mes "Hahahahahahaha!!!";
+ mes "Hahahahaha!!";
}
- mes "[Johan]";
- mes "Go away... I'm busy.";
close;
}
-ein_fild08,172,359,4 script Kiren 4_M_4THPRIN1,{
- if ((para_suv01 == 46) && (kiren < 1)) {
+//--80~89
+ein_fild08,172,359,3 script Dispatched Instructor#04 4_M_4THPRIN1,{
+ mes "[Kiren]";
+ if (para_2nd01 < 12) {
+ mes "What are you looking at?";
+ mes "You want something from me?";
+ mes "Mind your own business, go away..";
+ }
+ else if (para_2nd01 == 12) {
+ mes "What?";
+ mes "....";
+ mes "Hmm, Ur sent you?";
+ mes "Oh, that training mission thing.";
+ next;
mes "[Kiren]";
- mes "Hey there.";
+ mes "You've came a long way, I won't make you do anything too tough, don't worry.";
+ mes "The fields outside of Einbroch isn't too bad.";
next;
mes "[Kiren]";
- mes "You must be a member of the Paradise Group, come help me for a second.";
+ mes "And monsters here usually leaves me alone, so I can nap all day.";
+ mes "But there are some that bother me.";
next;
- kiren = 1;
- changequest 7223,7224;
- mes "[kiren]";
- mes "Can you kill ^0000FF30 Porcellios^000000 for me and then return to me?";
- close;
+ mes "[Kiren]";
+ mes "Do you know Porcellios are?";
+ mes "Ugly looking insects... They steal too..";
+ next;
+ mes "[Kiren]";
+ mes "Let's defeat some of them as a warm up.";
+ mes "There are plenty of them around here. 30 shouldn't be too hard right?";
+ next;
+ mes "[Kiren]";
+ mes "I'm not holding a grudge just because they ate my lunch.";
+ mes "I'll be resting here until you're done.";
+ para_2nd01 = 13;
+ erasequest 7223;// Advanced Training in Einbroch
+ setquest 7224;// Porcellio hunting
}
- if (kiren == 1) {
- if (questprogress(7224,HUNTING) == 2) {
+ else if (para_2nd01 == 13) {
+ if (questprogress(7224,HUNTING) == 2) {// Porcellio hunting
+ mes "What, You're done already?";
+ mes "I was just about to fall asleep... Oh well..";
+ mes "It can't be helped, I guess. Let's go to a different spot..";
+ next;
+ mes "[Kiren]";
+ mes "No, what are you talking about?";
+ mes "Go... with you?";
+ mes "You can by yourself right?";
+ next;
mes "[Kiren]";
- mes "Wow, most people spend twice as long as you did to kill those Porcellios!";
+ mes "Okay, next task!";
+ mes "People of Einbroch say that the pollution is really bad in the north.";
+ mes "They are worried that pollution will drift into the town.";
next;
mes "[Kiren]";
- mes "I think you need a challenge.";
+ mes "It's probably all those factories right there...";
+ mes "I guess I should still look into it.";
+ mes "The cause for the pollution... Find it and destroy it.";
next;
+ mes "[Kiren]";
+ mes "30 Venomous and 5 Teddy Bears.";
+ mes "That should be good enough.";
+ next;
+ mes "[Kiren]";
+ mes "I'm sure you'll do fine without me watching.";
+ mes "To show my support, let me give you some EXP and HP recovery.";
+ next;
+ mes "[Kiren]";
+ mes "The monsters are at the northern fields of Einbroch.";
+ mes "Okay then, be safe.";
+ mes "I'm going to take a nap.";
+ para_2nd01 = 14;
+ erasequest 7224;// Porcellio hunting
+ setquest 7226;// Venomous hunting
+ setquest 7227;// Teddy Bear hunting
getexp 30000,30000;
- kiren = 2;
- changequest 7224,7226;
- setquest 7227;
+ }
+ else {
+ mes "So, have you punished those Porcellio's yet?";
+ mes "I don't think you're done yet right?";
+ next;
mes "[Kiren]";
- mes "How about this: Kill ^0000FF30 Venomous and 5 Teddy Bears^000000.";
- close;
+ mes "If you're hurt I'll heal you a bit.";
}
- mes "[Kiren]";
- mes "Come back to me when you have killed the ^0000FF30 Porcellios^000000.";
- close;
+ npcskill "AL_HEAL",10,99,60;
+ percentheal 0,100;
}
- if (kiren == 2) {
- if ((questprogress(7226,HUNTING) == 2) && (questprogress(7227,HUNTING) == 2)) {
- mes "[Kiren]";
- mes "Incredible, you set a new record!";
+ else if (para_2nd01 == 14) {
+ if (questprogress(7226,HUNTING) == 2 && questprogress(7227,HUNTING) == 2) {
+ mes "Um...";
+ mes "I'm getting it done.";
+ mes "Hmm...";
+ mes "I'm still tired to finish...";
next;
mes "[Kiren]";
- mes "I have never seen anyone kill them all so fast, you are good at this.";
+ mes "Good. Those monsters have been bothering the Einbroch workers.";
+ mes "That was great..";
next;
+ mes "[Kiren]";
+ mes "I have some things to report to Instructor Ur.";
+ mes "I've been watching you closely and you've done well. Go back to Ur and deliver this report.";
+ para_2nd01 = 15;
+ erasequest 7226;// Venomous hunting
+ erasequest 7227;// Teddy Bear hunting
+ setquest 7228;// Report to Instructor Ur
getexp 30000,30000;
- kiren = 3;
- changequest 7226,7228;
- completequest 7227;
+ }
+ else {
+ mes "The monsters are at the northern fields of Einbroch.";
+ mes "Find the Noxious...";
+ mes "Don't try to lie to me that you've finished hunting them.";
+ next;
mes "[Kiren]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
+ mes "Yeah, if this is okay?";
+ mes "Ugh this is difficult.";
+ mes "I'll make you feel better though.";
+ npcskill "AL_HEAL",10,99,60;
+ percentheal 0,100;
}
- mes "[Kiren]";
- mes "Remember, you need to kill ^0000FF30 Venomous and 5 Teddy Bears^000000.";
- close;
}
- if (kiren == 3) {
- mes "[Kiren]";
- mes "Don't worry, nobody else has beaten your record yet.";
+ else if (para_2nd01 == 15) {
+ mes "What serious?";
+ mes "Have you made your report to Instructor Ur?";
+ mes "Einbroch has commissioned work out so that means more training.";
+ }
+ else {
+ mes "I'm not a thief...";
+ mes "It's a hard living.";
+ mes "Nor is there any real ambition.";
next;
mes "[Kiren]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
+ mes "Come practitioners?";
+ mes "Make things.";
+ mes "How convenient witchinya.";
+ mes "Heumnya. I'll sleep in one breath..";
}
- mes "[Kiren]";
- mes "Be careful, there are some fast monsters around here.";
close;
}
-ice_dun01,154,13,6 script Naomi 4_F_JOB_BLACKSMITH,{
- if ((para_suv01 == 49) && (naomi < 1)) {
+//--90~99
+ice_dun01,154,13,5 script Dispatched Instructor#05 4_F_JOB_BLACKSMITH,{
+ mes "[Naomi]";
+ if (para_2nd01 <= 17) {
+ mes "It's more than that~";
+ mes "Now where did the time go~";
+ mes "I thought you said you sent me~!";
+ next;
mes "[Naomi]";
- mes "It is so cold in here.";
+ if (para_2nd01 < 17) {
+ mes "What is it? You'll help me. Is that right?";
+ mes "No, you don't have to do that.";
+ mes "I'm waiting for someone scheduled to help me.";
+ close;
+ }
+ mes "And you are?";
+ mes "Oh, you were sent here by Ur?";
+ mes "I don't know how long I've been waiting here in the snow.";
next;
mes "[Naomi]";
- mes "I blame those annoying Siromas.";
+ mes "This is the ice dungeon of the northern plains.";
+ mes "Nothing like a cave that's cold the entire year.";
next;
- naomi = 1;
- changequest 7229,7230;
mes "[Naomi]";
- mes "Can you kill ^0000FF30 Siromas^000000 for me, please?";
- close;
+ mes "So this is where the people of Rachel go for their ice supply.";
+ mes "But, this area is crawling with dangerous monsters.";
+ next;
+ mes "[Naomi]";
+ mes "One of those monsters is known as a Siroma.";
+ mes "They should be a good challenge for you.";
+ next;
+ mes "[Naomi]";
+ mes "Okay, then go in the cave and find those Siroma.";
+ mes "It's cold in there but this job has to be done.";
+ next;
+ mes "[Naomi]";
+ mes "OH, sometimes";
+ mes "You be careful in there.";
+ mes "Well, good luck~!";
+ para_2nd01 = 18;
+ erasequest 7229;// Advanced Training in Ice Dungeon
+ setquest 7230;// Siroma hunting
}
- if (naomi == 1) {
+ else if (para_2nd01 == 18) {
if (questprogress(7230,HUNTING) == 2) {
+ mes "Ah... It's over...";
+ mes "Good!";
+ mes "Your skills have been verified.";
+ next;
+ mes "[Naomi]";
+ mes "Now, what have I happened to do next.";
+ mes "Those Siromas seem to be growing at a faster rate.";
+ mes "As before go and hunt 30 more Siromas and bring me some materials.";
+ next;
mes "[Naomi]";
- mes "Thank you, but there are still so many Siromas here!";
+ mes "And get this... Well...";
+ mes "Please listen carefully";
+ mes "30 Ice Cubic";
+ mes "1 Sweet Sauce";
+ mes "1 Milk";
next;
mes "[Naomi]";
- mes "I need to make a special drink to stay warm, please help me make it.";
+ mes "I'm not just doing this for myself you know.";
+ mes "I'm doing this for everyone.";
next;
+ mes "[Naomi]";
+ mes "That's the last of it anyways.";
+ mes "So hunt those Siromas and get the materials.";
+ mes "We understand each other?";
+ next;
+ select("What about you?");
+ mes "[Naomi]";
+ mes "Me? Well of course... I'm going to stand guard here.";
+ mes "I... I'm a busy person!";
+ mes "Besides this is training so who are you to ask me what about me?";
+ next;
+ mes "[Naomi]";
+ mes "Go now!";
+ mes "Those Siromas are going to just get rowdier by the minute.";
+ para_2nd01 = 19;
+ erasequest 7230;// Siroma hunting
+ setquest 7231;// Hunting and Gathering
getexp 40000,40000;
- naomi = 2;
- changequest 7230,7231;
+ npcskill "AL_HEAL",10,99,60;
+ percentheal 0,100;
+ }
+ else {
+ mes "The biggest stumbling block is dealing with the Siromas.";
+ mes "Have you hunted 30 yet?";
+ next;
mes "[Naomi]";
- mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?";
- close;
+ mes "Oh, you want help recovering your HP/SP huh?";
+ mes "You'll get nothing from me~!";
+ mes "What challenge would that be if I did that?";
}
- mes "[Naomi]";
- mes "Please kill ^0000FF30 Siromas^000000, I just hate them.";
- close;
}
- if (naomi == 2) {
- if ((questprogress(7231,HUNTING) == 2) && (countitem(7066) >= 30) && (countitem(519) >= 1) && (countitem(7453) >= 1)) {
+ else if (para_2nd01 == 19) {
+ if (questprogress(7231,HUNTING) == 2 && countitem(Ice_Piece) > 29 && countitem(Sweet_Sauce) > 0 && countitem(Milk) > 0) {// Ice_Piece, Sweet_Sauce, Milk
+ mes "Ohh!";
+ mes "You've brought everything.";
+ mes "Okay, so just one last thing...!";
+ next;
+ select("...... Look");
mes "[Naomi]";
- mes "Yay, you did it!";
+ mes "Yes, yes? Why not?";
+ mes "...";
+ mes "Oh, that's right! I'm supposed to give you something.";
+ mes "You've done enough, I know.";
next;
mes "[Naomi]";
- mes "I will be fine now, don't worry about me.";
+ mes "I'll inform Instructor Ur.";
+ mes "A few more stages left to go so don't worry!";
next;
- delitem 7066,30; // Ice Cubic
- delitem 519,1; // Milk
- delitem 7453,1; // Sweet Sauce
+ mes "[Naomi]";
+ mes "Oh and congratulations!";
+ mes "This is the last training stage prepared!";
+ next;
+ mes "[Naomi]";
+ mes "I guess I should do some of this myself~";
+ mes "Muahaha~";
+ delitem Ice_Piece,30;
+ delitem Sweet_Sauce,1;
+ delitem Milk,1;
+ para_2nd01 = 20;
+ erasequest 7231;// Hunting and Gathering
+ setquest 7232;// Report to Instructor Ur
getexp 40000,40000;
- naomi = 3;
- changequest 7231,7232;
+ }
+ else {
+ mes "Have you finished hunting the 30 Siroma yet?";
+ mes "You've already done it once so this shouldn't be difficult...";
+ next;
mes "[Naomi]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
+ mes "And don't forget the 30 Ice Cubic, 1 Sweet Sauce, and 1 Milk.";
}
- mes "[Naomi]";
- mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?";
- close;
}
- if (naomi == 3) {
- mes "[Naomi]";
- mes "I will be fine now, don't worry about me.";
+ else if (para_2nd01 == 20) {
+ mes "Were you there yet?";
+ mes "Other people have come and go since you've been here last.";
+ mes "Now I don't have to get the materials myself.";
next;
mes "[Naomi]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
+ mes "Report back to Instructor Ur and report that the job is done.";
+ mes "Don't procrastinate.";
}
- mes "[Naomi]";
- mes "So... cold...";
+ else
+ mes "Alas, is there anywhere where the buildup of ice caps is more than here?";
close;
}
-mid_camp,212,229,4 script Margaret 4_F_HUWOMAN,{
- if ((para_suv01 == 52) && (margaret < 1)) {
+mid_camp,212,229,3 script Dispatched Instructor#06 4_F_HUWOMAN,{
+ mes "[Margaret]";
+ if (para_2nd01 < 22) {
+ mes "Oh, sorry.";
+ mes "I don't know much about the life of an adventurer.";
+ mes "I'm just a member of Eden Group...";
+ }
+ else if (para_2nd01 == 22) {
+ mes "The proof that you have there.";
+ mes "You're here in paradise.";
+ mes "Instructor Ur sent you?";
+ next;
+ if (select( "Yes.", "No." ) == 2) {
+ mes "[Margaret]";
+ mes "Oh, my mistake.";
+ close;
+ }
mes "[Margaret]";
- mes "Oh, hello there.";
+ mes "How do you do?";
+ mes "Oh, so you're here for the training from Instructor Ur.";
next;
mes "[Margaret]";
- mes "I have two friends here in the New World which need your help.";
+ mes "Ok, I'm in a bit of a situation right now so I asked Instructor Ur to use his missions to help.";
next;
- margaret = 1;
- changequest 7233,7234;
+ select("A situation?");
mes "[Margaret]";
- mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000.";
- close;
- }
- if (margaret == 1 || margaret == 2) {
+ mes "Yes, ";
+ mes "Find Mine and do what he asks you.";
+ next;
mes "[Margaret]";
- mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000.";
- close;
- }
- if (margaret == 3) {
+ mes "We dispatched him to do something and he hasn't done it yet so I'm guessing he's either chickened out or failed.";
+ next;
mes "[Margaret]";
- mes "Ah good, you were able to help him.";
+ mes "So can you find him out there in Splendide Field?";
next;
- margaret = 4;
mes "[Margaret]";
- mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?";
- close;
+ mes "Find him and figure out what the heck he's up to please.";
+ para_2nd01 = 23;
+ erasequest 7233;// Advanced Training at Ash Vacuum
+ setquest 7234;// Margaret's favor
}
- if (margaret == 4 || margaret == 5) {
- mes "[Margaret]";
- mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?";
- close;
+ else if (para_2nd01 < 27) {
+ mes "Can you find those two brothers?";
+ mes "Find out what's up with them.";
}
- if (margaret == 6) {
+ else if (para_2nd01 == 27) {
+ mes "So what's up?!";
+ next;
+ mes "- You tell her about Meeru and Mine. -";
+ next;
mes "[Margaret]";
- mes "Haha, so he still wants a zoom out hack...";
+ mes "Yeah? Oh what?";
+ mes "This is not really...";
+ mes "Ok I'll go deal with them.";
next;
mes "[Margaret]";
- mes "Thanks for helping them, I knew you could do it.";
+ mes "Well, whatever the Nepenthes and Pinguicula proof has been collected.";
next;
- margaret = 7;
- changequest 7234,7237;
mes "[Margaret]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
+ mes "Your training is done so go back and talk to Instructor Ur.";
+ para_2nd01 = 29;
+ erasequest 7234;// Margaret's favor
+ setquest 7237;// Report to Instructor Ur
}
- mes "[Margaret]";
- mes "The New World... What a beautiful place!";
+ else if (para_2nd01 == 29) {
+ mes "Well, whatever the Nepenthes and Pinguicula proof has been collected.";
+ next;
+ mes "[Margaret]";
+ mes "Your training is done so go back and talk to Instructor Ur.";
+ }
+ else
+ mes "........";
close;
}
-man_fild01,43,234,2 script Paradise Dispatch#01 4_DST_SOLDIER,{
- if (margaret == 1) {
- mes "[Paradise Dispatch]";
- mes "Hey you, can you help me here?";
- next;
- mes "[Paradise Dispatch]";
- mes "The plant monsters in this area have a long ranged attack.";
- next;
- margaret = 2;
- changequest 7234,7235;
- mes "[Paradise Dispatch]";
- mes "Can you please kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?";
- close;
+man_fild01,43,234,3 script Dispatched Instructor#07 4_DST_SOLDIER,{
+ mes "[Meeru]";
+ if (para_2nd01 < 23) {
+ mes "You think I'll lose!";
+ mes "...?";
+ mes "All of them... Who're you?!";
+ mes "Mine is a stooge?";
+ mes "He sent you to watch me!?";
+ next;
+ mes "[Meeru]";
+ mes "What? Isn't that it?";
+ mes "... ...";
+ mes "Mine didn't send you did he?";
}
- if (margaret == 2) {
+ else if (para_2nd01 == 23) {
+ mes "You think I'll lose!";
+ mes "...?";
+ mes "All of them... Who're you?!";
+ mes "Mine is a stooge?";
+ mes "He sent you to watch me!?";
+ next;
+ mes "[Meeru]";
+ mes "What? Isn't that it?";
+ mes "... ...";
+ mes "Mine didn't send you did he?";
+ mes "So why are you here?";
+ next;
+ select("Margaret sent me");
+ mes "[Meeru]";
+ mes "Ah, Margaret!";
+ mes "Mine and Margaret are always trying to mess with me because of my win-!";
+ mes "Gosh...";
+ next;
+ select( "What happened?", "What do you win?" );
+ mes "[Meeru]";
+ mes "It all started with them bickering.";
+ mes "Margaret was asked to scout for both of us. It's like what you're doing now.";
+ next;
+ mes "[Meeru]";
+ mes "Mine said that he was strong enough to defeat any monster.";
+ mes "So I insisted that he go to either East or West of the camp and show me.";
+ next;
+ mes "[Meeru]";
+ mes "Mine made an idle threat and huffed and puffed but didn't do anything.";
+ next;
+ mes "[Meeru]";
+ mes "Basically, Margaret didn't believe him and challenged him to kill 1 Nepenthes.";
+ next;
+ mes "[Meeru]";
+ mes "So anyways now I'm charged with asking people to go and hunt 1 Nepenthes because of that bickering incident.";
+ next;
+ mes "[Meeru]";
+ mes "It's really not that difficult to hunt 1 so just go to the field East of here and kill one of them.";
+ para_2nd01 = 24;
+ setquest 7235;// Nepenthes Hunt
+ }
+ else if (para_2nd01 == 24) {
if (questprogress(7235,HUNTING) == 2) {
- mes "[Paradise Dispatch]";
- mes "Thanks!";
+ mes "Hmm yes I saw.";
+ mes "I knew I should've asked you to hunt more than 1.";
next;
- mes "[Paradise Dispatch]";
- mes "Ok, I'm out of here.";
+ mes "[Meeru]";
+ mes "Anyways you've proven that you're stronger than Mine ever made himself out to be.";
next;
- getexp 50000,50000;
- margaret = 3;
- changequest 7235,7234;
- mes "[Paradise Dispatch]";
- mes "Head back to ^0000FFMargaret^000000 and tell her thanks for me too!";
- close;
+ mes "[Meeru]";
+ mes "Well anyways here's a small reward.";
+ next;
+ mes "[Meeru]";
+ mes "I'll just be here making sure other people hunt the Nepenthes. I might ask them to hunt more than 1 who knows.";
+ para_2nd01 = 25;
+ erasequest 7235;// Nepenthes Hunt
+ getexp 50000,50000;;
+ }
+ else {
+ mes "Is hunting the Nepenthes too much for you?";
+ mes "You seem a bit flushed.";
+ mes "Fine I'll heal you!";
+ npcskill "AL_HEAL",10,99,60;
+ percentheal 0,100;
}
- mes "[Paradise Dispatch]";
- mes "Can you kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?";
- close;
}
- if (margaret == 3) {
- mes "[Paradise Dispatch]";
- mes "...";
- next;
- mes "[Paradise Dispatch]";
- mes "Don't rush me, just head back to ^0000FFMargaret^000000.";
- close;
+ else if (para_2nd01 == 25)
+ mes "I'll just be here making sure other people hunt the Nepenthes. I might ask them to hunt more than 1 who knows.";
+ else {
+ mes "Something wrong?";
+ mes "Did you have trouble with that Nepenthes...";
+ mes ".........hyuk huk.";
}
- mes "[Paradise Dispatch]";
- mes "Those Nepenthes are so scary!";
close;
}
-spl_fild02,377,149,4 script Paradise Dispatch#02 4_M_DST_MASTER,{
- if (margaret == 4) {
- mes "[Paradise Dispatch]";
- mes "So Margaret sent you to help me?";
- next;
- mes "[Paradise Dispatch]";
- mes "Ok, lets get started!";
- next;
- margaret = 5;
- changequest 7234,7236;
- mes "[Paradise Dispatch]";
- mes "Kill ^0000FF5 Pinguicula^000000 and then return to me.";
- close;
+spl_fild02,377,149,3 script Dispatched Instructor#08 4_M_DST_MASTER,{
+ mes "[Mine]";
+ if (para_2nd01 < 25) {
+ mes "Oh cruel world.";
+ mes "...";
+ mes "Way to go passing by.";
+ mes "What a fiasco this has turned out to be";
+ }
+ else if (para_2nd01 == 25) {
+ mes "Oh cruel world...";
+ mes "...";
+ mes "Who are you?";
+ next;
+ if (select( "Margaret sent me.", "Yeah I'm here..." ) == 1) {
+ mes "[Mine]";
+ mes "Eh? Who!";
+ mes "I see. Is it that time already?";
+ mes "This has been difficult.";
+ mes "I'm in a crisis here!";
+ }
+ else {
+ mes "[Mine]";
+ mes "Oh so you're not here by your own will eh?";
+ mes "So why even bother coming?";
+ next;
+ mes "[Mine]";
+ mes "You didn't want to be here right?";
+ mes "Margaret sent you instead of someone else I bet.";
+ mes "Whatever, anyway I'm in a crisis here!";
+ }
+ next;
+ mes "[Mine]";
+ mes "Ok I don't want to admit it but you gotta help me out here.";
+ next;
+ mes "[Mine]";
+ mes "Ok just because I was complaining doesn't mean they have to send me here!";
+ next;
+ mes "[Mine]";
+ mes "I mean they've asked for too much of a simple person like myself.";
+ next;
+ mes "[Mine]";
+ mes "Ok here's the deal.";
+ mes "I'm supposed to hunt those Pinguiculas. Just 5 of 'em.";
+ mes "But you'll do that for me yeah?";
+ next;
+ mes "[Mine]";
+ mes "I promise you I'll give you something good.";
+ mes "Thanks.";
+ para_2nd01 = 26;
+ setquest 7236;// Pinguicula Hunt
}
- if (margaret == 5) {
+ else if (para_2nd01 == 26) {
if (questprogress(7236,HUNTING) == 2) {
- mes "[Paradise Dispatch]";
- mes "You make it look so easy, but I couldn't even kill 1...";
+ mes "Excellent!";
+ mes "Now I can go back to the camp and...";
next;
- mes "[Paradise Dispatch]";
- mes "Now is my chance to run to Splendide!";
+ mes "[Mine]";
+ mes "I mean, can you tell Margaret that it's all done?";
next;
- getexp 50000,50000;
- margaret = 6;
- changequest 7236,7234;
- mes "[Paradise Dispatch]";
- mes "Head back to ^0000FFMargaret^000000, I will be ok now.";
- close;
+ mes "[Mine]";
+ mes "Oh don't worry she won't mind. I'll just go back to doing what I was doing. Here's your reward.";
+ para_2nd01 = 27;
+ erasequest 7236;// Pinguicula Hunt
+ getexp 50000,50000;;
+ }
+ else {
+ mes "Come on 5 Pinguicula.";
+ mes "Really how did you get here then?";
+ next;
+ mes "[Mine]";
+ mes "You're not lying about being a real adventurer are you?";
+ npcskill "AL_HEAL",10,99,60;
+ percentheal 0,100;
}
- mes "[Paradise Dispatch]";
- mes "Kill ^0000FF5 Pinguicula^000000 and return to me.";
- close;
}
- if (margaret == 6) {
- mes "[Paradise Dispatch]";
- mes "Now, if only I had a hack for zooming out more...";
- next;
- mes "[Paradise Dispatch]";
- mes "Head back to ^0000FFMargaret^000000, I will be ok now.";
- close;
+ else if (para_2nd01 == 27) {
+ mes "Margaret gets everything she wants back at the camp.";
+ mes "Don't you worry, I'm going back soon.";
}
- mes "[Paradise Dispatch]";
- mes "I need a hack to zoom out more so I can see if it is safe...";
+ else
+ mes ".........";
close;
}
-moc_para01,111,83,3 script Toren 2_M_OLDBLSMITH,{
- if (checkweight(1101,5) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "to many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
+moc_para01,111,83,3 script Blacksmith Thorn#2nd10 2_M_OLDBLSMITH,{
+ if (checkweight(Para_Team_Manteau2,5) == 0) {
+ mes "- You have too many items in your inventory to continue -";
close;
}
- mes "[Toren]";
- mes "Hello adventurer, what can I do for you?";
+ mes "[Thorn]";
+ if (countitem(Para_Team_Mark) < 1) {// Para_Team_Mark
+ mes "Hmm, are you a member of Eden Group?";
+ mes "You need to be one of our members to use my services.";
+ close;
+ }
+ mes "What's going on?";
next;
- switch(select("Where is my reward?:I want an enchantment!")) {
+ switch( select( "Strengthen Equipment", "Personal Request", "Give me new equipment." ) ) {
+ mes "[Thorn]";
case 1:
- if (para_suv02 == 5 || para_suv02 == 7 || para_suv02 == 9 || para_suv02 == 11 || para_suv02 == 13) {
- mes "[Toren]";
- mes "You must be ^0000FF" + strcharinfo(0) + "^000000, right? Instructor Ur told me about you.";
- next;
- mes "[Toren]";
- mes "Here is a set of our advanced gears for you to use, wear them proudly as a member of the ^33CC33Paradise Group^000000 and don't think about selling them to anyone else.";
- next;
- mes "[Toren]";
- if (BaseClass == Job_Swordman) {
- mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?";
- callsub L_Select,
- 1197,"Slayer","Two-handed Sword, 200 Atk", //P.Slayer III
- 13434,"Saber","One-handed Sword, 185 Atk", //P.Saber III
- 1434,"Spear","One-handed, 165 Atk"; //P.Spear I
+ if (para_2nd01 < 6) {
+ mes "Hmm equipment strengthening.";
+ mes "I don't exactly do that for just anyone.";
+ mes "The first step is at least a higher degree of training so have you done the Eden Group training yet?";
+ next;
+ mes "[Thorn]";
+ mes "You have not awakened yet.";
+ mes "First do the missions set forth by Instructor Ur and I'll help you strengthen your equipment.";
+ next;
+ mes "[Thorn]";
+ mes "I won't help you unless you do that first!";
+ }
+ else if (para_2nd04 == 3) {
+ mes "Strengthen your equipment eh?";
+ mes "I'll strengthen the new Eden Group equipment for you by giving it a random stat boost.";
+ next;
+ mes "[Thorn]";
+ mes "So what equipment do you want to enhance?";
+ next;
+ switch( select( "Eden Group Manteau II", "Eden Group Armor IV", "Eden Group Boots IV" ) ) {
+ case 1: callsub S_Enchant,Para_Team_Manteau2,"Manteau";// Para_Team_Manteau2
+ case 2: callsub S_Enchant,Para_Team_Armor,"Armor";// Para_Team_Armor
+ case 3: callsub S_Enchant,Para_Team_Boots4,"Boots";// Para_Team_Boots4
}
- else if (BaseClass == Job_Merchant) {
- mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?";
- callsub L_Select,
- 1391,"Axe","Two-handed, 195 Atk", //P.Two-Handed Axe I
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
- 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
+ }
+ else {
+ mes "I will strengthen your equipment after you've done a personal request of mine.";
+ next;
+ mes "[Thorn]";
+ mes "I just want to be sure that you're worthy of using my services.";
+ }
+ close;
+ case 2:
+ if (para_2nd02 < 2) {
+ mes "Have you started the request of Instructor Ur?";
+ mes "I'm lending my services to those who are worthy.";
+ next;
+ mes "[Thorn]";
+ mes "Besides, you won't have the equipment that I can enhance until you do those missions.";
+ }
+ else if (para_2nd04 == 0) {
+ mes "Glad you're here.";
+ mes "As a blacksmith I am in need of Iron materials constantly.";
+ next;
+ mes "[Thorn]";
+ mes "Of course there will be a reward eventually...";
+ mes "So...";
+ next;
+ mes "[Thorn]";
+ if (BaseLevel < 80) {
+ mes "Bring me some materials.";
+ mes "I need 20 Iron Ore, and 10 Iron.";
}
- else if (BaseJob == Job_Assassin) {
- mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?";
- callsub L_Select,
- 1289,"Katar","Two-handed, 155 Atk", //P.Katar I
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
- 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
+ else {
+ mes "Bring me some materials.";
+ mes "Bring 20 Used Iron Plate.";
+ .@add = 1;
}
- else if (BaseJob == Job_Rogue) {
- mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?";
- callsub L_Select,
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
- 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
- 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
+ mes "It shouldn't be hard to get these can you bring them right away?";
+ next;
+ switch( select( "Sure thing.", "I don't want to." ) ) {
+ mes "[Thorn]";
+ case 1:
+ mes "I appreciate it.";
+ mes "So take your time and I'll be waiting.";
+ para_2nd04 = 1 + .@add;
+ setquest (7238 + .@add);// Errands for Thorn (easy/hard)
+ close;
+ case 2:
+ mes "Eh...?";
+ mes "Guess you're too busy to help me.";
+ close;
}
- else if (BaseJob == Job_Thief) {
- mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?";
- callsub L_Select,
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
- 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
+ }
+ else if (para_2nd04 == 1 || para_2nd04 == 2) {
+ if (para_2nd04 == 1) {
+ setarray .@item[0],Iron_Ore,Iron;// Iron_Ore, Iron
+ setarray .@amount[0],20,10;
+ setarray .@countitem[0],countitem(Iron_Ore),countitem(Iron);
+ .@string$ = "I asked you to get 20 Iron Ore, and 10 Iron.";
}
- else if (BaseJob == Job_Bard) {
- mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?";
- callsub L_Select,
- 1931,"Guitar","One-handed, 125 Atk", //P.Guitar I
- 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
+ else {
+ .@item[0] = 7319;
+ .@amount[0] = 20;
+ .@countitem[0] = countitem(Old_Steel_Plate);
+ .@add = 1;
+ .@string$ = "I asked you to get 20 Used Iron Plate.";
}
- else if (BaseJob == Job_Dancer) {
- mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?";
- callsub L_Select,
- 1986,"Whip","One-handed, 125 Atk", //P.Tail I
- 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
+ if (.@countitem[0] >= .@amount[0] && .@countitem[1] >= .@amount[1]) {
+ mes "Let me guess...";
+ mes "You've brought me the best quality materials.";
+ mes "Good.";
+ next;
+ mes "[Thorn]";
+ mes "I can always use more Iron materials.";
+ mes "Instead of a normal reward I'll give you an advanced equipment.";
+ next;
+ mes "[Thorn]";
+ mes "If at any time you think you have equipment that you need to strengthen come by me again.";
+ delitem .@item[0],.@amount[0];
+ if (.@countitem[1])
+ delitem .@item[1],.@amount[1];
+ para_2nd04 = 3;
+ erasequest (7238 + .@add);
+ setquest 7240;
}
- else if (BaseClass == Job_Archer) {
- mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?";
- callsub L_Select,
- 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
+ else {
+ mes .@string$;
+ mes "I'm pretty sure that it isn't that difficult to do.";
}
- else if (BaseJob == Job_Priest) {
- mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?";
- callsub L_Select,
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
- 16014,"Mace","One-handed, 172 Atk", //P.Mace III
- 1583,"Book","One-handed, 135 Atk, 110 Matk"; //P.Book I
+ }
+ else if (para_2nd04 == 3) {
+ mes "Now, that's it.";
+ mes "That's enough for today.";
+ mes "For now, ask me to strengthen your equipment and I'll do it for you.";
+ next;
+ mes "[Thorn]";
+ mes "If you have one of these bring them to me.";
+ mes "Eden Group Manteau II, Eden Group Armor IV, Eden Group Boots IV.";
+ }
+ else if (para_2nd04 == 4) {
+ if (questprogress(7241,PLAYTIME) == 1) {
+ mes "Come back later.";
+ mes "You have to wait for some time first.";
}
- else if (BaseJob == Job_Monk) {
- mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?";
- callsub L_Select,
- 1831,"Knuckle","One-handed, 120 Atk", //P.Knuckle I
- 16014,"Mace","One-handed, 172 Atk", //P.Mace III
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int"; //P.Staff III
+ else {
+ mes "Uh-huh...";
+ mes "What are we going to... oh don't worry.";
+ mes "Come to me later.";
+ erasequest 7241;// Errands for Thorn timer
+ para_2nd04 = 0;
+ }
+ }
+ close;
+ case 3:
+ if (para_2nd02 < 1) {
+ mes "I'm not permitted to do this by Instructor Ur.";
+ mes "Don't mess with me.";
+ }
+ else if (para_2nd02 == 1) {
+ mes "Okay, I'll give you equipment.";
+ mes "I'll give you good armor and equipment that you'll be proud of.";
+ next;
+ mes "[Thorn]";
+ mes "So now, ^4d4dffmake sure that you have enough free inventory space.^000000";
+ next;
+ if (select( "Let me organize my inventory.", "I have free space." ) == 1) {
+ mes "[Thorn]";
+ mes "You do that.";
+ mes "Free up your inventory so that you can get the weapons, boots, and all the other equipment.";
+ close;
}
- else if (BaseJob == Job_Acolyte) {
- mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?";
- callsub L_Select,
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
- 16014,"Mace","One-handed, 172 Atk"; //P.Mace III
+ mes "[Thorn]";
+ if (BaseJob == Job_Knight || BaseJob == Job_Crusader) {
+ callsub L_Select,"One-handed sword, two-handed sword or spear.",
+ P_Slayer3,"Eden Group Slayer III","Two-handed Sword, Attack 200",
+ P_Saber3,"Eden Group Saber III","One-handed Sword, Attack 185",
+ P_Sphere1,"Eden Group Spear I","One-handed, Attack 165";
}
+ else if (BaseJob == Job_Assassin) {
+ callsub L_Select,"You have your choice of dagger or katar.",
+ P_Dagger3,"Eden Group Dagger III","Dagger, MATK +80, ATK 165",
+ P_Katar1,"Eden Group Katar I","Katar, ATK 155";
+ }
+ else if (BaseJob == Job_Rogue || BaseClass == Job_Novice)
+ getitem P_Dagger3,1;// P.Dagger III
+ else if (BaseJob == Job_Alchemist || BaseJob == Job_Blacksmith) {
+ callsub L_Select,"Your options are Mace, Saber and Axe.",
+ P_Mace3,"Eden Group Mace III","Mace, Attack 172",// P_Mace3
+ P_Saber3,"Eden Group Saber III","Sword, Attack 185",//P.Saber III
+ P_Two_Handed_Axe1,"Eden Group Axe I","Axe, Attack 195"; //P.Two-Handed Axe I
+ }
+ else if (BaseJob == Job_Wizard)
+ getitem P_Staff3,1;// P.Staff III
else if (BaseJob == Job_Sage) {
- mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?";
- callsub L_Select,
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
- 1583,"Book","One-handed, 135 Atk, 110 Matk", //P.Book I
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
+ callsub L_Select,"",
+ P_Staff3,"Eden Group Staff III","Staff, MATK + 170, INT +4, Attack 60", //P.Staff III
+ P_Dic1,"Eden Group Dictionary I","Book, MATK +100, Attack 135"; //P.Book I
}
- else if (BaseClass == Job_Mage || Class == Job_Soul_Linker) {
- mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?";
- callsub L_Select,
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
+ else if (BaseJob == Job_Priest) {
+ callsub L_Select,"",
+ P_Staff3,"Eden Group Staff III","Staff, MATK + 170, INT +4, Attack 60", //P.Staff III
+ P_Dic1,"Eden Group Dictionary I","Book, MATK +100, Attack 135", //P.Book I
+ P_Mace3,"Eden Group Mace III","Mace, Attack 172"; //P.Mace III
}
- else if (Class == Job_Ninja) {
- mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?";
- callsub L_Select,
- 13310,"Huuma Suriken","Two-handed, 170 Atk, 50 Matk", //P.Huuma Suriken I
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
+ else if (BaseJob == Job_Monk) {
+ callsub L_Select,"",
+ P_Knuckle1,"Eden Group Knuckles I","Knuckle, Attack 120", //P.Knuckle I
+ P_Mace3,"Eden Group Mace III","Mace, Attack 172"; //P.Mace III
}
- else if (Class == Job_Star_Gladiator) getitem 1583,1; //P.Book I
- else if (Class == Job_Gunslinger) getitem 13114,1; //P.Revolver III
- else if (BaseClass == Job_Novice) getitem 13066,1; //P.Dagger III
- getitem 18514,1; //Paradise Hat II
- getitem 2571,1; //Paradise Mantle II
- getitem 2473,1; //Paradise Boots IV
- getitem 15031,1; //Paradise Uniform IV
- para_suv02 = 14;
- if (para_suv01 > 40)
- para_suv01 += 1;
- if (Class == Job_Taekwon) {
- mes "I'm sorry, but Teakwon Class can't wear any of our weapons...";
- next;
+ else if (BaseJob == Job_Hunter)
+ getitem P_Bow3,1;// P.Bow III
+ else if (BaseJob == Job_Bard) {
+ callsub L_Select,"",
+ P_Bow3,"Eden Group Bow III","Bow, Attack 140", //P.Bow III
+ P_String_Inst1,"Eden Group Guitar I","Guitar, Attack 125"; //P.Guitar I
}
- mes "See you later, and good luck on your adventures!";
- close;
- }
- if (para_suv02 == 14) {
- setarray .@check[0],18514,2571,2473,15031;
- setarray .@item$[0],"Hat","Mantle","Boots","Uniform";
- for(.@i = 0; .@i<4; ++.@i)
- if (countitem(.@check[.@i]) < 1) {
- mes "[Toren]";
- mes "Where is the Paradise "+.@item$[.@i]+" I gave you?";
- next;
- mes "[Toren]";
- mes "...Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
- next;
- if(select("Ok.:No, thanks.") == 2) {
- mes "[Toren]";
- mes "Come back if you change your mind.";
- close;
- }
- if (Zeny < 250000) {
- mes "[Toren]";
- mes "You dont have enough zeny.";
- close;
- }
- Zeny -= 250000;
- getitem .@check[.@i],1;
- mes "[Toren]";
- mes "These advanced gears are not easy to make, please take better care of this one.";
- close;
- }
- mes "[Toren]";
- mes "I already gave you the most advanced gears we have to offer.";
- close;
- }
- mes "[Toren]";
- mes "You need to complete quests given to you by ^0000FFInstructor Ur^000000 if you want a reward.";
- close;
- case 2:
- if (para_suv02 < 14) {
- mes "[Toren]";
- mes "First you need the ^0000FFAdvanced Paradise Gears^000000.";
- close;
- }
- if (paragearenchant < 1) {
- mes "[Toren]";
- mes "Alright, but I'll need a few items for the enchantment process.";
- next;
- if (BaseLevel >= 90) {
- paragearenchant = 1;
- setquest 7239;
- mes "[Toren]";
- mes "Just bring me ^0000FF20 Used Iron Plates^000000.";
- close;
+ else if (BaseJob == Job_Dancer) {
+ callsub L_Select,"",
+ P_Bow3,"Eden Group Bow III","Bow, Attack 140", //P.Bow III
+ P_Tail1,"Eden Group Whip I","Whip, Attack 125"; //P.Tail I
}
- paragearenchant = 2;
- setquest 7238;
- mes "[Toren]";
- mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000.";
- close;
- }
- if (paragearenchant == 1) {
- if (countitem(7319) >= 20) {
- mes "[Toren]";
- mes "Thanks, that's what I needed!";
- next;
- delitem 7319,20; // Used Iron Plate
- paragearenchant = 3;
- changequest 7239,7240;
- mes "[Toren]";
- mes "Give me a second to prepare before I enchant your gears.";
- close;
+ else if (Class == Job_Ninja) {
+ callsub L_Select,"",
+ P_Dagger3,"Eden Group Dagger III","Dagger, MATK +80, ATK 165", //P.Dagger III
+ P_Huuma_Shuriken1,"Eden Group Huuma Shuriken I","Huuma Suriken, MATK +50, ATK 170"; //P.Huuma Suriken I
}
- mes "[Toren]";
- mes "Just bring me ^0000FF20 Used Iron Plates^000000.";
- close;
- }
- if (paragearenchant == 2) {
- if ((countitem(1002) >= 20) && (countitem(998) >= 10)) {
- mes "[Toren]";
- mes "Thanks, that's what I needed!";
+ else if (Class == Job_Star_Gladiator)
+ getitem P_Dic1,1; //P.Book I
+ else if (Class == Job_Soul_Linker) {
+ callsub L_Select,"",
+ P_Dagger3,"Eden Group Dagger III","Dagger, MATK +80, ATK 165", //P.Dagger III
+ P_Staff3,"Eden Group Staff III","Staff, MATK +170, INT +4, ATK 60"; //P.Staff III
+ }
+ else if (Class == Job_Gunslinger)
+ getitem P_Revolver3,1; //P.Revolver III
+ else {
+ mes "Hmm, you are eligible to receive equipment.";
+ mes "Yeah I understand that.";
next;
- delitem 1002,20; // Iron Ore
- delitem 998,10; // Iron
- paragearenchant = 3;
- changequest 7238,7240;
- mes "[Toren]";
- mes "Give me a second to prepare before I enchant your gears.";
+ mes "[Thorn]";
+ mes "Hmm something went wrong though. I'm not sure what...";
close;
}
- mes "[Toren]";
- mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000.";
- close;
+ para_2nd02 = 2;
+ getitem Para_Team_Hat2,1;// Paradise Hat II
+ getitem Para_Team_Manteau2,1;// Paradise Mantle II
+ getitem Para_Team_Boots4,1;// Paradise Boots IV
+ getitem Para_Team_Armor,1;// Paradise Uniform IV
+ mes "Here's your equipment.";
+ mes "I'll also give you the other gear that comes along with this set.";
}
- if (paragearenchant == 3) {
- mes "[Toren]";
- mes "Before we begin I would like to mention that this enchantment proccess ^FF0000can not fail^000000.";
- next;
- mes "[Toren]";
- mes "I am able to add 2 enchantments at once, and if something is already enchanted I will ^FF0000re-do the current enchantments^000000 for you.";
- next;
- mes "[Toren]";
- mes "Now pick which gear you would like me to enchant.";
+ else if (para_2nd02 == 2) {
+ mes "You can strengthen the equipment that I gave you.";
+ mes "Weapons Expert BK is at Eden Group Headquarters and he can do that for you.";
next;
- setarray .@item[0],2571,2473,15031;
- .@i = select("Paradise Mantle II.:Paradise Boots IV.:Paradise Uniform IV.")-1;
- if (countitem(.@item[.@i]) < 1) {
- mes "[Toren]";
- mes "Bring one and I'll enchant it.";
- close;
- }
- .@paragearcount = .@item[.@i];
- mes "[Toren]";
- mes "Here we go!";
- close2;
- specialeffect2 EF_MAPPILLAR;
- progressbar "ffff00",4;
- .@enc_paragear = rand(1,42);
- if (.@enc_paragear == 1) .@addpart = 4763;
- else if (.@enc_paragear == 2) .@addpart = 4765;
- else if (.@enc_paragear == 3) .@addpart = 4790;
- else if (.@enc_paragear == 4) .@addpart = 4794;
- else if (.@enc_paragear < 7) .@addpart = 4762;
- else if (.@enc_paragear < 9) .@addpart = 4764;
- else if (.@enc_paragear < 11) .@addpart = 4789;
- else if (.@enc_paragear < 13) .@addpart = 4793;
- else if (.@enc_paragear < 15) .@addpart = 4701;
- else if (.@enc_paragear < 17) .@addpart = 4711;
- else if (.@enc_paragear < 19) .@addpart = 4721;
- else if (.@enc_paragear < 21) .@addpart = 4731;
- else if (.@enc_paragear < 23) .@addpart = 4741;
- else if (.@enc_paragear < 25) .@addpart = 4751;
- else if (.@enc_paragear < 28) .@addpart = 4788;
- else if (.@enc_paragear < 31) .@addpart = 4792;
- else if (.@enc_paragear < 35) .@addpart = 4787;
- else if (.@enc_paragear < 39) .@addpart = 4791;
- else if (.@enc_paragear < 43) .@addpart = 4786;
- .@addpart2 = 4701+(10*rand(6));
- delitem .@paragearcount,1;
- getitem2 .@paragearcount, 1, 1, 0, 0, 0, 0, .@addpart2, .@addpart;
- paragearenchant = 4;
- changequest 7240,7241;
- mes "[Toren]";
- mes "It is finished! Come back tomorrow if you want to enchant more.";
- close;
- }
- if ((paragearenchant == 4) && (questprogress(7241,PLAYTIME) != 2)) {
- mes "[Toren]";
- mes "Please come back tomorrow if you want to enchant more.";
- close;
+ mes "[Thorn]";
+ mes "So go to him and he can make your equipment stronger.";
}
- if ((paragearenchant == 4) && (questprogress(7241,PLAYTIME) == 2)) {
- paragearenchant = 0;
- erasequest 7241;
- mes "[Toren]";
- mes "Another day, another piece of equipment to enchant!";
- close;
+ else {
+ mes "Have you gotten your gear yet?";
+ mes "I can give you the gear but I can't strengthen it for you.";
+ next;
+ mes "[Thorn]";
+ mes "Your armor can be strengthened by someone else.";
+ mes "I wish I could but I can't.";
}
}
- end;
+ close;
L_Select:
- next;
- mes "[Toren]";
- .@menu$ = "";
- for(.@i = 0; .@i<getargcount(); .@i += 3) {
- .@menu$ += getarg(.@i+1)+".:";
- mes getarg(.@i+1)+": "+getarg(.@i+2)+".";
- mes " ";
+ mes "Choose a weapon.";
+ mes getarg(0);
+ mes "Choose from the following.";
+ for ( .@i = 1; .@i < getargcount(); .@i += 3 ) {
+ .@menu$ = .@menu$ + getarg(.@i+1) + ":";
+ mes getarg(.@i+1)+" : "+ getarg(.@i+2);
}
next;
- .@i = select(.@menu$)-1;
- getitem getarg(.@i*3),1;
+ .@i = (select(.@menu$) -1) *3 +1;
mes "[Toren]";
+ getitem getarg(.@i),1;
return;
+S_Enchant:
+ mes "[Thorn]";
+ if (countitem(getarg(0)) > 0) {
+ setarray .@bonus[1],
+ Luck2,// Luck2
+ Mdef4,// Mdef4
+ Def3,// Def3
+ Strength2,// Strength2
+ Mdef6,// Mdef6
+ Def6,// Def6
+ Agility2,// Agility2
+ Mdef8,// Mdef8
+ Def9,// Def9
+ Dexterity2,// Dexterity2
+ Inteligence2,// Inteligence2
+ Vitality2;// Vitality2
+ .@1st = .@bonus[ rand(1,12) ];
+ .@2nd = .@bonus[ rand(1,12) ];
+ mes "Eden Group "+ getarg(1) +"?";
+ mes "I understand.";
+ mes "Remember the stats that are enhanced will be random.";
+ mes "You sure you want me to enhance this?";
+ next;
+ switch( select( "I changed my mind.", "Yes, enhance it." ) ) {
+ mes "[Thorn]";
+ case 1:
+ mes "You sure you don't want to enhance it?";
+ mes "It's your choice.";
+ close;
+ case 2:
+ mes "I understand.";
+ mes "Let's begin the enhancement.";
+ next;
+ specialeffect EF_REPAIRWEAPON;
+ progressbar "ffff00",3;
+ delitem getarg(0),1;
+ para_2nd04 = 4;
+ changequest 7240,7241;
+ getitem2 getarg(0),1,1,0,0,0,0,.@1st,.@2nd;
+ mes "[Thorn]";
+ mes "Ok, seems that the enhancement went well.";
+ mes "If you don't like the result then you can come back again tomorrow.";
+ close;
+ }
+ }
+ mes "Hmm... Don't you have the "+ getarg(1) +"?";
+ mes "I don't think you have it with you.";
+ close;
}
-moc_para01,112,79,3 script Weapons Expert 4_M_REPAIR,{
- if (checkweight(1101,5) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you are carrying";
- mes "to many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
+moc_para01,112,79,3 script Weapons Expert BK#2nd11 4_M_REPAIR,{
+ setarray .@wplist[0],
+ P_Slayer3, // P_Slayer3
+ P_Saber3, // P_Saber3
+ P_Dagger3, // P_Dagger3
+ P_Katar1, // P_Katar1
+ P_Two_Handed_Axe1, // P_Two_Handed_Axe1
+ P_Sphere1, // P_Spear I
+ P_Staff3, // P_Staff3
+ P_Mace3, // P_Mace3
+ P_Bow3, // P_Bow3
+ P_Dic1, // P.Book I
+ P_String_Inst1, // P_Guitar I
+ P_Tail1, // P_Tail1
+ P_Revolver3, // P_Revolver3
+ P_Knuckle1, // P_Knuckle1
+ P_Huuma_Shuriken1; // P_Huuma_Shuriken1
+ .@menu$ = "Eden Group Slayer III:" +
+ "Eden Group Saber III:" +
+ "Eden Group Dagger III:" +
+ "Eden Group Katar I:" +
+ "Eden Group Axe I:" +
+ "Eden Group Spear I:" +
+ "Eden Group Staff III:" +
+ "Eden Group Mace III:" +
+ "Eden Group Bow III:" +
+ "Eden Group Dictionary I:" +
+ "Eden Group Guitar I:" +
+ "Eden Group Whip I:" +
+ "Eden Group Revolver III:" +
+ "Eden Group Knuckles I:" +
+ "Eden Group Huuma Shuriken I";
+ mes "[BK]";
+ mes "What's happening?";
+ mes "No way?!";
+ next;
+ if (select( "Enhancing weapons.", "What?" ) == 2) {
+ mes "[BK]";
+ mes "Yeah?";
+ mes "Are you asking me what I know?";
+ next;
+ select("...??");
+ mes "[BK]";
+ mes ".....????";
close;
}
- mes "[Weapons Expert]";
- mes "Hello adventurer, what can I do for you today?";
+ mes "[BK]";
+ mes "Ah, you're here to enhance your gear.";
+ mes "Okay, shall we?";
next;
- switch(select("Where is my reward?","I want an enchantment!")) {
- case 1:
- if ((para_suv02 == 14) && (countitem(1197) < 1) && (countitem(1289) < 1) && (countitem(1391) < 1) && (countitem(1434) < 1) && (countitem(1583) < 1) && (countitem(1658) < 1) && (countitem(1831) < 1) && (countitem(1931) < 1) && (countitem(1986) < 1) && (countitem(13066) < 1) && (countitem(13114) < 1) && (countitem(13310) < 1) && (countitem(13434) < 1) && (countitem(16014) < 1) && (countitem(18106) < 1)) {
- mes "[Weapons Expert]";
- mes "Where is the Paradise Weapon I gave you?";
- next;
- mes "[Weapons Expert]";
- mes "...Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
- next;
- switch(select("Ok.","No, thanks.")) {
- case 1:
- mes "[Weapons Expert]";
- if (Zeny < 250000) {
- mes "You dont have enough zeny.";
- close;
- }
- if (Class == Job_Taekwon) {
- mes "Wait... Your Class doesn't have a weapon.";
- close;
- }
- Zeny -= 250000;
- if (BaseClass == Job_Swordman) {
- mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?";
- callsub L_Select,
- 1197,"Slayer","Two-handed Sword, 200 Atk", //P.Slayer III
- 13434,"Saber","One-handed Sword, 185 Atk", //P.Saber III
- 1434,"Spear","One-handed, 165 Atk"; //P.Spear I
- }
- else if (BaseClass == Job_Merchant) {
- mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?";
- callsub L_Select,
- 1391,"Axe","Two-handed, 195 Atk", //P.Two-Handed Axe I
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
- 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
- }
- else if (BaseJob == Job_Assassin) {
- mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?";
- callsub L_Select,
- 1289,"Katar","Two-handed, 155 Atk", //P.Katar I
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
- 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
- }
- else if (BaseJob == Job_Rogue) {
- mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?";
- callsub L_Select,
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
- 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
- 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
- }
- else if (BaseJob == Job_Thief) {
- mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?";
- callsub L_Select,
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
- 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
- }
- else if (BaseJob == Job_Bard) {
- mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?";
- callsub L_Select,
- 1931,"Guitar","One-handed, 125 Atk", //P.Guitar I
- 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
- }
- else if (BaseJob == Job_Dancer) {
- mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?";
- callsub L_Select,
- 1986,"Whip","One-handed, 125 Atk", //P.Tail I
- 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
- }
- else if (BaseClass == Job_Archer) {
- mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?";
- callsub L_Select,
- 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
- }
- else if (BaseJob == Job_Priest) {
- mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?";
- callsub L_Select,
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
- 16014,"Mace","One-handed, 172 Atk", //P.Mace III
- 1583,"Book","One-handed, 135 Atk, 110 Matk"; //P.Book I
- }
- else if (BaseJob == Job_Monk) {
- mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?";
- callsub L_Select,
- 1831,"Knuckle","One-handed, 120 Atk", //P.Knuckle I
- 16014,"Mace","One-handed, 172 Atk", //P.Mace III
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int"; //P.Staff III
- }
- else if (BaseJob == Job_Acolyte) {
- mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?";
- callsub L_Select,
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
- 16014,"Mace","One-handed, 172 Atk"; //P.Mace III
- }
- else if (BaseJob == Job_Sage) {
- mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?";
- callsub L_Select,
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
- 1583,"Book","One-handed, 135 Atk, 110 Matk", //P.Book I
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
- }
- else if (BaseClass == Job_Mage || Class == Job_Soul_Linker) {
- mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?";
- callsub L_Select,
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
+ mes "[BK]";
+ if (para_2nd02 < 2) {
+ mes "You have to have the equipment first in order for me to do anything.";
+ mes "Didn't you get anything from Thorn yet?";
+ }
+ else if (para_2nd02 == 2) {
+ if (para_2nd01 < 11) {
+ mes "Hmm, no.";
+ mes "I don't have permission from Instructor Ur.";
+ mes "You have to finish your training.";
+ next;
+ mes "[BK]";
+ mes "Once you do that I can help you.";
+ mes "Until then I won't talk to you.";
+ }
+ else {
+ mes "Okay, what weapon do you want to enhance?";
+ next;
+ .@s = select(.@menu$) -1;
+ mes "[BK]";
+ if (countitem(.@wplist[.@s]) > 0) {
+ mes "Ok for the first reinforcement.";
+ mes "ATK + 3% or MATK + 3%?";
+ mes "I'll give you the option to grant this effect on the selected gear.";
+ next;
+ mes "[BK]";
+ mes "You can't change your mind after so choose wisely.";
+ next;
+ if (select( "ATK +3%","MATK +3%" ) == 1) {
+ .@string$ = "Ok, you've chosen to raise physical attack.";
+ .@card = Atk3;
}
- else if (Class == Job_Ninja) {
- mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?";
- callsub L_Select,
- 13310,"Huuma Suriken","Two-handed, 170 Atk, 50 Matk", //P.Huuma Suriken I
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
+ else {
+ .@string$ = "Ok, you've chosen to raise magical attack.";
+ .@card = Matk3;
+ .@add = 1;
}
- else if (Class == Job_Star_Gladiator) getitem 1583,1; //P.Book I
- else if (Class == Job_Gunslinger) getitem 13114,1; //P.Revolver III
- else if (BaseClass == Job_Novice) getitem 13066,1; //P.Dagger III
- mes "These weapons aren't easy to make, please take better care of this one.";
- close;
- case 2:
- mes "[Weapons Expert]";
- mes "Come back if you change your mind.";
- close;
+ mes "[BK]";
+ mes .@string$;
+ mes "Would you look at that. Your weapon will now be stronger.";
+ para_2nd03 = 1 + .@add;
+ next;
+ specialeffect EF_REPAIRWEAPON;
+ progressbar "ffff00",3;
+ para_2nd02 = 3;
+ delitem .@wplist[.@s],1;
+ getitem2 .@wplist[.@s],1,1,0,0,0,0,0,.@card;
+ mes "[BK]";
+ mes "Isn't it magnificent?";
+ mes "I know, I know, I'm pretty amazing!";
+ }
+ else {
+ mes "Are you kidding me?";
+ mes "You don't seem to have that weapon in your possession.";
}
}
- mes "[Weapons Expert]";
- mes "My reward for you is enchantments on your ^0000FFParadise Weapon^000000.";
- next;
- mes "[Weapons Expert]";
- mes "The number of enchantments I can give you depends on which level of ^0000FFAdvanced Paradise Quests^000000 you have completed.";
- close;
- case 2:
- if (para_suv02 < 14) {
- mes "[Weapons Expert]";
- mes "First you need the ^0000FFAdvanced Paradise Gears^000000.";
- close;
- }
- if ((countitem(1197) < 1) && (countitem(1289) < 1) && (countitem(1391) < 1) && (countitem(1434) < 1) && (countitem(1583) < 1) && (countitem(1658) < 1) && (countitem(1831) < 1) && (countitem(1931) < 1) && (countitem(1986) < 1) && (countitem(13066) < 1) && (countitem(13114) < 1) && (countitem(13310) < 1) && (countitem(13434) < 1) && (countitem(16014) < 1) && (countitem(18106) < 1)) {
- mes "[Weapons Expert]";
- mes "Did you sell your new Paradise Weapon? No enchantments for you.";
- close;
+ }
+ else if (para_2nd02 == 3) {
+ if (para_2nd01 < 16) {
+ mes "Hmm, I'm not sure you're ready.";
+ mes "All 3 steps of Instructor Ur's missions have to be completed first.";
+ next;
+ mes "[BK]";
+ mes "You get what I'm saying?";
+ mes "Finish the third mission from Instructor Ur.";
}
- if (para_suv01 < 44) {
- mes "[Weapons Expert]";
- mes "You haven't completed enough quests for an enchantment yet.";
+ else {
+ mes "Good. So you previously received an addition to Atk or Matk.";
+ mes "For this option you can choose from Brute, Plant, Fish, Dragon, Increased Heal.";
next;
- mes "[Weapons Expert]";
- mes "Make sure to pick a weapon from Toren too.";
- close;
- }
- if (para_suv01 == 44) {
- mes "[Weapons Expert]";
- mes "It seems you have earned your first weapon enchantment.";
- next;
- mes "[Weapons Expert]";
- mes "There are only 2 to choose from, which one would you like?";
- next;
- if(select("Atk + 3%:Matk + 3%") == 1) paraweaponenchant = 4767;
- else paraweaponenchant = 4806;
- callsub L_GetWeapon;
- mes "[Weapons Expert]";
- mes "OK, gimmy a sec.";
- close2;
- specialeffect2 EF_MAPPILLAR;
- progressbar "ffff00",4;
- delitem paraweaponcount,1;
- getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, 0, paraweaponenchant;
- para_suv01 = 45;
- mes "[Weapons Expert]";
- mes "All done.";
- close;
- }
- if (para_suv01 == 47) {
- mes "[Weapons Expert]";
- mes "It seems you have earned your second weapon enchantment.";
+ mes "[BK]";
+ mes "Once you've chosen you can't change your mind again.";
+ mes "But your weapon will increase damage to the type of enhancement you pick.";
next;
- if (paraweaponenchant < 1) {
- mes "[Weapons Expert]";
- mes "Before I do the second enchantment, you need to pick the first one.";
- next;
- mes "[Weapons Expert]";
- mes "There are only 2 to choose from, which one would you like?";
- next;
- if(select("Atk + 3%:Matk + 3%") == 1) paraweaponenchant = 4767;
- else paraweaponenchant = 4806;
- callsub L_GetWeapon;
- mes "[Weapons Expert]";
- mes "Gotcha, now for the second enchantment.";
- next;
- }
- mes "[Weapons Expert]";
- mes "This one is a little different, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with.";
+ mes "[BK]";
+ mes "Basically I will add a random monster card with the property type that you choose.";
+ mes "Good luck!";
next;
- mes "[Weapons Expert]";
- mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?";
- next;
- switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) {
+ switch( select( "Brute Type", "Plant Type", "Insect Type", "Fish Type", "Dragon Type", "Increased Heal" ) ) {
case 1:
- if (paraweaponenchant == 4767) paraweaponenchant2 = 4060;
- if (paraweaponenchant == 4806) paraweaponenchant2 = 4472;
+ setarray .@arg[0],Goblin_Card,Bradium_Goram_Card,111;// Goblin_Card, Bradium_Goram_Card
+ .@type$ = "Brute";
break;
case 2:
- if (paraweaponenchant == 4767) paraweaponenchant2 = 4068;
- if (paraweaponenchant == 4806) paraweaponenchant2 = 4470;
+ setarray .@arg[0],Scorpion_Card,Nepenthes_Card,121;// Scorpion_Card, Nepenthes_Card
+ .@type$ = "Plant";
break;
case 3:
- if (paraweaponenchant == 4767) paraweaponenchant2 = 4063;
- if (paraweaponenchant == 4806) paraweaponenchant2 = 4476;
+ setarray .@arg[0],Caramel_Card,Pinguicula_Card,131;// Caramel_Card, Pinguicula_Card
+ .@type$ = "Insect";
break;
case 4:
- if (paraweaponenchant == 4767) paraweaponenchant2 = 4080;
- if (paraweaponenchant == 4806) paraweaponenchant2 = 4469;
+ setarray .@arg[0],Flora_Card,Naga_Card,141;// Flora_Card, Naga_Card
+ .@type$ = "Fish";
break;
case 5:
- if (paraweaponenchant == 4767) paraweaponenchant2 = 4118;
- if (paraweaponenchant == 4806) paraweaponenchant2 = 4471;
+ setarray .@arg[0],Petit_Card,Egg_Of_Draco_Card,151;// Petit_Card, Egg_Of_Draco_Card
+ .@type$ = "Dragon";
break;
case 6:
- paraweaponenchant2 = 4805;
- break;
+ setarray .@arg[0],Heal_Amount2,Heal_Amount2,161;// Heal_Amount2
+ }
+ mes "[BK]";
+ for ( .@i = 0; .@i < 15; .@i++ ) {
+ if (countitem(.@wplist[.@i]) > 0) {
+ if (.@arg[0] == Heal_Amount2)
+ mes "Good. Your weapon will now increase Heal effectiveness.";
+ else
+ mes "Good. Your weapon will increase attacks to "+ .@type$ +" type monsters.";
+ next;
+ specialeffect EF_REPAIRWEAPON;
+ progressbar "ffff00",3;
+ delitem .@wplist[.@i],1;
+ para_2nd02 = 4;
+ if (para_2nd03 == 1) {
+ para_2nd03 = .@arg[2];
+ getitem2 .@wplist[.@i],1,1,0,0,0,0,.@arg[0],Atk3;
+ }
+ else {
+ para_2nd03 = .@arg[2] + 100;
+ getitem2 .@wplist[.@i],1,1,0,0,0,0,.@arg[1],Matk3;
+ }
+ mes "[BK]";
+ mes "Isn't it magnificent?";
+ mes "I know, I know, I'm pretty amazing!";
+ close;
+ }
}
- mes "[Weapons Expert]";
- mes "OK, gimmy a sec.";
- close2;
- specialeffect2 EF_MAPPILLAR;
- progressbar "ffff00",4;
- delitem paraweaponcount,1;
- getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, paraweaponenchant2, paraweaponenchant;
- para_suv01 = 48;
- mes "[Weapons Expert]";
- mes "All done.";
+ mes "Sorry, but it doesn't seem like you have a weapon that can be enhanced.";
+ mes "How did this happen?";
close;
}
- if (para_suv01 == 50 || para_suv01 == 53) {
- mes "[Weapons Expert]";
- mes "It seems you have earned your third weapon enchantment.";
- next;
- if (paraweaponenchant < 1) {
- mes "[Weapons Expert]";
- mes "Before I do the other enchantments, you need to pick the first one.";
- next;
- mes "[Weapons Expert]";
- mes "There are only 2 to choose from, which one would you like?";
- next;
- if(select("Atk + 3%:Matk + 3%") == 1) paraweaponenchant = 4767;
- else paraweaponenchant = 4806;
- callsub L_GetWeapon;
- mes "[Weapons Expert]";
- mes "Gotcha, on to the next one.";
+ }
+ else if (para_2nd02 == 4) {
+ if (para_2nd01 < 30) {
+ mes "Instructor Ur has a lot of training missions doesn't he?";
+ mes "There's only one more stage.";
+ mes "Reach the final stage of training.";
+ }
+ else {
+ mes "Okay, this is the last step.";
+ mes "I will make your weapon even more enhanced.";
+ next;
+ mes "[BK]";
+ mes "The card added from the previous step will be doubled.";
+ mes "And if you have a healing weapon it will increase it's healing efficiency.";
+ mes "You understand?";
+ next;
+ mes "[BK]";
+ mes "Ok what weapon did you have now?";
+ next;
+ .@s = select(.@menu$) -1;
+ mes "[BK]";
+ if (countitem(.@wplist[.@s]) > 0) {
+ mes "Doubling the strength of your bonus stat.";
next;
+ specialeffect EF_REPAIRWEAPON;
+ progressbar "ffff00",3;
+ delitem .@wplist[.@s],1;
+ para_2nd02 = 5;
+ if (para_2nd03 == 111)
+ getitem2 .@wplist[.@s],1,1,0,0,0,Goblin_Card,Goblin_Card,Atk3;// Goblin_Card, Goblin_Card, Atk3
+ else if (para_2nd03 == 121)
+ getitem2 .@wplist[.@s],1,1,0,0,0,Scorpion_Card,Scorpion_Card,Atk3;// Scorpion_Card, Scorpion_Card, Atk3
+ else if (para_2nd03 == 131)
+ getitem2 .@wplist[.@s],1,1,0,0,0,Caramel_Card,Caramel_Card,Atk3;// Caramel_Card, Caramel_Card, Atk3
+ else if (para_2nd03 == 141)
+ getitem2 .@wplist[.@s],1,1,0,0,0,Flora_Card,Flora_Card,Atk3;// Flora_Card, Flora_Card, Atk3
+ else if (para_2nd03 == 151)
+ getitem2 .@wplist[.@s],1,1,0,0,0,Petit_Card,Petit_Card,Atk3;// Petit_Card, Petit_Card, Atk3
+ else if (para_2nd03 == 161)
+ getitem2 .@wplist[.@s],1,1,0,0,0,Heal_Amount2,Heal_Amount2,Atk3;// Heal_Amount2, Heal_Amount2, Atk3
+ else if (para_2nd03 == 211)
+ getitem2 .@wplist[.@s],1,1,0,0,0,Bradium_Goram_Card,Bradium_Goram_Card,Matk3;// Bradium_Goram_Card, Bradium_Goram_Card, Matk3
+ else if (para_2nd03 == 221)
+ getitem2 .@wplist[.@s],1,1,0,0,0,Nepenthes_Card,Nepenthes_Card,Matk3;// Nepenthes_Card, Nepenthes_Card, Matk3
+ else if (para_2nd03 == 231)
+ getitem2 .@wplist[.@s],1,1,0,0,0,Pinguicula_Card,Pinguicula_Card,Matk3;// Pinguicula_Card, Pinguicula_Card, Matk3
+ else if (para_2nd03 == 241)
+ getitem2 .@wplist[.@s],1,1,0,0,0,Naga_Card,Naga_Card,Matk3;// Naga_Card, Naga_Card, Matk3
+ else if (para_2nd03 == 251)
+ getitem2 .@wplist[.@s],1,1,0,0,0,Egg_Of_Draco_Card,Egg_Of_Draco_Card,Matk3;// Egg_Of_Draco_Card, Egg_Of_Draco_Card, Matk3
+ else if (para_2nd03 == 261)
+ getitem2 .@wplist[.@s],1,1,0,0,0,Heal_Amount2,Heal_Amount2,Matk3;// Heal_Amount2, Heal_Amount2, Matk3
+ mes "[BK]";
+ mes "Isn't it magnificent?";
+ mes "I know, I know, I'm pretty amazing!";
}
- if (paraweaponenchant2 < 1) {
- mes "[Weapons Expert]";
- mes "Before I do the third enchantment, you need to pick the second one.";
- next;
- mes "[Weapons Expert]";
- mes "This one is a little different, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with.";
- next;
- mes "[Weapons Expert]";
- mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?";
- next;
- switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) {
- case 1:
- if (paraweaponenchant == 4767) paraweaponenchant2 = 4060;
- if (paraweaponenchant == 4806) paraweaponenchant2 = 4472;
- break;
- case 2:
- if (paraweaponenchant == 4767) paraweaponenchant2 = 4068;
- if (paraweaponenchant == 4806) paraweaponenchant2 = 4470;
- break;
- case 3:
- if (paraweaponenchant == 4767) paraweaponenchant2 = 4063;
- if (paraweaponenchant == 4806) paraweaponenchant2 = 4476;
- break;
- case 4:
- if (paraweaponenchant == 4767) paraweaponenchant2 = 4080;
- if (paraweaponenchant == 4806) paraweaponenchant2 = 4469;
- break;
- case 5:
- if (paraweaponenchant == 4767) paraweaponenchant2 = 4118;
- if (paraweaponenchant == 4806) paraweaponenchant2 = 4471;
- break;
- case 6:
- paraweaponenchant2 = 4805;
- break;
- }
- mes "[Weapons Expert]";
- mes "Gotcha, now for the third one.";
- next;
+ else {
+ mes "Hey, you think I'm joking?";
+ mes "Do you have the weapons or not?";
}
- mes "[Weapons Expert]";
- mes "The third enchantment is the same as the second one, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with.";
- next;
- mes "[Weapons Expert]";
- mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?";
- next;
- switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) {
- case 1:
- if (paraweaponenchant == 4767) paraweaponenchant3 = 4060;
- if (paraweaponenchant == 4806) paraweaponenchant3 = 4472;
- break;
- case 2:
- if (paraweaponenchant == 4767) paraweaponenchant3 = 4068;
- if (paraweaponenchant == 4806) paraweaponenchant3 = 4470;
- break;
- case 3:
- if (paraweaponenchant == 4767) paraweaponenchant3 = 4063;
- if (paraweaponenchant == 4806) paraweaponenchant3 = 4476;
- break;
- case 4:
- if (paraweaponenchant == 4767) paraweaponenchant3 = 4080;
- if (paraweaponenchant == 4806) paraweaponenchant3 = 4469;
- break;
- case 5:
- if (paraweaponenchant == 4767) paraweaponenchant3 = 4118;
- if (paraweaponenchant == 4806) paraweaponenchant3 = 4471;
- break;
- case 6:
- paraweaponenchant3 = 4805;
- break;
- }
- mes "[Weapons Expert]";
- mes "OK, gimmy a sec.";
- close2;
- specialeffect2 EF_MAPPILLAR;
- progressbar "ffff00",4;
- delitem paraweaponcount,1;
- getitem2 paraweaponcount, 1, 1, 0, 0, 0, paraweaponenchant3, paraweaponenchant2, paraweaponenchant;
- para_suv01 = 54;
- mes "[Weapons Expert]";
- mes "All done.";
- close;
- }
- if (para_suv01 > 53) {
- mes "[Weapons Expert]";
- mes "That is the maximum number of enchanments I can do, enjoy them.";
- close;
}
- mes "[Weapons Expert]";
- mes "I've already enchanted your weapon, you need to complete more quests for the next enchantment.";
- close;
}
- end;
-L_Select:
- next;
- mes "[Weapons Expert]";
- .@menu$ = "";
- for(.@i = 0; .@i<getargcount(); .@i += 3) {
- .@menu$ += getarg(.@i+1)+".:";
- mes getarg(.@i+1)+": "+getarg(.@i+2)+".";
- mes " ";
+ else if (para_2nd02 > 4) {
+ mes "How do you like your enhanced weapon?";
+ mes "Hopefully it has helped you.";
+ next;
+ mes "[BK]";
+ mes "I've given you the peak of your weapon's efficiency.";
+ mes "Weapons aren't the only things that need strength, though, don't you agree?";
+ next;
+ mes "[BK]";
+ mes "Come on admit it.";
+ mes "Thorn gave inspiration and I intend on providing strong equipment, that's how to live life.";
+ mes "Hahahaha!";
}
- next;
- .@i = select(.@menu$)-1;
- getitem getarg(.@i*3),1;
- mes "[Weapons Expert]";
- return;
-L_GetWeapon:
- if (countitem(1197)) paraweaponcount = 1197;
- else if (countitem(1289)) paraweaponcount = 1289;
- else if (countitem(1391)) paraweaponcount = 1391;
- else if (countitem(1434)) paraweaponcount = 1434;
- else if (countitem(1583)) paraweaponcount = 1583;
- else if (countitem(1658)) paraweaponcount = 1658;
- else if (countitem(1831)) paraweaponcount = 1831;
- else if (countitem(1931)) paraweaponcount = 1931;
- else if (countitem(1986)) paraweaponcount = 1986;
- else if (countitem(13066)) paraweaponcount = 13066;
- else if (countitem(13114)) paraweaponcount = 13114;
- else if (countitem(13310)) paraweaponcount = 13310;
- else if (countitem(13434)) paraweaponcount = 13434;
- else if (countitem(16014)) paraweaponcount = 16014;
- else if (countitem(18106)) paraweaponcount = 18106;
- return;
+ close;
}
sec_in02,25,33,4 script Assistant#para_suvquest 4_M_BABYCAT,{
@@ -5127,7 +4316,7 @@ sec_in02,25,33,4 script Assistant#para_suvquest 4_M_BABYCAT,{
if (callfunc("F_GM_NPC",1854,0) == 1) {
mes "Please select the variable you want to modify.";
next;
- .@var = select("para_suv01:para_suv02");
+ .@var = select("para_suv01:para_suv02");
mes "Enter the modified value";
next;
input .@input,0,9999;