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authormasao87 <masao87@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-07-01 16:59:44 +0000
committermasao87 <masao87@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-07-01 16:59:44 +0000
commitbff5eb4080d3f376c13956ccfc9fe77a268656b9 (patch)
tree91cfe9e439cde1c10df7e9f195ce120a54348330
parent738829e75dbc881663f9953c512efca50f2242c1 (diff)
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- Redone the whole Arch Bishop Job change Quest in order to hopefully have fixed all the bugs from bugreport:5983 .
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16364 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r--npc/jobs/3-1/archbishop.txt897
1 files changed, 486 insertions, 411 deletions
diff --git a/npc/jobs/3-1/archbishop.txt b/npc/jobs/3-1/archbishop.txt
index 790c53b66..395bbb6cc 100644
--- a/npc/jobs/3-1/archbishop.txt
+++ b/npc/jobs/3-1/archbishop.txt
@@ -1,26 +1,26 @@
//===== rAthena Script =======================================
-//= Arch Bishop Job Quest
+//= Arch Bishop Job change Quest
//===== By: ==================================================
//= L0ne_W0lf
//= Credits: Gepard
//===== Current Version: =====================================
-//= 1.4
+//= 1.5
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
-//= [Aegis Conversion]
-//= Job change script for Third class (Arch Bishop)
-//= Does not entirely support changing to Baby Third Class.
+//= [Translated from the Official]
+//= Job change Quest from Priest / High Priest -> Arch Bishop.
//===== Additional Comments: =================================
//= 1.0 First version.
//= 1.1 Fixed class checks for arch bishops.
//= 1.2 Fixed Job tags typos.
//= 1.3 Made some NPC's into duplicates and fixed some && / || checks. [Masao]
//= 1.4 Fixed Job_Archbishop/Job_Archbishop_T typos. [Euphy]
+//= 1.5 Redone the whole Script. [Masao]
//============================================================
prt_church,103,88,3 script Praying Minister#arch 60,{
- if ((Class != Job_Priest) && (Class != Job_High_Priest)) {
+ if ((Class != Job_Priest) && (Class != Job_High_Priest) && (Class != Job_Baby_Priest)) {
if (Class == Job_Arch_Bishop || Class == Job_Arch_Bishop_T || Class == Job_Baby_Bishop) {
mes "[Praying Minister]";
mes "Ah! An Archbishop.";
@@ -45,124 +45,122 @@ prt_church,103,88,3 script Praying Minister#arch 60,{
mes "I'm going to make them ministers worthy of serving Odin.";
close;
}
- else {
- if ((BaseLevel == 99) && (JobLevel > 49)) {
- if (job_arch == 0) {
- if (SkillPoint) {
- mes "You can't change jobs without using all your skill points. Please use all of your skill points before applying to change jobs~";
- close;
- }
+ if ((BaseLevel == 99) && (JobLevel > 49)) {
+ if (job_arch == 0) {
+ if (SkillPoint) {
+ mes "You can't change jobs without using all your skill points. Please use all of your skill points before applying to change jobs~";
+ close;
+ }
+ mes "[Praying Minister]";
+ mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
+ next;
+ mes "[Praying Minister]";
+ mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
+ next;
+ if (Sex == 1) {
mes "[Praying Minister]";
- mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
- next;
+ mes "Brother, how has your life been?";
+ }
+ else {
mes "[Praying Minister]";
- mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
- next;
- if (Sex == 1) {
- mes "[Praying Minister]";
- mes "Brother, how has your life been?";
- }
- else {
- mes "[Praying Minister]";
- mes "Sister, how has your life been?";
- }
- mes "Have you lived it to it's fullest?";
- mes "Have you served your life in the light of Odin?";
- next;
+ mes "Sister, how has your life been?";
+ }
+ mes "Have you lived it to it's fullest?";
+ mes "Have you served your life in the light of Odin?";
+ next;
+ mes "[Praying Minister]";
+ mes "We are ministers and our behavior is seen as acts of the Gods.";
+ mes "We should always be mindful of this.";
+ next;
+ mes "[Praying Minister]";
+ mes "We should always tell the truth.";
+ mes "We should not fall prey to lies and deceit.";
+ next;
+ if (Sex == 1) {
mes "[Praying Minister]";
- mes "We are ministers and our behavior is seen as acts of the Gods.";
- mes "We should always be mindful of this.";
- next;
+ mes "Brother...";
+ }
+ else {
mes "[Praying Minister]";
- mes "We should always tell the truth.";
- mes "We should not fall prey to lies and deceit.";
- next;
- if (Sex == 1) {
- mes "[Praying Minister]";
- mes "Brother...";
- }
- else {
- mes "[Praying Minister]";
- mes "Sister...";
- }
- mes "Even though we serve Odin, we are normal people.";
- mes "We can be degraded in spite of ourselves and we must realize that.";
- next;
+ mes "Sister...";
+ }
+ mes "Even though we serve Odin, we are normal people.";
+ mes "We can be degraded in spite of ourselves and we must realize that.";
+ next;
+ mes "[Praying Minister]";
+ mes "We always try to keep our original intention in mind and spread Odin's rule.";
+ next;
+ menu "How do I become like that?",-;
+ mes "[Praying Minister]";
+ mes "That's a good question.";
+ mes "We have lots of methods.";
+ mes "But, I recommend this.";
+ next;
+ mes "[Praying Minister]";
+ mes "Have you ever heard of a";
+ mes "^3131FFHoly Pilgrimage^000000?";
+ mes "A Holy Pilgrimage means going to a holy place to pray to the God Odin for protection and grace.";
+ next;
+ mes "[Praying Minister]";
+ mes "When you pray to Odin in the holy place, you will feel that you are born again.";
+ next;
+ mes "[Praying Minister]";
+ mes "What do you think?";
+ mes "Would you like to do a Holy Pilgrimage?";
+ next;
+ switch (select("Yes I want to.:I'll think about it.")) {
+ case 1:
mes "[Praying Minister]";
- mes "We always try to keep our original intention in mind and spread Odin's rule.";
+ mes "That's the correct attitude.";
+ mes "A person who lives in one's mundane life would better have a new mind and body and evolve to the way of a true minister of Odin.";
next;
- select("How do I become like that?");
mes "[Praying Minister]";
- mes "That's a good question.";
- mes "We have lots of methods.";
- mes "But, I recommend this.";
+ mes "There is a small village named Umbala far from here.";
+ mes "That village is a where a tribe lives in harmony with nature.";
next;
mes "[Praying Minister]";
- mes "Have you ever heard of a";
- mes "^3131FFHoly Pilgrimage^000000?";
- mes "A Holy Pilgrimage means going to a holy place to pray to the God Odin for protection and grace.";
+ mes "Go there and find Priest Dayan.";
+ mes "Tell him exactly, ''^3131FFI'm here for the Holy Pilgrimage^000000.''";
next;
mes "[Praying Minister]";
- mes "When you pray to Odin in the holy place, you will feel that you are born again.";
- next;
+ mes "He's very old so he is hard of hearing.";
+ mes "You have to speak loud and clearly. You got it?";
+ mes "I hope that this paves the way for you to live in the light of Odin......";
+ set job_arch,1;
+ setquest 2187;
+ close;
+ case 2:
mes "[Praying Minister]";
- mes "What do you think?";
- mes "Would you like to do a Holy Pilgrimage?";
+ mes "A Holy Pilgrimage isn't that difficult.";
+ mes "Just be mindful that once you start the path you will be on your way to the way of a true minister of Odin.";
next;
- switch (select("Yes I want to.:I'll think about it.")) {
- case 1:
- mes "[Praying Minister]";
- mes "That's the correct attitude.";
- mes "A person who lives in one's mundane life would better have a new mind and body and evolve to the way of a true minister of Odin.";
- next;
- mes "[Praying Minister]";
- mes "There is a small village named Umbala far from here.";
- mes "That village is a where a tribe lives in harmony with nature.";
- next;
- mes "[Praying Minister]";
- mes "Go there and find Priest Dayan.";
- mes "Tell him exactly, ''^3131FFI'm here for the Holy Pilgrimage^000000.''";
- next;
- mes "[Praying Minister]";
- mes "He's very old so he is hard of hearing.";
- mes "You have to speak loud and clearly. You got it?";
- mes "I hope that this paves the way for you to live in the light of Odin......";
- set job_arch,1;
- setquest 2187;
- close;
- case 2:
- mes "[Praying Minister]";
- mes "A Holy Pilgrimage isn't that difficult.";
- mes "Just be mindful that once you start the path you will be on your way to the way of a true minister of Odin.";
- next;
- mes "[Praying Minister]";
- mes "Feel free to visit me if you change your mind.";
- mes "I'll always be here for you.";
- close;
- }
+ mes "[Praying Minister]";
+ mes "Feel free to visit me if you change your mind.";
+ mes "I'll always be here for you.";
+ close;
}
- mes "[Praying Minister]";
- mes "How's it going?";
- mes "Did you meet Priest Dayan in Umbala?";
- close;
}
mes "[Praying Minister]";
- mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
- next;
- mes "[Praying Minister]";
- mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
- next;
- mes "[Praying Minister]";
- mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world.";
- next;
- mes "[Praying Minister]";
- mes "If you see any of these ministers, can you ask to them to go to the church in prontera?";
- next;
- mes "[Praying Minister]";
- mes "They give out a special aura so you can easily recognize them.";
- mes "I'm going to make them ministers worthy of serving Odin.";
+ mes "How's it going?";
+ mes "Did you meet Priest Dayan in Umbala?";
close;
}
+ mes "[Praying Minister]";
+ mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
+ next;
+ mes "[Praying Minister]";
+ mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
+ next;
+ mes "[Praying Minister]";
+ mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world.";
+ next;
+ mes "[Praying Minister]";
+ mes "If you see any of these ministers, can you ask to them to go to the church in prontera?";
+ next;
+ mes "[Praying Minister]";
+ mes "They give out a special aura so you can easily recognize them.";
+ mes "I'm going to make them ministers worthy of serving Odin.";
+ close;
}
umbala,137,227,5 script Utan Boy#arch 787,{
@@ -177,7 +175,7 @@ umbala,139,227,3 script Priest#arch 60,{
mes "Un...ba... Unba?";
close;
}
- else if (job_arch == 1) {
+ if (job_arch == 1) {
mes "[Priest]";
mes "Un...ba... Umba?";
next;
@@ -240,11 +238,14 @@ umbala,139,227,3 script Priest#arch 60,{
mes "[" + strcharinfo(0) + "]";
mes "Hmm, I wanted to tell you...";
next;
- input .@urans$;
- if (.@urans$ != "I'm here for the Holy Pilgrimage") {
+ input .@inputstr$;
+ mes "[" + strcharinfo(0) + "]";
+ mes "" + .@inputstr$ + "";
+ next;
+ if (.@inputstr$ != "I'm here for the Holy Pilgrimage") {
mes "Priest Dayan doesn't seem to understand you. He just stares at you and smiles.";
next;
- mes "[Priest Dayan]";
+ mes "[Priest]";
mes "Eh? Say what?";
close;
}
@@ -327,7 +328,7 @@ umbala,139,227,3 script Priest#arch 60,{
changequest 2187,2188;
close;
}
- else if (job_arch == 2) {
+ if (job_arch == 2) {
mes "[Priest Dayan]";
mes "This place is the holiest place in the world, Yggdrasil.";
mes "This holy ceremony will brighten your soul.";
@@ -382,7 +383,7 @@ umbala,139,227,3 script Priest#arch 60,{
close;
}
}
- else if (job_arch == 3) {
+ if (job_arch == 3) {
mes "[Priest Dayan]";
mes "Oh, you've come back.";
mes "I can feel that you have a fresh energy. Maybe you did pray truthfully.";
@@ -438,7 +439,6 @@ umbala,139,227,3 script Priest#arch 60,{
}
yggdrasil01,220,47,0 script #A pilgrimage to the Ho 139,5,5,{
- end;
OnTouch:
if (job_arch == 2) {
@@ -586,7 +586,7 @@ OnTouch:
warp "umbala",138,219;
end;
}
- else if (job_arch == 3) {
+ if (job_arch == 3) {
mes "[" + strcharinfo(0) + "]";
mes "The song is over. It's time to go back to Priest Dayan.";
close2;
@@ -753,7 +753,7 @@ hu_in01,205,204,7 script Praying Nun#benew 79,{
changequest 2189,2190;
close;
}
- else if ((job_arch > 4) && (job_arch < 100)) {
+ if ((job_arch > 4) && (job_arch < 100)) {
mes "[Vinue]";
mes "I'll pray for your safe return.";
close;
@@ -766,7 +766,7 @@ hu_in01,205,204,7 script Praying Nun#benew 79,{
}
odin_tem02,282,263,0 script #find_val 139,3,3,{
- end;
+
OnTouch:
if ((job_arch > 4) && (job_arch < 100)) {
hideoffnpc "Valkyrie Illusion#arch";
@@ -802,16 +802,16 @@ OnInit:
job3_arch01,29,34,3 script Valkyrie#arch 403,{
- if(checkweight(1201,1) == 0){
+ if(checkweight(1201,2) == 1){
//Custom translation
mes "- bags must be emptied before they can proceed. -";
close;
}
- if ((BaseLevel != 99) || (JobLevel < 50)) {
+ if ((BaseLevel != 99) && (JobLevel < 50)) {
warp "odin_tem02",282,263;
end;
}
- if (getmercinfo(0)) {
+ if (getmercinfo(1)) {
mes "[Valkyrie]";
mes "If you want to talk with me, you have to ^3131FFcancel all contracts^000000 with any mercenaries you have.";
close;
@@ -836,219 +836,226 @@ job3_arch01,29,34,3 script Valkyrie#arch 403,{
mes "- you put some items into Kafra Storage. -";
close;
}
- if ((Class != Job_Priest) && (Class != Job_High_Priest) && (Class != Job_Baby_Priest)) {
+ if ((Class != Job_Priest) && (Class != Job_High_Priest) && (Class == Job_Baby_Priest)) {
warp "odin_tem02",282,263;
- end;
}
- if (Class == Job_Arch_Bishop || Class == Job_Arch_Bishop_T || Class == Job_Baby_Bishop) {
- warp "odin_tem02",282,263;
- end;
- }
- if (job_arch < 5) {
- warp "odin_tem02",282,263;
- end;
- }
- if (job_arch == 5) {
- mes "[Valkyrie]";
- mes "In the heavens the sound of pipes spread out, but a bird that can't fly crawls and finally is crushed to pieces on the ground.";
- mes "Ah, I'm resentful! so regretful!";
- next;
- mes "- Valkyrie holds its face, then she finds you and stares with a threatening face. -";
- next;
- mes "[Valkyrie]";
- mes "You are a descendant of Heimdal living in pain as a mortal, why are you in here?";
- mes "Are you here to ridicule my grim fate?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "No way!";
- mes "But it's true that I'm here for you.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "...me?";
- mes "Of course I'm staying in Midgard, but we are under the yoke of fate that can't coexist in this world.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I see, is your goal to enter Valhalla?";
- mes "If you do, it's the wrong place for you.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I was already expelled from Asgard.";
- mes "My duty is protecting this small island from humans trying to take it from the Gods and even I don't have any energy to do so.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "It's not that kind of problem.";
- mes "But someone who perceives your painful situation has sent me here.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Haha! You are going to help me?!";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "...................";
- next;
- mes "- Valkyrie gives you a fierce scowl. -";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "In fact, I can't do anything with my body now.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Human, answer me. Are you here to sincerely help me?";
- next;
- switch (select("Yes:No")) {
- case 1:
- break;
- case 2:
- mes "[Valkyrie Anguhilde]";
- mes "I knew that I couldn't trust a human!";
- close2;
+ if (Class != Job_Arch_Bishop || Class != Job_Arch_Bishop_T || Class == Job_Baby_Bishop) {
+ if (job_arch < 5) {
warp "odin_tem02",282,263;
- end;
}
- mes "[Valkyrie Anguhilde]";
- mes "Ok...";
- mes "I don't have any energy to hold my own, so I have no choice but to trust you.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I was a normal Valkyrie that lead soldiers to Valhalla according to the order of Odin.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "But I harmed Freki, one of Odin's wolves, and I was expelled form Asgard without any energy as a Valkyrie with orders to protect this island.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I was disgraced, this island is important as a temple for Odin and the various Gods.";
- mes "I tried to do my best to protect this holy place.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "But one day, the devil started to gain influence on this island.";
- mes "I don't know why they came here and from where they came from.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "They seiged the temple and I exhausted my energy tring to fight them all myself.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "The holy shrine was tainted by the devils.";
- mes "How long do I have to be under this dishonorable fate!";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Mortal one, what is your name?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "My name is " + strcharinfo(0) + ".";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "" + strcharinfo(0) + ",";
- mes "You told me that you want to help me, right? Even though it disgraces me, I am asking for your help.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "This place may look like it was made my humans. Actually, it's a very important monument and also a part of the God's history.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I've lost all of my energy and my body is sealed so there is no way for me to protect the shrine.";
- mes "You have to send a message to Valhalla to ask for help from a Valkyrie quickly.";
- next;
- select("How can I do that?");
- mes "[Valkyrie Anguhilde]";
- mes "At the ^3131FFtop of the shrine^000000, You can contact to them with a ^3131FFGolden pipe^000000.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I'm going to give you a scroll of paper written in an ancient language.";
- mes "In that scroll, there is my impersonation.";
- mes "^3131FFIf you go outside, you can summon a Valkyrie with that scroll.^000000";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "After you summon my impersonation, you have to find a ^3131FFBroken pipe^000000.";
- mes "Maybe it'll be spread in the shrine...";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "You have to go to the top of the shrine, collecting all broken pipes from the impersonation.";
- mes "And then I'm going to take care of the matter.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000.";
- mes "But you have to be careful if an imeprsonation falls down.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "When you finish preparing to go on, talk to me again.";
- mes "It'll be a long journey...";
- set job_arch,6;
- close;
- }
- if (job_arch == 6) {
- if ($@archbs == 0) {
- set $@archbs,1;
+ if (job_arch == 5) {
+ mes "[Valkyrie]";
+ mes "In the heavens the sound of pipes spread out, but a bird that can't fly crawls and finally is crushed to pieces on the ground.";
+ mes "Ah, I'm resentful! so regretful!";
+ next;
+ mes "- Valkyrie holds its face, then she finds you and stares with a threatening face. -";
+ next;
+ mes "[Valkyrie]";
+ mes "You are a descendant of Heimdal living in pain as a mortal, why are you in here?";
+ mes "Are you here to ridicule my grim fate?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "No way!";
+ mes "But it's true that I'm here for you.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "...me?";
+ mes "Of course I'm staying in Midgard, but we are under the yoke of fate that can't coexist in this world.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I see, is your goal to enter Valhalla?";
+ mes "If you do, it's the wrong place for you.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I was already expelled from Asgard.";
+ mes "My duty is protecting this small island from humans trying to take it from the Gods and even I don't have any energy to do so.";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "It's not that kind of problem.";
+ mes "But someone who perceives your painful situation has sent me here.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Haha! You are going to help me?!";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "...................";
+ next;
+ mes "- Valkyrie gives you a fierce scowl. -";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "In fact, I can't do anything with my body now.";
+ next;
mes "[Valkyrie Anguhilde]";
- mes "" + strcharinfo(0) + " Did you finish preparing for your way of asceticism?";
+ mes "Human, answer me. Are you here to sincerely help me?";
next;
- if (getmapusers("job3_arch02") > 0) {
+ switch (select("Yes:No")) {
+ case 1:
+ break;
+ case 2:
mes "[Valkyrie Anguhilde]";
- //Custom translation
- mes "Ah, it seems someone is already combating the evil in the temple.";
- mes "I will go see who it is, please wait a moment.";
- set $@archbs,0;
- close;
+ mes "I knew that I couldn't trust a human!";
+ close2;
+ warp "odin_tem02",282,263;
+ end;
}
mes "[Valkyrie Anguhilde]";
- mes "Ok. Now I'm going to send you there.";
- mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000. Don't forget.";
- set $@archbs,0;
- close2;
- nude;
- delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
- donpcevent "start#arch::OnEnable";
- set job_arch, 7;
- changequest 2190,2191;
- warp "job3_arch02",119,49;
- hideonnpc "Valkyrie#arch";
- end;
- }
- mes "[Valkyrie Anguhilde]";
- //Custom translation
- mes "I am already talking to someone, please wait and talk to me again.";
- close;
- }
- if (job_arch == 7) {
- if (countitem(12381) > 0 || countitem(12382) > 0) {
- if (countitem(12381) > 0) {
- delitem 12381,countitem(12381); //ValkyrieA_Scroll
- }
- if (countitem(12382) > 0) {
- delitem 12382,countitem(12382); //ValkyrieB_Scroll
- }
- }
- if ($@archbs == 0) {
- set $@archbs,1;
+ mes "Ok...";
+ mes "I don't have any energy to hold my own, so I have no choice but to trust you.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I was a normal Valkyrie that lead soldiers to Valhalla according to the order of Odin.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "But I harmed Freki, one of Odin's wolves, and I was expelled form Asgard without any energy as a Valkyrie with orders to protect this island.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I was disgraced, this island is important as a temple for Odin and the various Gods.";
+ mes "I tried to do my best to protect this holy place.";
+ next;
mes "[Valkyrie Anguhilde]";
- mes "Are you ok human?";
- mes "It was not as easy as I expected.";
- mes "Will you challenge again?";
+ mes "But one day, the devil started to gain influence on this island.";
+ mes "I don't know why they came here and from where they came from.";
next;
- if (getmapusers("job3_arch02") > 0) {
+ mes "[Valkyrie Anguhilde]";
+ mes "They seiged the temple and I exhausted my energy tring to fight them all myself.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "The holy shrine was tainted by the devils.";
+ mes "How long do I have to be under this dishonorable fate!";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "Mortal one, what is your name?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "My name is " + strcharinfo(0) + ".";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "" + strcharinfo(0) + ",";
+ mes "You told me that you want to help me, right? Even though it disgraces me, I am asking for your help.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "This place may look like it was made my humans. Actually, it's a very important monument and also a part of the God's history.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I've lost all of my energy and my body is sealed so there is no way for me to protect the shrine.";
+ mes "You have to send a message to Valhalla to ask for help from a Valkyrie quickly.";
+ next;
+ menu "How can I do that?",-;
+ mes "[Valkyrie Anguhilde]";
+ mes "At the ^3131FFtop of the shrine^000000, You can contact to them with a ^3131FFGolden pipe^000000.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "I'm going to give you a scroll of paper written in an ancient language.";
+ mes "In that scroll, there is my impersonation.";
+ mes "^3131FFIf you go outside, you can summon a Valkyrie with that scroll.^000000";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "After you summon my impersonation, you have to find a ^3131FFBroken pipe^000000.";
+ mes "Maybe it'll be spread in the shrine...";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "You have to go to the top of the shrine, collecting all broken pipes from the impersonation.";
+ mes "And then I'm going to take care of the matter.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000.";
+ mes "But you have to be careful if an imeprsonation falls down.";
+ next;
+ mes "[Valkyrie Anguhilde]";
+ mes "When you finish preparing to go on, talk to me again.";
+ mes "It'll be a long journey...";
+ set job_arch,6;
+ close;
+ }
+ if (job_arch == 6) {
+ if ($@archbs == 0) {
+ set $@archbs,1;
+ mes "[Valkyrie Anguhilde]";
+ mes "" + strcharinfo(0) + " Did you finish preparing for your way of asceticism?";
+ next;
+ if (getmapusers("job3_arch02") > 0) {
+ mes "[Valkyrie Anguhilde]";
+ //Custom translation
+ mes "Ah, it seems someone is already combating the evil in the temple.";
+ mes "I will go see who it is, please wait a moment.";
+ set $@archbs,0;
+ close;
+ }
+ mes "[Valkyrie Anguhilde]";
+ mes "Ok. Now I'm going to send you there.";
+ mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000. Don't forget.";
set $@archbs,0;
+ close2;
+ nude;
+ if (countitem(2798) > 0) {
+ delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
+ }
+ donpcevent "start#arch::OnEnable";
+ set job_arch,7;
+ changequest 2190,2191;
+ warp "job3_arch02",119,49;
+ hideonnpc "Valkyrie#arch";
+ end;
+ }
+ mes "[Valkyrie Anguhilde]";
+ //Custom translation
+ mes "I am already talking to someone, please wait and talk to me again.";
+ close;
+ }
+ if (job_arch == 7) {
+ if (countitem(12381) > 0 || countitem(12382) > 0) {
+ if (countitem(12381) > 0) {
+ delitem 12381,countitem(12381); //ValkyrieA_Scroll
+ }
+ if (countitem(12382) > 0) {
+ delitem 12382,countitem(12382); //ValkyrieB_Scroll
+ }
+ if ($@archbs == 0) {
+ set $@archbs,1;
+ mes "[Valkyrie Anguhilde]";
+ mes "Are you ok human?";
+ mes "It was not as easy as I expected.";
+ mes "Will you challenge again?";
+ next;
+ if (getmapusers("job3_arch02") > 0) {
+ set $@archbs,0;
+ mes "[Valkyrie Anguhilde]";
+ //Custom translation
+ mes "Ah, it seems someone is already combating the evil in the temple.";
+ mes "I will see who it is, please wait a moment.";
+ close;
+ }
+ set $@archbs,0;
+ mes "[Valkyrie Anguhilde]";
+ mes "OK. now I'm going to send you there.";
+ mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000.";
+ mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000.";
+ mes "But you have to be careful if an imeprsonation falls down.";
+ close2;
+ nude;
+ if (countitem(2798) > 0) {
+ delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
+ }
+ donpcevent "start#arch::OnEnable";
+ set job_arch, 7;
+ warp "job3_arch02",119,49;
+ hideonnpc "Valkyrie#arch";
+ end;
+ }
mes "[Valkyrie Anguhilde]";
//Custom translation
- mes "Ah, it seems someone is already combating the evil in the temple.";
- mes "I will see who it is, please wait a moment.";
+ mes "I am already talking to someone, please wait and talk to me again.";
close;
}
- set $@archbs,0;
- mes "[Valkyrie Anguhilde]";
- mes "OK. now I'm going to send you there.";
- mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000.";
- mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000.";
- mes "But you have to be careful if an imeprsonation falls down.";
- close2;
- nude;
- delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
- donpcevent "start#arch::OnEnable";
- set job_arch, 7;
- warp "job3_arch02",119,49;
- hideonnpc "Valkyrie#arch";
end;
}
- mes "[Valkyrie Anguhilde]";
- //Custom translation
- mes "I am already talking to someone, please wait and talk to me again.";
- close;
+ end;
}
+ end;
+
+OnInit:
+ set $@archbs,0;
+ end;
OnBc:
set $@archbs,0;
@@ -1059,7 +1066,6 @@ OnBc:
}
job3_arch02,119,49,0 script #arch_1_start 139,6,6,{
- end;
OnTouch:
if (countitem(12381) == 0) {
@@ -1071,26 +1077,26 @@ OnTouch:
}
- script #arch_1_01_0::archbjcq 139,5,5,{
- end;
OnTouch:
if (countitem(12381) > 0) {
delitem 12381,1; //ValkyrieA_Scroll
mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
mapwarp "job3_arch02","job3_arch01",29,29;
- } else {
- if (getmercinfo(1) == 2037) {
- set .@randht,rand(1,10);
- if (.@randht < 8) {
- mapannounce "job3_arch02","Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
- } else if (.@randht == 8 || .@randht == 9) {
- mapannounce "job3_arch02","Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 //Custom translation;
- }
- } else {
- mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
- mapwarp "job3_arch02","job3_arch01",29,29;
+ end;
+ }
+ if (getmercinfo(1) == 2037) {
+ set .@randht, rand(1,10);
+ if (.@randht < 8) {
+ mapannounce "job3_arch02","Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ }
+ else if (.@randht == 8 || .@randht == 9) {
+ mapannounce "job3_arch02","Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 //Custom translation
}
+ end;
}
+ mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapwarp "job3_arch02","job3_arch01",29,29;
end;
}
@@ -1108,21 +1114,21 @@ job3_arch02,269,302,0 duplicate(archbjcq) #arch_1_11 139,5,5
job3_arch02,245,289,0 duplicate(archbjcq) #arch_1_12 139,5,5
job3_arch02,203,286,0 script #arch_1_boss 139,5,5,{
- end;
OnTouch:
if (countitem(12381) > 0) {
delitem 12381,1; //ValkyrieA_Scroll
mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
mapwarp "job3_arch02","job3_arch01",29,29;
- } else {
- if (getmercinfo(1) == 2037) {
- mapannounce "job3_arch02","Valkyrie's Nightmare: An incompetent illusion of Valkyrie came here with the assistance of humans. You wanna have that nightmare?",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
- donpcevent "mob#arch_1::OnKill";
- } else {
- mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
- mapwarp "job3_arch02","job3_arch01",29,29;
- }
+ end;
+ }
+ if (GetMyMercenary == 2037) {
+ mapannounce "job3_arch02","Valkyrie's Nightmare: An incompetent illusion of Valkyrie came here with the assistance of humans. You wanna have that nightmare?",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
+ donpcevent "mob#arch_1::OnKill";
+ }
+ else {
+ mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapwarp "job3_arch02","job3_arch01",29,29;
}
end;
}
@@ -1188,7 +1194,7 @@ OnEnable:
end;
OnMyMobDead:
- if (mobcount("job3_arch02","#arch_val02::OnMyMobDead") < 1) {
+ if (mobcount ("job3_arch02","#arch_val02::OnMyMobDead") < 1) {
mapannounce "job3_arch02","Valkyrie's Nightmare: You are so childish. I invite you to a devil's party. I'll make sure you have a fun!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
hideoffnpc "Valkyrie#arch_02";
hideonnpc "#arch_2_boss";
@@ -1202,7 +1208,7 @@ OnKill:
}
job3_arch02,113,327,5 script Valkyrie#arch_01 403,{
- if (getmercinfo(0)) {
+ if (getmercinfo(1)) {
mes "[Valkyrie]";
mes "If you want to talk with me, you have to ^3131FFcancel all contracts^000000 with any mercenaries you have.";
close;
@@ -1237,7 +1243,6 @@ job3_arch02,113,327,5 script Valkyrie#arch_01 403,{
}
job3_arch02,244,46,5 script Valkyrie#arch_02 403,{
-
mes "[Valkyrie Anguhilde]";
mes "Did you find the rest of the pieces?";
next;
@@ -1275,11 +1280,6 @@ job3_arch02,244,46,5 script Valkyrie#arch_02 403,{
}
job3_arch02,279,234,0 script #arch_end 139,7,7,{
- end;
-
-OnInit:
- hideonnpc "#arch_end";
- end;
OnTouch:
donpcevent "#arch_3_01::OnKill";
@@ -1314,7 +1314,9 @@ OnTouch:
mes "It can be dangerous, so let's go back.";
close2;
nude;
- delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
+ if (countitem(2798) > 0) {
+ delitem 2798,(2798); //Will_Of_Exhausted_Angel
+ }
delitem 6154,countitem(6154); //Broken_Horn_Pipe
mapwarp "job3_arch02","job3_arch01",29,29;
end;
@@ -1394,7 +1396,9 @@ OnTouch:
mes "Don't forget an altruistic minister's spirit like today forever.";
mes "I hope we see each other in Valhalla sometime.";
nude;
- delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
+ if (countitem(2798) > 0) {
+ delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
+ }
delitem 6154,countitem(6154); //Broken_Horn_Pipe
set job_arch,100;
completequest 2191;
@@ -1410,6 +1414,10 @@ OnTouch:
jobchange Job_Arch_Bishop_T;
}
close;
+
+OnInit:
+ hideonnpc "#arch_end";
+ end;
}
job3_arch02,281,232,1 script Valkyrie Anguhilde#end 403,{
@@ -1441,7 +1449,6 @@ OnInit:
}
job3_arch02,132,323,0 script #arch_2_01 139,5,5,{
- end;
OnTouch:
if (countitem(12382) > 0) {
@@ -1451,28 +1458,29 @@ OnTouch:
}
- script #arch_2_02_0::archbjcq2 139,5,5,{
- end;
OnTouch:
if (countitem(12382) > 0) {
delitem 12382,1; //ValkyrieB_Scroll
mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
mapwarp "job3_arch02","job3_arch01",29,29;
- } else {
- if (getmercinfo(1) == 2038) {
- set .@randht,rand(1,10);
- if (.@randht < 8) {
- mapannounce "job3_arch02","Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
- } else if (.@randht == 8 || .@randht == 9) {
- mapannounce "job3_arch02","Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 //Custom translation;
- } else {
- mapannounce "job3_arch02","Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
- }
- } else {
- mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
- mapwarp "job3_arch02","job3_arch01",29,29;
+ end;
+ }
+ if (getmercinfo(1) == 2038) {
+ set .@randht, rand(1,10);
+ if (.@randht < 8) {
+ mapannounce "job3_arch02","Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
}
+ else if (.@randht == 8 || .@randht == 9) {
+ mapannounce "job3_arch02","Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0 //Custom translation
+ }
+ else {
+ mapannounce "job3_arch02","Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ }
+ end;
}
+ mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapwarp "job3_arch02","job3_arch01",29,29;
end;
}
@@ -1488,7 +1496,6 @@ job3_arch02,227,169,0 duplicate(archbjcq2) #arch_2_10 139,5,5
job3_arch02,190,146,0 duplicate(archbjcq2) #arch_2_11 139,5,5
job3_arch02,252,267,0 script #arch_2_12 139,5,5,{
- end;
OnTouch:
mapannounce "job3_arch02","Whispering of an impersonation: It's a crossroad. Let's go to the left side. I have to find my pipe.",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
@@ -1496,7 +1503,6 @@ OnTouch:
}
job3_arch02,250,290,0 script #arch_2_13 139,5,5,{
- end;
OnTouch:
mapannounce "job3_arch02","Whispering of an impersonation: I can see a ruined shrine. Take a rest in there.",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
@@ -1504,33 +1510,28 @@ OnTouch:
}
job3_arch02,206,113,0 script #arch_2_boss 139,5,5,{
- end;
OnTouch:
if (countitem(12382) > 0) {
delitem 12382,1; //ValkyrieB_Scroll
mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
mapwarp "job3_arch02","job3_arch01",29,29;
- } else {
- if (getmercinfo(1) == 2038) {
- mapannounce "job3_arch02","A shout of devil: You are so childish. I'll invite you to a party of the devil. I'll make you have a fun!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
- } else {
- mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
- mapwarp "job3_arch02","job3_arch01",29,29;
- }
+ end;
+ }
+ if (getmercinfo(1) == 2038) {
+ mapannounce "job3_arch02","A shout of devil: You are so childish. I invite you a party of devil. I'll make you have a fun!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
+ }
+ else {
+ mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapwarp "job3_arch02","job3_arch01",29,29;
}
end;
}
job3_arch02,284,159,0 script #arch_3_01 139,20,20,{
- end;
-
-OnInit:
- hideoffnpc "#arch_3_01";
- end;
OnTouch:
- if (Class != Job_Priest) {
+ if ((Class != Job_Priest) && (Class != Job_Baby_Priest)) {
mapannounce "job3_arch02","Frus: Do you want to see God? Okay, I'll send you to the land of the dead by myself!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
areamonster "job3_arch02",242,44,246,48,"Frus",1762,1;
}
@@ -1540,17 +1541,16 @@ OnTouch:
OnKill:
killmonster "job3_arch02","#arch_3_01::OnMyMobDead";
end;
-}
-
-job3_arch02,307,200,0 script #arch_3_02 139,5,5,{
- end;
OnInit:
- hideoffnpc "#arch_3_02";
+ hideoffnpc "#arch_3_01";
end;
+}
+
+job3_arch02,307,200,0 script #arch_3_02 139,5,5,{
OnTouch:
- if (Class == Job_Priest) {
+ if (Class == Job_Priest || Class == Job_Baby_Priest) {
mapannounce "job3_arch02","Skogul: You are my guest!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
monster "job3_arch02",307,200,"Skogul",1761,1;
}
@@ -1560,15 +1560,15 @@ OnTouch:
OnKill:
killmonster "job3_arch02","#arch_3_02::OnMyMobDead";
end;
-}
-
-job3_arch02,296,216,0 script #arch_3_03 139,5,5,{
- end;
OnInit:
- hideonnpc "#arch_3_03";
+ hideoffnpc "#arch_3_02";
end;
+}
+
+job3_arch02,296,216,0 script #arch_3_03 139,5,5,{
+
OnTouch:
mapannounce "job3_arch02","Frus: I like your face... Can I steal it?",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
monster "job3_arch02",296,216,"Frus",1762,1;
@@ -1578,6 +1578,11 @@ OnTouch:
OnKill:
killmonster "job3_arch02","#arch_3_03::OnMyMobDead";
end;
+
+OnInit:
+ hideonnpc "#arch_3_03";
+ end;
+
}
job3_arch02,389,390,1 script mob#arch_1 844,{
@@ -1626,7 +1631,7 @@ OnKill:
job3_arch02,389,388,1 script start#arch 844,{
end;
-
+
OnInit:
mapwarp "job3_arch02","job3_arch02",29,29;
end;
@@ -1692,12 +1697,86 @@ OnTimeoff:
end;
OnTimer60000:
- if (getmapusers("job3_arch02") > 0) {
+ if (getmapusers("job3_arch02") == 0) {
mapwarp "job3_arch02","job3_arch01",29,29;
donpcevent "Valkyrie#arch::OnBc";
stopnpctimer;
}
end;
+
+OnTimer120000:
+ if (getmapusers("job3_arch02") == 0) {
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ donpcevent "Valkyrie#arch::OnBc";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer180000:
+ if (getmapusers("job3_arch02") == 0) {
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ donpcevent "Valkyrie#arch::OnBc";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer240000:
+ if (getmapusers("job3_arch02") == 0) {
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ donpcevent "Valkyrie#arch::OnBc";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer300000:
+ if (getmapusers("job3_arch02") == 0) {
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ donpcevent "Valkyrie#arch::OnBc";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer360000:
+ if (getmapusers("job3_arch02") == 0) {
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ donpcevent "Valkyrie#arch::OnBc";
+ }
+ end;
+
+OnTimer420000:
+ if (getmapusers("job3_arch02") == 0) {
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ donpcevent "Valkyrie#arch::OnBc";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer480000:
+ if (getmapusers("job3_arch02") == 0) {
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ donpcevent "Valkyrie#arch::OnBc";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer540000:
+ if (getmapusers("job3_arch02") == 0) {
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ donpcevent "Valkyrie#arch::OnBc";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer600000:
+ mapannounce "job3_arch02","Demons cry: Too boring, can no longer imagine what will happen! Friends, we went to lessons learned that could fool arrogant guy, OK?",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0 //Custom translation;
+ end;
+
+OnTimer605000:
+ mapannounce "job3_arch02","Valkyrie's voice: No! This can not be. I will send you back soon!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ donpcevent "Valkyrie#arch::OnBc";
+ stopnpctimer;
+ end;
}
job3_arch02,390,388,1 script #arch_2_start 844,{
@@ -1749,7 +1828,7 @@ OnEnable:
}
job3_arch02,290,221,0 script #arch_end_eff 139,5,5,{
- end;
+
OnTouch:
if (countitem(6154) > 0) {
delitem 6154,countitem(6154); //Broken_Horn_Pipe
@@ -1757,7 +1836,7 @@ OnTouch:
if (countitem(12381) > 0) {
delitem 12381,countitem(12381); //ValkyrieA_Scroll
}
- if (countitem(12382) > 0) {
+ if (countitem(12381) > 0) {
delitem 12382,countitem(12382); //ValkyrieB_Scroll
}
if (countitem(2798) > 0) {
@@ -1769,42 +1848,38 @@ OnTouch:
job3_arch01,29,24,0 warp #archout 1,1,odin_tem02,282,263
/*
-job3_arch01,1,1,1 script ????#arch 844,{
- mes "[????????]";
- mes "??????????";
+job3_arch01,1,1,1 script ¿ØÖÆ#arch 844,{
+ mes "[Íç¹ÌµÄÊÞÈË]";
+ mes "ÇëÊäÈëÃÜÂë¡£";
next;
input .@input;
if (.@input == 1854) {
- set .@archglo,$@archbs;
- mes "[???]";
- mes "????????????";
- mes "" + .@archglo + "??";
- mes "??????????";
+ mes "[ͨÐÐ]";
+ mes "ÏÖÔÚµÄÈ«¾Ö±äÁ¿ÖµÎª";
+ mes "" + $@archbs + "¡£";
+ mes "ÄãÏëÐÞ¸ÄÂð?";
next;
switch (select("0:1")) {
case 1:
- close2;
- set $@archbs, 0;
+ set $@archbs,0;
hideoffnpc "Valkyrie#arch";
- end;
+ close;
case 2:
- close2;
- set $@archbs, 1;
+ set $@archbs,1;
hideoffnpc "Valkyrie#arch";
- end;
+ close;
}
}
- else if (.@input < 0 || .@input > 9999) {
- mes "[????????]";
- mes "????????????????????????";
+ if (.@input < 0 || .@input > 9999) {
+ mes "[Íç¹ÌµÄÊÞÈË]";
+ mes "ÎÒ²»ÊÇ˵¹ýÃÜÂëÒªÊäÈëÕýÈ·Â𣡣¡";
close;
}
- end;
}
*/
odin_tem02,30,181,0 script #wherearch01 139,10,10,{
- end;
+
OnTouch:
if (job_arch == 5) {
viewpoint 263,282,1,1,0xFFFF9900;
@@ -1813,7 +1888,7 @@ OnTouch:
}
odin_tem02,30,335,0 script #wherearch02 139,10,10,{
- end;
+
OnTouch:
if (job_arch == 5) {
viewpoint 263,282,1,1,0xFFFF9900;