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authordaegaladh <daegaladh@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-08-01 04:29:56 +0000
committerdaegaladh <daegaladh@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-08-01 04:29:56 +0000
commit8832adba3ec9df0f7f890154f69f0993b8d1d8e5 (patch)
tree0e73afe6a780abf29fe035301f1354f24762da7a /npc/jobs/2-1
parentfa533907d49c7e288be33efb55fcb094f8e48591 (diff)
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Full npc folder reorganization. (I hope I didn't break anything D:)
-Now common scripts goes to the main npc folder, and pre-re-only/re-only ones goes to their respective folders. -NPCs with practically the same script but little differences have been left in the main folder and uses the command checkre() for the differences. -For those NPCs with different coordinates but same script, the script has been left in the main folder but the NPCs splitted as duplicates. -All pre-renewal files has been reverted back to their pre-renewal behavior. TODO: -Correct pre-re quest rewards. -Check for pre-re/re differences in mapflags. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16545 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc/jobs/2-1')
-rw-r--r--npc/jobs/2-1/assassin.txt2299
-rw-r--r--npc/jobs/2-1/blacksmith.txt1629
-rw-r--r--npc/jobs/2-1/hunter.txt1804
-rw-r--r--npc/jobs/2-1/knight.txt2502
-rw-r--r--npc/jobs/2-1/priest.txt1882
-rw-r--r--npc/jobs/2-1/wizard.txt1985
6 files changed, 12101 insertions, 0 deletions
diff --git a/npc/jobs/2-1/assassin.txt b/npc/jobs/2-1/assassin.txt
new file mode 100644
index 000000000..7f8febe58
--- /dev/null
+++ b/npc/jobs/2-1/assassin.txt
@@ -0,0 +1,2299 @@
+//===== rAthena Script =======================================
+//= Assassin Job Quest
+//===== By: ==================================================
+//= kobra_k88
+//===== Current Version: =====================================
+//= 3.5
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Job Change quest for Assassin class.
+//===== Additional Comments: =================================
+//= v1.0 Used some dialogue from the aegis Assassin script translated By: Pgro Team (OwNaGe)
+//= Also converted the booby traps from the aegis script.[kobra_k88]
+//= v1.1 Made adjustments to ontouch npcs to work with the new "ontouch" functionality.
+//= Fixed some duplicate npc names. Added missing waitingroom triggers.
+//= Fixed warp in "TimerSin", was supposed to be an areawarp.
+//= For some reason sometimes the "Nameless One" would have message windows
+//= without controls. Changed the doevent that triggers him to an
+//= addtimer and that seemed make the prob. go away[kobra_k88]
+//= 1.2 Fixed WRONG skillpoint check! [Lupus]
+//= 1.2b Fixed missing commands and typos [Lupus]
+//= 1.3 Baby class Support added [Lupus]
+//= 1.5 Fixed possible EXP abuse [Lupus]
+//= 1.6 Added a func which prevent advanced classes passing
+//= 2nd Job Quests again. It also guides adv classes where
+//= to go. [Lupus]
+//= 2.0 Changed numbers to constants. [Vicious]
+//= 2.1 Removed Duplicates [Silent]
+//= 2.2 Merged back JFunc. Fixed missing dialogue [Lupus]
+//= 2.3 Fixed typo and change Nameless addtimer to 100 (with 700ms I
+//= was still able to bypass it) [Toms]
+//= 2.4 Fixed skipping of Nameless NPC [Lupus]
+//= 2.5 Fixed a Rogue exploit [Lupus]
+//= 2.6 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 2.7 Several bugfixes with the help of Samuray22 and Barron-Monster. [L0ne_W0lf]
+//= 2.8 Removed duplicate warps. [L0ne_W0lf]
+//= 2.8a Deleted unused variables. [Samuray22]
+//= 2.8b Fixed error caused in last updated, removed useless variable 'joblvl'. [L0ne_W0lf]
+//= 2.9 Fixed an indent and added a 'break;' in hopes of 'fixing' an error [L0ne_W0lf]
+//= 2.9a Corrected a Typo error ";;". [Samuray22]
+//= 2.9b Moved a wrong 'break'. [Zephyrus_cr]
+//= 3.0 Now uses enable and disable waitingroomevent. [L0ne_W0lf]
+//= 3.1 Fixed problem with waiting room. (bugreport:1099) [L0ne_W0lf]
+//= 3.1a Follow up fix. Forgot to replace a label. [L0ne_W0lf]
+//= 3.1b Fixed waiting room not enabled in some situations [Zephyrus]
+//= 3.2 Fixed a question having all correct answers. [brianluau]
+//= 3.3 Added Quest Log commands. [Kisuka]
+//= 3.4 Removed the need for use of 'goto.' [L0ne_W0lf]
+//= 3.5 Fixed the waitingroom where player can enter the Test Area without passing the written exam. Now player will not be warp inside the Test Area when did not passed the written exam instead the player will be warp back to the written exam entrance [JayPee]
+//============================================================
+
+in_moc_16,19,33,1 script Guildsman#asn 55,{
+ if (Upper == 1) {
+ mes "[Ferocious-looking guy]";
+ mes "Hm? You....?";
+ mes "I sense that you're different than most people...";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "I've never met anyone as intimidating as you! For some reason, I don't like you. I think you should leave!";
+ close;
+ }
+ if (SkillPoint) {
+ mes "[Ferocious-looking guy]";
+ mes "You can't change your job if you have any unused skill points from the 1st job. You better go and use those up first.";
+ close;
+ }
+ if (ASSIN_Q == 4) {
+ mes "[Ferocious-looking guy]";
+ mes "Oh, stop making that face. Can you really be in that much pain?";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "Wah wah wah, you're hurting, I can see that. Look, I'll restore HP and SP. Happy?";
+ percentheal 100,100;
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "Is it that hard to stay alive?";
+ mes "Why don't you try harder next time? You can't force yourself too hard to become an Assassin...";
+ next;
+ if (select("I will become an Assassin no matter what!:Oh man, I gotta take a break.") == 1) {
+ mes "[Ferocious-looking guy]";
+ mes "Oh...";
+ mes "Well then,";
+ mes "go for it!";
+ close2;
+ set ASSIN_Q,0;
+ warp "in_moc_16",19,76;
+ end;
+ }
+ mes "[Ferocious-looking guy]";
+ mes "Take a break? Oh alright, have it your way. When you feel like you're ready to become an Assassin, come back.";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "You'll have to walk if you want to get back to town. Oh, and don't forget to save your spawn point, alright?";
+ close2;
+ set ASSIN_Q,0;
+ set ASSIN_Q2,0;
+ set ASSIN_Q3,0;
+ savepoint "in_moc_16",18,14;
+ warp "in_moc_16",18,14;
+ end;
+ }
+ if (BaseJob == Job_Thief && countitem(1008) == 0 && ASSIN_Q > 7) {
+ mes "[Assassin Expert 'Huey']";
+ mes "Hey, what happened...? How come you didn't bring the ^006699Necklace of Oblivion^000000? You're supposed to carry that with you, so where is it?";
+ next;
+ mes "[Assassin Expert 'Huey']";
+ mes "You get better get that ^006699Necklace of Oblivion^000000 again before the guildmaster finds out! Hurry, and do your best to get it!";
+ next;
+ mes "[Assassin Expert 'Huey']";
+ mes "When you finally succeed in getting it, bring it to me! ^666666*Sigh...*^000000";
+ close;
+ }
+ if (BaseJob == Job_Thief && countitem(1008) > 0 && ASSIN_Q > 7) {
+ mes "[Assassin Expert 'Huey']";
+ mes "Well well well, you got it. Congratulations! But since it's been clearly scratched, I can't accept it. You'll never become an Assassin!";
+ next;
+ mes "[Assassin Expert 'Huey']";
+ mes "Hahahah~! I'm just joking, don't take it seriously. But I do need to check this necklace with the guildmaster first.";
+ next;
+ mes "[Assassin Expert 'Huey']";
+ mes "...";
+ next;
+ mes "[Assassin Expert 'Huey']";
+ mes "...";
+ mes "......";
+ next;
+ delitem 1008,1; //Frozen_Heart
+ changequest 8007,8008;
+ mes "[Assassin Expert 'Huey']";
+ mes "Alright!";
+ mes "You've been approved!";
+ next;
+ completequest 8008;
+ callfunc "Job_Change",Job_Assassin;
+ callfunc "F_ClearJobVar"; // clears all job variables for the current player
+ mes "[Assassin Expert 'Huey']";
+ mes "Now! Do your best to be a great Assassin! Travel with faith and kill with dignity. Come by anytime and pay us a visit. Once again, congratulations.";
+ close;
+ }
+ else if (countitem(1008) > 0 && BaseJob == Job_Thief && ASSIN_Q < 7) {
+ mes "[Ferocious-looking guy]";
+ mes "Eh?";
+ mes "What do you want?";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "I see you're carrying a ^006699Necklace of Oblivion^000000... You want to become an Assassin, don't you? Let me check it...";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "...";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "Wait a second...";
+ mes "Why you no good BASTARD! THIS IS A FAKE!";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "How dare you think of trying to trick me with a fake! Are you stupid or what!? I should kill you...";
+ close2;
+ warp "moc_fild16",206,229;
+ end;
+ }
+ else {
+ mes "[Ferocious-looking guy]";
+ mes "What brings you here?";
+ mes "I don't think I like the way you're looking at me... Punk.";
+ next;
+ if (BaseClass == Job_Novice) {
+ mes "[Ferocious-looking guy]";
+ mes "Hey Newbie. You should really get out of here as soon as you can. I can't guarantee your safety.";
+ close;
+ }
+ else if (BaseClass == Job_Swordman) {
+ mes "[Ferocious-looking guy]";
+ mes "What brings a man of the sword to this place? Why don't you try smashing stuff somewhere else, ya lunkhead.";
+ close;
+ }
+ else if (BaseClass == Job_Mage) {
+ mes "[Ferocious-looking guy]";
+ mes "Now what would a magic user be doing here?";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "There's a library in Prontera and Juno where you're welcome, so why don't you make like a magic trick and disappear?";
+ close;
+ }
+ else if (BaseClass == Job_Archer) {
+ mes "[Ferocious-looking guy]";
+ mes "Well well well.";
+ mes "Look at that purdy bow.";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "There aren't many Bowmen with the gall to even come close to this place. Well, what do you think you're doin' here?!";
+ close;
+ }
+ else if (BaseClass == Job_Acolyte) {
+ mes "[Ferocious-looking guy]";
+ mes "I thought something smelled funny. What's a servant of God doing in this place? You don't belong here.";
+ close;
+ }
+ else if (BaseClass == Job_Merchant) {
+ mes "[Ferocious-looking guy]";
+ mes "We don't like greedy people around these parts. You better sell your stuff somewhere else, Moneybags.";
+ close;
+ }
+ else if (BaseJob == Job_Rogue) {
+ mes "[Ferocious-looking guy]";
+ mes "You look like you don't have a care in the world. Well, I hope you enjoy your rest while you stay here. It's okay, since the Rogue and Assassin Guilds have always gotten along pretty well.";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "By the way...";
+ mes "Have you ever seen";
+ mes "a girl named Markie?";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "Markie...";
+ mes "We promised that we'd be together forever. ^666666*Sigh...*^000000 I don't even think she remembers that promise anymore. Then again, we were pretty young back then...";
+ close;
+ }
+ else if (BaseJob == Job_Assassin) {
+ mes "[Assassin Expert 'Huey']";
+ mes "Hey, I remember you~";
+ mes "Wasn't your name, umm, I remember 'cause it sounded funny to me...";
+ next;
+ mes "[Assassin Expert 'Huey']";
+ mes ":+:" + strcharinfo(0) + ":+:, right? No wait, just "+ strcharinfo(0) +". Yeah, how's it goin'?";
+ next;
+ mes "[Assassin Expert 'Huey']";
+ mes "Unfortunately, I don't have any requests for you at this time from the guild. Just keep focusing on your training. Till then, see ya.";
+ close;
+ }
+ else if (BaseJob == Job_Thief && JobLevel > 39) {
+ if (SkillPoint) {
+ mes "[Ferocious-looking guy]";
+ mes "You can't change your job if you still have unused skill points from First Job. You better use up those skill points first.";
+ close;
+ }
+ else {
+ mes "[Ferocious-looking guy]";
+ mes "Hmm...";
+ mes "A Thief...?";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "And a well-experienced Thief since I can't seem to find my wallet. We do need people like you, you know.";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "So how about taking the next step and becoming an Assassin?";
+ next;
+ switch(select("Yes. I've picked my last pocket.:What's the requirements?:Maybe later, I need to steal some things first.")) {
+ case 1:
+ mes "[Ferocious-looking guy]";
+ mes "It's been a while since I've received a guest. I'm sending";
+ mes "you to the office.";
+ close2;
+ set ASSIN_Q,0;
+ if(checkquest(8000) != -1) {
+ changequest 8000,8001;
+ }else{
+ setquest 8001;
+ }
+ warp "in_moc_16",19,76;
+ end;
+ case 2:
+ mes "[Ferocious-looking guy]";
+ mes "Requirements? Well, first you need to be a Thief. Second, you need to be at least Thief job level 40.";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "And third, you need to pass a test to become an Assassin. You got";
+ mes "all that? If you're sure of your ability as a Thief, you won't have to worry.";
+ close;
+ case 3:
+ mes "[Ferocious-looking guy]";
+ mes "Hmm...";
+ mes "Alright then.";
+ mes "But come back when";
+ mes "you think you're ready.";
+ close;
+ }
+ }
+ }
+ else {
+ mes "[Ferocious-looking guy]";
+ mes "Huh. You're not qualified to become an Assassin yet. There are requirements you need to meet first, you know.";
+ next;
+ mes "[Ferocious-looking guy]";
+ mes "Well, keep training. You need to be at least job level 40, got it? But if you're above job level 40, that will probably be even better.";
+ close;
+ }
+ }
+}
+
+in_moc_16,25,90,1 script Guildsman#ASN2 730,2,2,{
+ mes "[Assassin 'Khai']";
+ mes "Umm?!";
+ Emotion e_gasp;
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Come closer. I prefer to talk to people face to face. It really irritates me if I have to raise my voice, just so you can hear me.";
+ mes "I feel irritated when somebody talks to me behind my back.";
+ close;
+
+OnTouch:
+ if (ASSIN_Q2 == 4) {
+ mes "[Assassin 'Khai']";
+ mes "Ehhh?";
+ mes "Didn't you just";
+ mes "pass me a minute ago?";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Eh...?!";
+ mes "You failed?";
+ mes "Even on the";
+ mes "writing test?";
+ mes "Bwahahahahaha!";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Well...";
+ mes "It's been a long time since";
+ mes "I've met such a big failure.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "HAH!";
+ mes "Hahahahah~!";
+ mes "Oh, you're killing me....";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Sorry for laughing, but this is hilarious! Hahaha~ So do you want me to give you some hints?";
+ next;
+ switch(select("I beg you, give me hints.:Don't laugh at me! Now, give me hints!:...Shut up, I don't need your help!")) {
+ case 1:
+ mes "[Assassin 'Khai']";
+ mes "Haaahahahaha!!!";
+ mes "Well well, aren't we honest. You're not even an Assassin yet, but you're killing me, I tell you, killing me!";
+ next;
+ mes "[The Anonymous One]";
+ mes "Ho ho ho...";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Did you hear that Anonymous one?! 'I beg you, give me hints.' Hahahah!";
+ next;
+ mes "[The Anonymous One]";
+ mes "Yes.";
+ mes "This one is quite hilarious";
+ mes "in a pathetic sort of way.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Hahahahahahah!";
+ mes "Soooooo, you wanted";
+ mes "some hints, right?";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "...";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "...";
+ mes "......";
+ mes ".........";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "...";
+ mes "......";
+ mes ".........";
+ mes "............";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "...";
+ mes "......";
+ mes ".........";
+ mes "............";
+ mes "...............";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Nah.";
+ mes "I changed my mind!";
+ mes "I'm not gonna give you any hints after all. Hee hee hee~";
+ close;
+ case 2:
+ mes "[Assassin 'Khai']";
+ if (sex) {
+ mes "Huh. You must have a lot of self confidence to be a Thief nowadays.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Yeah yeah, I understand. Everyone messes up from time to time. Sorry for laughing at your mistakes.";
+ }
+ else
+ mes "Hmm. I like your attitude. You should keep your pride as a Thief. Sorry for laughing at your mistakes. I think you'll do better next time.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "I'm not allowed to give you hints, I can tell you more about being an Assassin...";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Above all else, we value our dignity. We're Assassins, after all and people will need us.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "If people are close to you in some way, they might not understand what I'm saying. We're born to be loners due to our nature.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Imagine if a lover or a friend saw the blood on your hands. There's a chance that they might not stay with you.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Sometimes it gets lonely but it's not that bad. At least I can do what I want to do, you know, and do things my way.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Well, that's all I can tell you for now. Does being an Assassin";
+ mes "seem depressing to you?";
+ close;
+ case 3:
+ mes "[Assassin 'Khai']";
+ mes "...Hm.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Right, that's the spirit. Don't ever let anyone else look down";
+ mes "on you. We're Assassins...";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "I apologize for laughing at you earlier. I want you to remember to keep that sense of pride and dignity as an Assassin.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Along with keeping your pride,";
+ mes "I want that you respect the blood that may stain your Katar or Dagger.";
+ next;
+ if (select("...Got you.:...I'm confused.") == 1) {
+ mes "[Assassin 'Khai']";
+ mes "Yeah, I can trust you now. Let me give you some important tips.";
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ mes "[Assassin 'Khai']";
+ mes "First of all, Grimtooth is ...A skill specifically for the Katar. Therefore, it doesn't require any skills related to Dagger weapons.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Double attack ...Haven't you tried it? It allows you to attack an enemy twice at a time.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Red Blood is an elemental stone, Blue Gemstone doesn't have to do the Assassin job at all!";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Have you ever seen Mages hunt Elder willow using the Cold Bolt skill? Water overpowers Fire. Water puts Fire under control, and Wind puts water under control.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "As long as you stick close to the shadows, by walls and things like that, Cloaking will hide you from sight perfectly! Unless some bastard uses a certain detecting skill, you know.";
+ next;
+ break;
+ case 2:
+ mes "[Assassin 'Khai']";
+ mes "'Sharpened Legbone of Ghoul' possesses the Undead property.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "What kind of weapon have you used so far? Damascus? Gladius? Stiletto? Or Main Gauche? What is that you're carrying now?";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "It's possible to get a slotted Katar from Desert Wolf. Well, just keep that in mind. You will need this information someday.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "You can gain a slotted Jur from a buddy living in a dark and damp place under the ground. Well, I have no idea why that dude has that weapon... Maybe he needs it to dig a hole?";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "And...";
+ mes "I've always wanted a frog as a pet. But it's impossible!";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "As far as I know, a Goblin carrying a hammer possesses the Earth property. Keep in mind that Fire overcomes the Earth property.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "You know elemental weapons? The names of Blacksmiths are engraved on them usually...";
+ next;
+ break;
+ case 3:
+ mes "[Assassin 'Khai']";
+ mes "Sell an Elder Willow Card to a Mage as soon as you can. They are mad about the card for some reason. Doesn't it increase the INT of a character? Hmmm...";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "For us, Dodge and Attack is more important than defense. Don't ever think about wearing a helm. It's heavy, uncomfortable and will even block your sight.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "'Increase Dodge' allows you to have +3% flee rate per skill lvl.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "As I have told you repeatedly: Katar class weapons (Jamadhar/Jur/Katar etc) are two-handed!";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "City of desert... I miss my hometown, Morroc. I haven't been there for a long time. I feel like I became a Thief a few days ago. Time flies so fast...";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Heh. I remember my Thief quest. I was so damn nervous when I broke into the farm to get Mushrooms...";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Insects detect hiding/cloaking skills. Their feelers never fail to find targets.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "I've heard that the Baphomet Jr. Card adds +3 points to Agility and +1 point on Critical Attack...";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Yeah, we Assassins specialize in training Agility. We can gain a bonus of 10 Agility points even before mastering job level. The problem is it won't go up anymore after that, you know.";
+ next;
+ }
+ mes "[Assassin 'Khai']";
+ mes "^666666*Phew*^000000 That's all I can tell you, though that's a lot of hints. I don't doubt that I told you almost everything.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Well then, go ask to take the test again with 'The Anonymous.'";
+ close2;
+ warp "in_moc_16",19,144;
+ end;
+ }
+ mes "[Assassin 'Khai']";
+ mes "^666666*Sigh...*^000000";
+ mes "How can you not understand the concept of dignity? You just showed some to me just now!";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Oh, I get it. It wasn't pride you were showing, you were just being a jerk!";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Grrrrr...";
+ mes "WARP PORTAL!";
+ close2;
+ warp "c_tower4",64,76;
+ end;
+ }
+ }
+ else {
+ mes "[Assassin 'Khai']";
+ mes "Oh, you must be an Assassin trainee. You are here to become";
+ mes "an Assassin, aren't you?";
+ next;
+ if (select("Yes, I am. :...No, I'm not.") == 1) {
+ mes "[Assassin 'Khai']";
+ mes "Okay, good. Let's fill out the application form. Please sign your name and include your job level.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Let's see.";
+ mes "Your name is";
+ mes "" + strcharinfo(0) + "...";
+ mes "Job level " + JobLevel + "...";
+ next;
+ if (JobLevel > 48) {
+ mes "[Assassin 'Khai']";
+ mes "Wait, Job level " + JobLevel + "?! I can see you've been training pretty hard! My bosses will like this~";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Did you finish the form? Alright, go ahead and give it to me. Give me a second and I'll transport you to the Test Hall.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Alright then,";
+ mes "best of luck to you!";
+ close2;
+ set ASSIN_Q3,1;
+ set ASSIN_Q,1;
+ changequest 8001,8002;
+ warp "in_moc_16",19,144;
+ end;
+ }
+ else if (JobLevel < 49) {
+ mes "[Assassin 'Khai']";
+ mes "Well, you passed";
+ mes "the requirements.";
+ mes "Not bad at all.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Go ahead and give";
+ mes "me the form when you're";
+ mes "done filling it out.";
+ mes "Alright, thanks.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "I'll transport you";
+ mes "to the Test Hall.";
+ mes "Best of luck~";
+ close2;
+ set ASSIN_Q3,2;
+ set ASSIN_Q,1;
+ changequest 8001,8002;
+ warp "in_moc_16",19,144;
+ end;
+ }
+ else {
+ mes "[Assassin 'Khai']";
+ mes "Who the";
+ mes "hell are you?";
+ mes "...Guards!";
+ close2;
+ warp "moc_fild16",206,229;
+ end;
+ }
+ }
+ else {
+ mes "[Assassin 'Khai']";
+ mes "Huh...?";
+ mes "What, are you trying to trick me or something? Don't you wanna be an Assassin?";
+ next;
+ if (select("No.:Yes, I want to be an Assassin.") == 1) {
+ mes "[Assassin 'Khai']";
+ mes "Eh, get outta here.";
+ mes "Stop wastin' my time...";
+ close2;
+ set ASSIN_Q,0;
+ set ASSIN_Q3,0;
+ set ASSIN_Q2,0;
+ erasequest 8001;
+ warp "moc_fild16",206,229;
+ end;
+ }
+ mes "[Assassin 'Khai']";
+ mes "...";
+ mes "What the hell?";
+ mes "Okay, then.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Fill out the application form with your name and job level.";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "" + strcharinfo(0) + "?";
+ mes "That's your name?";
+ mes "It sounds funny.";
+ mes "Let's see... Job Level " + JobLevel + "...";
+ next;
+ if (JobLevel > 48) {
+ mes "[Assassin 'Khai']";
+ mes "Ho? Job Level " + JobLevel + "?! You must have been training really hard. The bosses will like that for sure...";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Are you done filling out the form? Alright, give it to me so I can send you to the Test Hall. Good luck~";
+ next;
+ set ASSIN_Q3,1;
+ set ASSIN_Q,1;
+ changequest 8001,8002;
+ warp "in_moc_16",19,144;
+ end;
+ }
+ else if (JobLevel < 49) {
+ mes "[Assassin 'Khai']";
+ mes "Not bad. You fulfilled our requirements. Not bad at all. Now are you done filling out the form?";
+ next;
+ mes "[Assassin 'Khai']";
+ mes "Then give me the form so that I can send you to the Test Hall, alright?";
+ mes "Good luck...";
+ next;
+ set ASSIN_Q3,2;
+ set ASSIN_Q,1;
+ changequest 8001,8002;
+ warp "in_moc_16",19,144;
+ end;
+ }
+ else {
+ mes "[Assassin 'Khai']";
+ mes "How the hell did";
+ mes "you get in here?";
+ mes "Get out!";
+ close2;
+ warp "moc_fild16",206,229;
+ end;
+ }
+ }
+ }
+}
+
+in_moc_16,19,154,0 script nameless_one -1,8,2,{
+OnTouch:
+ if (ASSIN_Q2 < 5) {
+ if (ASSIN_Q2 < 3) {
+ mes "[The Anonymous One]";
+ mes "Welcome, guest.";
+ mes "Mwahaha, it's useless";
+ mes "to try to find or see me...";
+ next;
+ mes "[The Anonymous One]";
+ mes "I am perfectly hidden!";
+ mes "To become undetectable can only be done by the greatest Assassins!";
+ next;
+ mes "[The Anonymous One]";
+ mes "Aren't you scared that you can't see me? I could kill you at any time and it would be so easy...";
+ next;
+ if (select("I think I crapped my pants!:You're all talk. I challenge you!") == 1) {
+ mes "[The Anonymous One]";
+ mes "Now I see that";
+ mes "you're nothing";
+ mes "but a wimp.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Bwahahahahahah!";
+ mes "Stop cowering in fear!";
+ mes "It's making me laugh!";
+ close;
+ }
+ mes "[The Anonymous One]";
+ mes "So...";
+ mes "You wish for";
+ mes "a challenge?";
+ mes "From me?!";
+ next;
+ mes "[The Anonymous One]";
+ mes "A river of blood follows my every footstep. I am nameless, for the sting of my blades is all anyone needs to know.";
+ next;
+ mes "[The Anonymous One]";
+ mes "I am here to test your knowledge, as well as your capacity for heartlessness. Those are both necessary to become an Assassin.";
+ next;
+ mes "[The Anonymous One]";
+ mes "For your challenge, you must";
+ mes "answer my questions correctly. Very difficult questions that only an Assassin can answer.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Although I am heartless,";
+ mes "I am not necessarily cruel. Before we proceed, is there anything you wish to know?";
+ next;
+ set ASSIN_Q2,0;
+ while(ASSIN_Q2 < 3) {
+ switch(select("...Skills?:...Stats?:Hmpf, I know it all.")) {
+ case 1:
+ mes "[The Anonymous One]";
+ mes "Skills...?";
+ mes "Although skills can have circumstantial applications, I will tell you about the basic concepts.";
+ next;
+ mes "[The Anonymous One]";
+ mes "First, ^3355FFKatar Mastery^000000. This skill increases the damage of Katar class weapons. The higher the skill level, the more damage is increased.";
+ next;
+ mes "[The Anonymous One]";
+ mes "^3355FFLeft Hand Mastery^000000 and ^3355FFRight Hand Mastery^000000. Assassins can equip different weapons in each hand when using Dagger class weapons.";
+ next;
+ mes "[The Anonymous One]";
+ mes "But it is obviously more difficult to handle 2 weapons at a time than using just one. The Left and Right Hand Mastery skills increase the damage when using two Daggers.";
+ next;
+ mes "[The Anonymous One]";
+ mes "However, if you don't want to use two Daggers, you won't need this skill. You will see how 'Left Hand Mastery' works as soon as you reach 'Right Hand Mastery' Level 2.";
+ next;
+ mes "[The Anonymous One]";
+ mes "^3355FFSonic Blow^000000 allows you to strike an enemy 8 times at once. This skill only works with Katar weapons because of the speed it requires.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Of course, the damage is affected by STR and weapon damage. You'll understand how this skill works when you reach Level 4 Katar Mastery.";
+ next;
+ mes "[The Anonymous One]";
+ mes "^3355FFGrimtooth^000000 allows you to attack enemies while hiding under the ground. As you master it, you'll be able to attack foes from a distance.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Since it's a ranged attack, it can be very useful when you're surrounded by enemies.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Because you're required to perfectly hide yourself to use this skill, you must first learn Level 2 Cloaking before you can learn Grimtooth.";
+ next;
+ mes "[The Anonymous One]";
+ mes "To learn ^3355FFCloaking^000000, you must learn Level 2 Hiding. Then you will be able to move while hiding if you are close to a wall.";
+ next;
+ mes "[The Anonymous One]";
+ mes "The ^3355FFEnchant Poison^000000 skill allows you to enchant poison on the weapon you're using. This will temporarily give the weapon the Poison property.";
+ next;
+ mes "[The Anonymous One]";
+ mes "This will also make your attacks poison the enemy by chance. You can also use this skill to enchant the weapons of your party members...";
+ next;
+ mes "[The Anonymous One]";
+ mes "^3355FFPoison React^000000 shields the user from attacks with the Poison property, and can be used on other people as well. However, you must learn Level 3 Enchant Poison first.";
+ next;
+ mes "[The Anonymous One]";
+ mes "^3355FFVenom Dust^000000 consumes a Red Gemstone to contaminate an area with poison. The duration of contamination increases with the level of this skill.";
+ next;
+ mes "[The Anonymous One]";
+ mes "You can learn the Venom Dust skill after you learn Level 5 Enchant Poison.";
+ next;
+ mes "[The Anonymous One]";
+ mes "^3355FFVenom Splasher^000000 is a skill that, after it is used on a target, will cause it to explode when its HP is less than a certain amount after three seconds.";
+ next;
+ mes "[The Anonymous One]";
+ mes "When the target explodes, the enemies in the vicinity are also damaged. This is an essential skill for Assassins. It requires Level 5 Poison React and Level 5 Venom Dust.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Now...";
+ mes "That's all I have to tell you";
+ mes "about Assassin skills.";
+ set ASSIN_Q2,1;
+ next;
+ break;
+ case 2:
+ mes "[The Anonymous One]";
+ mes "Hmm, Stats...";
+ mes "For Assassins, Agility, or AGI, is the most important stat.";
+ next;
+ mes "[The Anonymous One]";
+ mes "For the sake of assassination, STR is probably the second most important stat. But that is only my recommendation.";
+ next;
+ mes "[The Anonymous One]";
+ mes "I cannot give you better advice than that in regards to Stats. You should research and see which stats suit you, and decide what kind of Assassin you want to be.";
+ set ASSIN_Q2,2;
+ next;
+ break;
+ case 3:
+ if (ASSIN_Q2 == 0) {
+ mes "[The Anonymous One]";
+ mes "Know everything do you?!";
+ mes "I'll be the judge of that!";
+ next;
+ }
+ set ASSIN_Q2,3;
+ break;
+ }
+ }
+ mes "[The Anonymous One]";
+ mes "Hmpf. It is now time to test your knowledge. You are not allowed to miss more than one question.";
+ next;
+ mes "[The Anonymous One]";
+ mes "In other words, if you want to pass this test, you must give me 9 correct answers out of 10 questions. I won't let you know which answer you got wrong...";
+ next;
+ mes "[The Anonymous One]";
+ mes "Are you ready?";
+ mes "Prepare yourself!";
+ }
+ else if (ASSIN_Q2 < 5) {
+ mes "[The Anonymous One]";
+ mes "Having problems";
+ mes "passing a simple test?";
+ mes "You should have";
+ mes "known better.";
+ next;
+ if (select("Help me, how do I pass?:I challenge you again!") == 1) {
+ mes "[The Anonymous One]";
+ mes "Well, that's a damn good question. But you're banished from the Assassin Guild, so it's no concern of mine...";
+ close2;
+ warp "moc_fild16",206,151;
+ end;
+ }
+ mes "[The Anonymous One]";
+ mes "So I see...";
+ mes "Now go, but do not fear. I will be by your side as you learn the outcome of your choice...";
+ next;
+ mes "[The Anonymous One]";
+ mes "Now, we shall test you once more! Keep in mind, you must answer 9 questions out of 10 correctly. Remember I am doing you a favor...";
+ next;
+ mes "[The Anonymous One]";
+ mes "You must answer 9 questions out of 10 correctly. If you miss more then one question, you can never become an Assassin.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Okay,";
+ mes "are you ready?";
+ mes "Good luck.";
+ }
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ mes "[The Anonymous One]";
+ mes "1. Choose skill that is not required to learn Grimtooth.";
+ next;
+ if (select("Cloaking level 2:Sonic Blow level 5:Katar Mastery level 4:Right hand Mastery level 2") == 4)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "2. What property does Enchant Poison possess?";
+ next;
+ if (select("Poison:Earth:Fire:Wind") == 1)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "3. How does Level 4 Right Hand Mastery work?";
+ next;
+ if (select("Recover 80% of damage decrease:Recover 90% of damage decrease:Increase 90% of damage:Increase 108% of damage") == 2)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "4. What is the item required for using Venom Dust?";
+ next;
+ if (select("Red Blood:Blue Gemstone:Yellow Gemstone:Red Gemstone") == 4)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "5. Which skill can you learn when you reach Level 5 Enchant Poison?";
+ next;
+ if (select("Envenom:Sonic Blow:Venom Splasher:Venom Dust") == 4)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "6. Among the following skills, which allows you to walk while invisible?";
+ next;
+ if (select("Hiding:Back Slide:Cloaking:Sand Attack") == 3)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "7. Choose the condition that is unrelated to Venom Splasher.";
+ next;
+ if (select("Poisoned target.:Red Gemstone.:Remaing HP of Target.") == 2)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "8. Which monster is weak to a weapon with Vadon card (adds 20% damage on Fire property monster)?";
+ next;
+ if (select("Steel Chonchon:Deviruchi:Elder Willow:Baphomet") == 3)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "9. How much SP does";
+ mes "Double Attack need?";
+ next;
+ if (select("15:It's a passive skill, so SP use is 0.:It's passive skill, so SP use is 10.:54") == 2)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "10. What is the best elemental Main Gauche weapon for hunting in Izlude dungeon?";
+ next;
+ if (select("Wind Main Gauche:Ice Main Gauche:Earth Main Gauche:Fire Main Gauche") == 1)
+ set .@assassin_t,.@assassin_t+10;
+ break;
+ case 2:
+ mes "[The Anonymous One]";
+ mes "1. Which monster";
+ mes "drops a slotted Katar?";
+ next;
+ if (select("Thief Bug:Peco Peco:Desert Wolf:Hammer Cobolt") == 3)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "2. Which monster";
+ mes "drops a slotted Jur?";
+ next;
+ if (select("Martin:Desert Wolf:Marionette:Myst") == 1)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "3. Which class is allowed to craft elemental weapons?";
+ next;
+ if (select("Merchant:Blacksmith:Thief:Priest") == 2)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "4. Choose the weapon which is not in the Katar class.";
+ next;
+ if (select("Jamadhar:Jur:Katar:Gladius") == 4)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "5. What property do Izlude dungeon monsters posses?";
+ next;
+ if (select("Water:Fire:Wind:Earth") == 1)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "6. Which monster";
+ mes "cannot be a Cute Pet?";
+ next;
+ if (select("Poporing:Roda Frog:Smokie:Poison Spore") == 2)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "7. Choose a monster that Fire property Daggers work the best on.";
+ next;
+ if (select("Dagger Goblin:Mace Goblin:Morning Star Goblin:Hammer Goblin") == 4)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "8. Choose the non-elemental Katar from the following:";
+ next;
+ if (select("Katar of Raging Blaze:Katar of Dusty Thornbush:Sharpened Legbone of Ghoul:Infiltrator") == 4)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "9. Which is the uncommon monster?";
+ next;
+ if (select("Poring:Mastering:Ghostring:Spore") == 3)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "10. Choose the monster";
+ mes "that is not Undead.";
+ next;
+ if (select("Drake:Megalodon:Spore:Khalitzburg") == 3)
+ set .@assassin_t,.@assassin_t+10;
+ break;
+ case 3:
+ mes "[The Anonymous One]";
+ mes "1. Choose the correct amount of the maximum dodge rate increase from the 'Increase Dodge' skill when at level 10.";
+ next;
+ if (select("30:40:160:20") == 1)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "2. Choose a monster which detects hiding/cloaking Thieves and Assassins.";
+ next;
+ if (select("Worm Tail:Andre:Mummy:Soldier Skeleton") == 2)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "3. Choose a group of weapons that cannot be used by an Assassin at once.";
+ next;
+ if (select("Main Gaughe + Gladius:Stiletto + Main Gauche:Katar + Maingauche:Hammer + Stiletto") == 3)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "4. Choose the town where Thieves can change their jobs.";
+ next;
+ if (select("Prontera:Lutie:Alberta:Morocc") == 4)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "5. Choose a card that does not affect the AGI stat.";
+ next;
+ if (select("Baphomet Jr. card:Whisper Card:Female Thiefbug card:Male Thiefbug card") == 2)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "6. Choose the correct specialty of the Assassin class.";
+ next;
+ if (select("Excellent singing talent:Excellent reading talent:Excellent dancing talent:Excellent dodge ability") == 4)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "7. Choose the maximum AGI bonus an Assassin can get at job level 50.";
+ next;
+ if (select("7:8:9:10") == 4)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "8. Choose the item that an Assassin cannot equip.";
+ next;
+ if (select("Dagger:Helm:Boots:Brooch") == 2)
+ set .@assassin_t,.@assassin_t+10;
+ mes "[The Anonymous One]";
+ mes "9. Choose the job change item for Thief.";
+ next;
+ switch(select("Orange Gooey Mushroom:Red Gooey Mushroom:Orange Net Mushroom:Orange Hair Mushroom")) {
+ case 1:
+ case 3:
+ set .@assassin_t,.@assassin_t+10;
+ break;
+ default:
+ break;
+ }
+ mes "[The Anonymous One]";
+ mes "10. Choose a card that would typically benefit an Assassin the least.";
+ next;
+ if (select("Whisper card:Elder Willow card:Soldier Skeleton card:Cobold card") == 2)
+ set .@assassin_t,.@assassin_t+10;
+ break;
+ }
+ if (ASSIN_Q2 == 3) {
+ next;
+ mes "[The Anonymous One]";
+ mes "Hmpf.";
+ mes "Somehow, you";
+ mes "have shown me";
+ mes "great effort.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Let's see...";
+ mes "You scored";
+ mes "" + .@assassin_t + " percent...";
+ if (.@assassin_t > 80) {
+ set ASSIN_Q2,5;
+ changequest 8002,8003;
+ mes "Well done.";
+ mes "You pass.";
+ next;
+ mes "[The Anonymous One]";
+ mes "However, another test awaits you. When you go inside the next area, you will receive your instructions...";
+ close;
+ }
+ else {
+ set ASSIN_Q2,4;
+ mes "That means you fail!";
+ next;
+ mes "[The Anonymous One]";
+ mes "How could you expect to be an Assassin with this score? Keep training and come back when you're ready.";
+ next;
+ mes "[The Anonymous One]";
+ mes "I would ask 'Khai,' the one who processed your application, for advice.";
+ next;
+ mes "[The Anonymous One]";
+ mes "You may also use this code: ^880000iro.ragnarokonline.com^000000. Somehow, those words are linked to a vast body of otherworldly knowledge...";
+ close2;
+ warp "in_moc_16",19,76;
+ end;
+ }
+ }
+ else if (ASSIN_Q2 == 4) {
+ next;
+ mes "[The Anonymous One]";
+ mes "You showed";
+ mes "great effort...";
+ next;
+ mes "[The Anonymous One]";
+ mes "Let's see...";
+ mes "You scored";
+ mes "" + .@assassin_t + " points...";
+ if (.@assassin_t > 80) {
+ set ASSIN_Q2,5;
+ changequest 8002,8003;
+ next;
+ mes "[The Anonymous One]";
+ mes "You didn't fail this time! But you're not done just yet. You have another test ahead of you. Once you proceed, you will be informed about your next trial.";
+ close;
+ }
+ else {
+ set ASSIN_Q2,4;
+ mes "You failed!";
+ next;
+ mes "[The Anonymous One]";
+ mes "You're too underqualified. How can you even think about becoming an Assassin?!";
+ next;
+ mes "[The Anonymous One]";
+ mes "I'm surprised that you were even able to become a Thief. Go away, and come back only when you know what the hell you're doing.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Hmpf, if you really don't have a clue, I will give you a little advice.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Go ask 'Khai,' the guy who takes care of your test application, maybe he will help you.";
+ next;
+ mes "[The Anonymous One]";
+ mes "You may also wish to take advantage of the ancient code, ^3355FFiro.ragnarokonline.com^000000. Supposedly, those words are linked to a vast body of otherworldly knowledge...";
+ close2;
+ warp "in_moc_16",19,76;
+ end;
+ }
+ }
+ }
+ else {
+ mes "[The Anonymous One]";
+ mes "...I will keep watching you.";
+ close;
+ }
+}
+
+in_moc_16,21,165,2 script Standby Room#ASNTEST 725,{
+ end;
+
+OnInit:
+ disablenpc "Standby Room#ASNTEST";
+ waitingroom "Standby Room",10,"Standby Room#ASNTEST::OnStartArena",1;
+ enablewaitingroomevent;
+ end;
+
+OnStartArena:
+ warpwaitingpc "in_moc_16", 66, 151;
+ attachrid($@warpwaitingpc[0]);
+ if(ASSIN_Q2<5)
+ {
+ warpchar "in_moc_16",20,145,getcharid(0);
+ end;
+ }
+
+ donpcevent "Beholder#ASNTEST::OnEnable";
+ donpcevent "Keeper of the Door#ASN::OnDisable";
+ set getvariableofnpc(.DisableTraps,"Beholder#ASNTEST"),0;
+ disablewaitingroomevent;
+ end;
+
+OnStart:
+ enablewaitingroomevent;
+ end;
+}
+
+in_moc_16,21,165,2 script Test Guide#ASN 725,4,4,{
+ end;
+
+OnTouch:
+ if (ASSIN_Q2 < 5) {
+ mes "[Barcardi]";
+ mes "You can't take the next trial without passing the written test first. You better speak to the Anonymous One...";
+ close2;
+ warp "in_moc_16",19,76;
+ end;
+ }
+ if (ASSIN_Q == 1 && ASSIN_Q2 == 5) {
+ mes "[Barcardi]";
+ mes "" + strcharinfo(0) + "...";
+ mes "You passed the test..?";
+ next;
+ mes "[Barcardi]";
+ mes "To be honest, I want to grant you the job change without any other condition. Too many pathetic people don't even have the basic knowledge to be Assassins...";
+ next;
+ mes "[Barcardi]";
+ mes "We must keep our dignity as Assassins and be truly great! Regrettably, there are too many idiots that don't have any pride.";
+ next;
+ mes "[Barcardi]";
+ mes "All Assassins must respect the enemies they slay, the blood that they spill, and above all, maintain their sense of dignity!";
+ next;
+ mes "[Barcardi]";
+ mes "Alright. This next trial will test your ability to quickly find your target.";
+ next;
+ mes "[Barcardi]";
+ mes "If you're going to be an Assassin, we need to determine whether or not you can distinguish friend from foe in an instant.";
+ next;
+ mes "[Barcardi]";
+ mes "The main goal of this test is to find and kill as many monsters named ^008800Job change target^000000 as possible.";
+ next;
+ mes "[Barcardi]";
+ mes "You must kill at least";
+ mes "6 ^008800Job change target^000000 monsters. They're intermingled among similar looking monsters, so you need to be careful...";
+ next;
+ mes "[Barcardi]";
+ mes "If you fail, you'll have to restart this test. Go to the room above";
+ mes "me to be transported to the Test Hall.";
+ next;
+ mes "[Barcardi]";
+ mes "Only one person is allowed to take the test at a time, so if anyone is taking the test, you'll have to wait until that person finishes.";
+ close;
+ }
+ else {
+ mes "[Barcardi]";
+ mes "Hey, don't be too hard";
+ mes "on yourself. Cheer up!";
+ next;
+ mes "[Barcardi]";
+ mes "Hmm, if you're exhausted, I'm willing to bring you back. Of course, if you leave, you'll have to take the job test over again. So what do you want to do?";
+ next;
+ if (select("Continue!:Quit the job change test for now.") == 1) {
+ mes "[Barcardi]";
+ mes "Good choice!";
+ mes "Remember, you";
+ mes "must find and kill";
+ mes "6 ^008800Job change target^000000 monsters!";
+ mes "Good luck!";
+ close;
+ }
+ mes "[Barcardi]";
+ mes "Alright...";
+ mes "I guess you";
+ mes "could use a break...";
+ close2;
+ set ASSIN_Q,0;
+ set ASSIN_Q3,0;
+ set ASSIN_Q2,0;
+ changequest 8003,8000;
+ warp "in_moc_16",19,13;
+ end;
+ }
+}
+
+in_moc_16,1,1,0 script Beholder#ASNTEST -1,{
+ end;
+
+OnEnable:
+ set .MyMobs,6;
+ // Target mobs
+ monster "in_moc_16",62,161,"Job change target",1002,1,"Beholder#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",85,169,"Job change target",1063,1,"Beholder#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",88,152,"Job change target",1002,1,"Beholder#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",90,143,"Job change target",1113,1,"Beholder#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",74,167,"Job change target",1031,1,"Beholder#ASNTEST::OnMyMobDead";
+ monster "in_moc_16",77,173,"Job change target",1002,1,"Beholder#ASNTEST::OnMyMobDead";
+ // Decoy mobs
+ monster "in_moc_16",62,161,"Job change creature",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",85,169,"Job change creature",1031,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",79,174,"Job change creature",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",85,156,"Job change creature",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",74,171,"Job change monster",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",68,173,"Job change dummy",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",65,158,"Battle test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",60,158,"Warrior test target",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",64,169,"Job change targets",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",71,173,"Jobs change target",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",77,172,"Please don't hit me",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",76,172,"Job change sample",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",75,172,"Not me",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",67,167,"I got yours right here",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",86,170,"Job changes target",1031,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",86,171,"Job quest target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",85,170,"Job target change",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",89,171,"Hit me",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",85,170,"Battle Monster",1031,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",89,156,"Bouncer",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",89,156,"Mungamorp",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",89,156,"Battle test target",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",89,156,"Dew of the Battle field",1113,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",89,156,"Tear of test",1031,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",83,169,"Evil Druid",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",63,158,"Doppelganger",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",63,157,"Job change dummy",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",64,159,"Job ready dummy",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",63,159,"Job change ready",1063,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",63,159,"Archer test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",63,159,"Swordman test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",83,148,"Thief test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",82,148,"Acolyte test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ monster "in_moc_16",84,148,"Merchant test target",1002,1,"Beholder#ASNTEST::OnMyMobDead2";
+ initnpctimer;
+ end;
+
+OnReset:
+ killmonster "in_moc_16","Beholder#ASNTEST::OnMyMobDead";
+ killmonster "in_moc_16","Beholder#ASNTEST::OnMyMobDead2";
+ stopnpctimer;
+ donpcevent "Standby Room#ASNTEST::OnStart";
+ end;
+
+OnResetmob:
+ killmonster "in_moc_16","Beholder#ASNTEST::OnMyMobDead";
+ killmonster "in_moc_16","Beholder#ASNTEST::OnMyMobDead2";
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "in_moc_16","You seem to be doing quite well. Keep it up!",bc_map;
+ set ASSIN_Q,3;
+ changequest 8003,8004;
+ donpcevent "timestopper#1::OnEnable";
+ donpcevent "Keeper of the Door#ASN::OnEnable";
+ donpcevent "Beholder#ASNTEST::OnResetmob";
+ set .DisableTraps,1;
+ stopnpctimer;
+ }
+ else {
+ mapannounce "in_moc_16","Okay, you're doing good! Hang in there, you're almost there!",bc_map;
+ }
+ end;
+
+OnMyMobDead2:
+ mapannounce "in_moc_16",strcharinfo(0) + "! You made a mistake! I'm bringing you back!",bc_map;
+ set ASSIN_Q,2;
+ warp "in_moc_16",19,161;
+ donpcevent "Beholder#ASNTEST::OnReset";
+ end;
+
+OnTimer1000:
+ mapannounce "in_moc_16"," Okay, let the test begin!",bc_map;
+ end;
+
+OnTimer2000:
+ mapannounce "in_moc_16","As you've been told before, find and only kill monsters named 'Job change target!'",bc_map;
+ end;
+
+OnTimer3000:
+ mapannounce "in_moc_16","The purpose of this test is to examine your ability to quickly distinguish enemies from other people!",bc_map;
+ end;
+
+OnTimer4000:
+ mapannounce "in_moc_16","You will have 3 minutes for the test! We will inform you of every minute passed.",bc_map;
+ end;
+
+OnTimer5000:
+ mapannounce "in_moc_16","Ok, now you've got exactly 3 minutes. Move! Move!",bc_map;
+ end;
+
+OnTimer65000:
+ mapannounce "in_moc_16","2 minutes left. As I've told you, get the 'Job change target' monsters!",bc_map;
+ end;
+
+OnTimer125000:
+ mapannounce "in_moc_16","1 minute left.",bc_map;
+ end;
+
+OnTimer180000:
+ mapannounce "in_moc_16","5 seconds left...",bc_map;
+ end;
+
+OnTimer181000:
+ mapannounce "in_moc_16","4 seconds left...",bc_map;
+ end;
+
+OnTimer182000:
+ mapannounce "in_moc_16","3 seconds left...",bc_map;
+ end;
+
+OnTimer183000:
+ mapannounce "in_moc_16","2 seconds left...",bc_map;
+ end;
+
+OnTimer184000:
+ mapannounce "in_moc_16","1 second left.",bc_map;
+ end;
+
+OnTimer185000:
+ mapannounce "in_moc_16","Time's up!",bc_map;
+ mapannounce "in_moc_16","Well, good job... If you wanted to waste your time. You'll have to try again!",bc_map;
+ //set ASSIN_Q,2;
+ end;
+
+OnTimer186000:
+ areawarp "in_moc_16",60,136,93,177,"in_moc_16",19,161;
+ end;
+
+OnTimer187000:
+ donpcevent "Beholder#ASNTEST::OnReset";
+ end;
+}
+
+in_moc_16,68,158,0 script 01_1::SinTrap -1,0,0,{
+OnTouch:
+ if (getvariableofnpc(.DisableTraps,"Beholder#ASNTEST") < 1) {
+ mapannounce "in_moc_16",strcharinfo(0) + ", you're trapped. You will be sent back.",bc_map;
+ set ASSIN_Q,2;
+ warp "in_moc_16",19,161;
+ donpcevent "Beholder#ASNTEST::OnResetmob";
+ donpcevent "Standby Room#ASNTEST::OnStart";
+ }
+ end;
+}
+
+in_moc_16,69,158,0 duplicate(SinTrap) 01_2 -1,0,0
+in_moc_16,68,159,0 duplicate(SinTrap) 01_3 -1,0,0
+in_moc_16,69,159,0 duplicate(SinTrap) 01_4 -1,0,0
+in_moc_16,64,162,0 duplicate(SinTrap) 02_1 -1,0,0
+in_moc_16,65,162,0 duplicate(SinTrap) 02_2 -1,0,0
+in_moc_16,64,163,0 duplicate(SinTrap) 02_3 -1,0,0
+in_moc_16,65,163,0 duplicate(SinTrap) 02_4 -1,0,0
+in_moc_16,62,168,0 duplicate(SinTrap) 03_1 -1,0,0
+in_moc_16,63,168,0 duplicate(SinTrap) 03_2 -1,0,0
+in_moc_16,62,169,0 duplicate(SinTrap) 03_3 -1,0,0
+in_moc_16,63,169,0 duplicate(SinTrap) 03_4 -1,0,0
+in_moc_16,66,170,0 duplicate(SinTrap) 04_1 -1,0,0
+in_moc_16,67,170,0 duplicate(SinTrap) 04_2 -1,0,0
+in_moc_16,66,171,0 duplicate(SinTrap) 04_3 -1,0,0
+in_moc_16,67,171,0 duplicate(SinTrap) 04_4 -1,0,0
+in_moc_16,64,174,0 duplicate(SinTrap) 05_1 -1,0,0
+in_moc_16,64,175,0 duplicate(SinTrap) 05_2 -1,0,0
+in_moc_16,65,174,0 duplicate(SinTrap) 05_3 -1,0,0
+in_moc_16,65,175,0 duplicate(SinTrap) 05_4 -1,0,0
+in_moc_16,72,174,0 duplicate(SinTrap) 06_1 -1,0,0
+in_moc_16,72,175,0 duplicate(SinTrap) 06_2 -1,0,0
+in_moc_16,73,174,0 duplicate(SinTrap) 06_3 -1,0,0
+in_moc_16,73,175,0 duplicate(SinTrap) 06_4 -1,0,0
+in_moc_16,72,166,0 duplicate(SinTrap) 07_1 -1,0,0
+in_moc_16,72,167,0 duplicate(SinTrap) 07_2 -1,0,0
+in_moc_16,73,166,0 duplicate(SinTrap) 07_3 -1,0,0
+in_moc_16,73,167,0 duplicate(SinTrap) 07_4 -1,0,0
+in_moc_16,72,168,0 duplicate(SinTrap) 08_1 -1,0,0
+in_moc_16,72,169,0 duplicate(SinTrap) 08_2 -1,0,0
+in_moc_16,73,168,0 duplicate(SinTrap) 08_3 -1,0,0
+in_moc_16,73,169,0 duplicate(SinTrap) 08_4 -1,0,0
+in_moc_16,78,168,0 duplicate(SinTrap) 09_1 -1,0,0
+in_moc_16,78,169,0 duplicate(SinTrap) 09_2 -1,0,0
+in_moc_16,79,168,0 duplicate(SinTrap) 09_3 -1,0,0
+in_moc_16,79,169,0 duplicate(SinTrap) 09_4 -1,0,0
+in_moc_16,80,172,0 duplicate(SinTrap) 10_1 -1,0,0
+in_moc_16,81,172,0 duplicate(SinTrap) 10_2 -1,0,0
+in_moc_16,82,172,0 duplicate(SinTrap) 10_3 -1,0,0
+in_moc_16,83,172,0 duplicate(SinTrap) 10_4 -1,0,0
+in_moc_16,80,173,0 duplicate(SinTrap) 10_5 -1,0,0
+in_moc_16,81,173,0 duplicate(SinTrap) 10_6 -1,0,0
+in_moc_16,82,173,0 duplicate(SinTrap) 10_7 -1,0,0
+in_moc_16,83,173,0 duplicate(SinTrap) 10_8 -1,0,0
+in_moc_16,88,174,0 duplicate(SinTrap) 11_1 -1,0,0
+in_moc_16,88,175,0 duplicate(SinTrap) 11_2 -1,0,0
+in_moc_16,89,174,0 duplicate(SinTrap) 11_3 -1,0,0
+in_moc_16,89,175,0 duplicate(SinTrap) 11_4 -1,0,0
+in_moc_16,86,166,0 duplicate(SinTrap) 12_1 -1,0,0
+in_moc_16,86,167,0 duplicate(SinTrap) 12_2 -1,0,0
+in_moc_16,87,166,0 duplicate(SinTrap) 12_3 -1,0,0
+in_moc_16,87,167,0 duplicate(SinTrap) 12_4 -1,0,0
+in_moc_16,90,164,0 duplicate(SinTrap) 13_1 -1,0,0
+in_moc_16,90,165,0 duplicate(SinTrap) 13_2 -1,0,0
+in_moc_16,91,164,0 duplicate(SinTrap) 13_3 -1,0,0
+in_moc_16,91,165,0 duplicate(SinTrap) 13_4 -1,0,0
+in_moc_16,84,160,0 duplicate(SinTrap) 14_1 -1,0,0
+in_moc_16,85,160,0 duplicate(SinTrap) 14_2 -1,0,0
+in_moc_16,86,160,0 duplicate(SinTrap) 14_3 -1,0,0
+in_moc_16,87,160,0 duplicate(SinTrap) 14_4 -1,0,0
+in_moc_16,88,160,0 duplicate(SinTrap) 14_5 -1,0,0
+in_moc_16,89,160,0 duplicate(SinTrap) 14_6 -1,0,0
+in_moc_16,84,161,0 duplicate(SinTrap) 14_7 -1,0,0
+in_moc_16,85,161,0 duplicate(SinTrap) 14_8 -1,0,0
+in_moc_16,86,161,0 duplicate(SinTrap) 14_9 -1,0,0
+in_moc_16,87,161,0 duplicate(SinTrap) 14_10 -1,0,0
+in_moc_16,88,161,0 duplicate(SinTrap) 14_11 -1,0,0
+in_moc_16,89,161,0 duplicate(SinTrap) 14_12 -1,0,0
+in_moc_16,86,154,0 duplicate(SinTrap) 15_1 -1,0,0
+in_moc_16,86,155,0 duplicate(SinTrap) 15_2 -1,0,0
+in_moc_16,87,154,0 duplicate(SinTrap) 15_3 -1,0,0
+in_moc_16,87,155,0 duplicate(SinTrap) 15_4 -1,0,0
+in_moc_16,84,150,0 duplicate(SinTrap) 16_1 -1,0,0
+in_moc_16,84,151,0 duplicate(SinTrap) 16_2 -1,0,0
+in_moc_16,85,150,0 duplicate(SinTrap) 16_3 -1,0,0
+in_moc_16,85,151,0 duplicate(SinTrap) 16_4 -1,0,0
+in_moc_16,90,150,0 duplicate(SinTrap) 17_1 -1,0,0
+in_moc_16,90,151,0 duplicate(SinTrap) 17_2 -1,0,0
+in_moc_16,91,150,0 duplicate(SinTrap) 17_3 -1,0,0
+in_moc_16,91,151,0 duplicate(SinTrap) 17_4 -1,0,0
+in_moc_16,86,146,0 duplicate(SinTrap) 18_1 -1,0,0
+in_moc_16,86,147,0 duplicate(SinTrap) 18_2 -1,0,0
+in_moc_16,87,146,0 duplicate(SinTrap) 18_3 -1,0,0
+in_moc_16,87,147,0 duplicate(SinTrap) 18_4 -1,0,0
+
+in_moc_16,87,137,0 script Keeper of the Door#ASN 45,2,1,{
+OnInit:
+ disablenpc "Keeper of the Door#ASN";
+ end;
+
+OnTouch:
+ donpcevent "Thomas#ASNTEST::OnDisable";
+ if (ASSIN_Q == 3)
+ set ASSIN_Q,3;
+ else
+ set ASSIN_Q,4;
+ warp "in_moc_16",87,102;
+ savepoint "in_moc_16",16,13;
+ end;
+
+OnEnable:
+ mapannounce "in_moc_16","The door to the next room, at coordinates 87 137, has opened.",bc_map;
+ enablenpc "Keeper of the Door#ASN";
+ end;
+
+OnDisable:
+ disablenpc "Keeper of the Door#ASN";
+ end;
+}
+
+in_moc_16,3,3,0 script timestopper#1 -1,{
+OnEnable:
+ initnpctimer;
+ end;
+
+OnTimer187000:
+ donpcevent "Thomas#ASNTEST::OnDisable";
+ stopnpctimer;
+ end;
+
+OnDisable:
+ stopnpctimer;
+ end;
+
+OnMyMobDead:
+ mapannounce "in_moc_16","Hey, what the hell was that?! I told you: No killing monsters!",bc_map;
+ mapannounce "in_moc_16","I'm bringing you back... *Sigh...*",bc_map;
+ set ASSIN_Q,3;
+ warp "in_moc_16",87,102;
+ killmonsterall "in_moc_16";
+ end;
+}
+
+in_moc_16,89,98,1 script Thomas#ASNTEST 118,5,1,{
+ end;
+
+OnTouch:
+ if (ASSIN_Q == 4) {
+ mes "[Thomas]";
+ mes "Damn...! You look like you're in a lot of pain. ^666666*Sigh*^000000 Give me a second, let me try to restore your HP and SP...";
+ percentheal 100,100;
+ next;
+ mes "[Thomas]";
+ mes "It looks like you're having a tough time. You're either trying too hard, or not trying hard";
+ mes "enough, kid.";
+ next;
+ switch(select("I'm gonna try it again!:I... I quit!")) {
+ case 1:
+ mes "[Thomas]";
+ mes "Hmm. Well, okay.";
+ mes "Good luck out there.";
+ close;
+ case 2:
+ mes "[Thomas]";
+ mes "Huh...";
+ mes "Quit the test, eh? Well, I guess you don't wanna waste any more of our time.";
+ next;
+ mes "[Thomas]";
+ mes "Oh hey, don't forget to save your respawn point in town.";
+ close2;
+ mapannounce "in_moc_16",strcharinfo(0) + " got scared and quit the test...Who's Next?!",bc_map;
+ set ASSIN_Q,0;
+ set ASSIN_Q2,0;
+ set ASSIN_Q3,0;
+ changequest 8004,8000;
+ savepoint "in_moc_16",18,14;
+ warp "in_moc_16",18,14;
+ donpcevent "Standby Room#ASNTEST::OnStart";
+ end;
+ }
+ }
+
+ mes "[Thomas]";
+ mes "Hey, I'm Thomas. I'm in charge of testing your use of the hiding skill. Think you're up to it?";
+ next;
+ mes "[Thomas]";
+ mes "Listen. In this test, you can't kill any monsters. Your goal is to reach 'Barcardi' at the opposite side of this room.";
+ next;
+ mes "[Thomas]";
+ mes "So basically, get to the other side of this room and meet 'Barcardi' without killing a single monster. Understand?";
+ next;
+ mes "[Thomas]";
+ mes "If you run away, get a nose bleed and pass out or something like that, I'll fail ya'. Enough talk. Let's see what you got.";
+ close2;
+ set ASSIN_Q,4;
+
+ monster "in_moc_16",81,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",82,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",83,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",84,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",85,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",86,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",88,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",89,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",90,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",77,77,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",78,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",79,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",80,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",81,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",91,55,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",92,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",93,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",94,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",95,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",96,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",97,56,"Mummy",1041,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",76,62,"Hydra",1068,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",79,62,"Hydra",1068,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",79,65,"Hydra",1068,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",76,65,"Hydra",1068,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",96,62,"Hydra",1068,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",96,65,"Hydra",1068,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",99,62,"Hydra",1068,1,"timestopper#1::OnMyMobDead";
+ monster "in_moc_16",99,65,"Hydra",1068,1,"timestopper#1::OnMyMobDead";
+ end;
+
+OnDisable:
+ donpcevent "Standby Room#ASNTEST::OnStart";
+ killmonsterall "in_moc_16";
+ end;
+}
+
+in_moc_16,87,48,2 script Barcardi#ASN 725,2,2,{
+OnTouch:
+ donpcevent "timestopper#1::OnDisable";
+ donpcevent "Thomas#ASNTEST::OnDisable";
+ mes "[Barcardi]";
+ mes "Oh! Congratulations!";
+ mes "You may now proceed to our Guildmaster's room. Good luck!!";
+ close2;
+ set ASSIN_Q,5;
+ changequest 8004,8005;
+ warp "in_moc_16",181,183;
+ end;
+}
+
+in_moc_16,182,169,0 script Maze Assistant 45,1,1,{
+OnTouch:
+ if (ASSIN_Q == 5 || ASSIN_Q == 6) {
+ warp "in_moc_16",181,183;
+ set ASSIN_Q,ASSIN_Q+1;
+ changequest 8005,8006;
+ }
+ else {
+ mapannounce "in_moc_16",strcharinfo(0)+" has entered 'Guildmaster's room.'",bc_map;
+ savepoint "in_moc_16",181,183;
+ donpcevent "Guildmaster#ASN2::OnDisable";
+ warp "in_moc_16",167,113;
+ end;
+ }
+}
+
+in_moc_16,167,110,0 script Guildmaster#ASN1 -1,3,1,{
+OnTouch:
+ savepoint "in_moc_16",167,110;
+ mes "[Guildmaster]";
+ mes "Welcome. ";
+ mes "This place is called the 'Guildmaster's room,' the deepest place in the Assassin guild.";
+ next;
+ mes "[Guildmaster]";
+ mes "I'm going to give you a simple test. Please find your way through this maze and come to me. It is this maze that protects our guild from intruders.";
+ next;
+ mes "[Guildmaster]";
+ mes "I look forward";
+ mes "to meeting you";
+ mes "at the end of maze.";
+ close;
+
+OnDisable:
+ mapannounce "in_moc_16","...Next volunteer, please come in.",bc_map;
+ end;
+}
+
+in_moc_16,149,80,4 script Guildmaster#ASN2 106,1,1,{
+OnTouch:
+ savepoint "morocc",100,100;
+ if (ASSIN_Q == 7 && BaseJob == Job_Thief) {
+ set ASSIN_Q,8;
+ mes "[Guildmaster]";
+ mes "Welcome.";
+ mes "I apologize for";
+ mes "making you go";
+ mes "through the maze.";
+ next;
+ mes "[Guildmaster]";
+ mes "I saw your resume just now. You're well known as a Thief with guts. Rarely do we receive potential Assassins of your stature.";
+ next;
+ mes "[Guildmaster]";
+ mes "May I ask you some questions if you don't mind? You don't have to be nervous. Just remember: if you lie, I will kill you.";
+ next;
+ mes "[Guildmaster]";
+ mes "First off, what do you think is the priority of an Assassin?";
+ next;
+ switch(select("More power.:An Assassin's pride.:Endless practice.")) {
+ case 1:
+ mes "[Guildmaster]";
+ mes "More power...";
+ mes "Yes, you may think";
+ mes "of Assassins as much";
+ mes "stronger than Thieves.";
+ next;
+ mes "[Guildmaster]";
+ mes "However, for what reason do you wish for more power? To show off? Personal revenge? For what purpose will you use this power?";
+ next;
+ mes "[Guildmaster]";
+ mes "Why do you want";
+ mes "to be stronger";
+ mes "than you are now?";
+ next;
+ switch(select("Revenge...!:Money~:I want to travel.")) {
+ case 1:
+ set ASSIN_Q,8;
+ mes "[Guildmaster]";
+ mes "Revenge...?";
+ mes "Yes, I understand. All of us hold grudges against someone else eventually.";
+ next;
+ mes "[Guildmaster]";
+ mes "However, keep in mind that we are not allowed to be emotionally attached. Carry out your duties without question. That is our way.";
+ next;
+ mes "[Guildmaster]";
+ mes "Being an Assassin means";
+ mes "to abandon the ego.";
+ next;
+ break;
+ case 2:
+ set ASSIN_Q,9;
+ mes "[Guildmaster]";
+ mes "Financial reasons...? I won't deny that we all need money to live. But being Assassin means living for a higher purpose.";
+ next;
+ mes "[Guildmaster]";
+ mes "Being an Assassin means";
+ mes "to abandon such worldly";
+ mes "attachments...";
+ next;
+ break;
+ case 3:
+ set ASSIN_Q,10;
+ mes "[Guildmaster]";
+ mes "Good idea. Traveling around the world will allow you to broaden your experiences.";
+ next;
+ mes "[Guildmaster]";
+ mes "Most of us tend to avoid gathering into groups though, but I'm sure you already caught that, yes?";
+ next;
+ mes "[Guildmaster]";
+ mes "In a way, being an Assassin is to live life in loneliness...";
+ next;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Guildmaster]";
+ mes "An Assassin's pride...";
+ mes "Did other Assassins tell you that...?";
+ next;
+ mes "[Guildmaster]";
+ mes "Pride is certainly important, but pride is worth nothing if you do not have any ability.";
+ next;
+ mes "[Guildmaster]";
+ mes "Most of the Assassins you've met before me are brethren that have shared many difficult times together.";
+ next;
+ mes "[Guildmaster]";
+ mes "I can understand why their pride and dignity would be so important to them. Now, for what reason do you wish to become an Assassin?";
+ next;
+ switch(select("I like the solitude.:Making money being an Assassin.:They just look interesting.")) {
+ case 1:
+ set ASSIN_Q,11;
+ mes "[Guildmaster]";
+ mes "You got the point...";
+ mes "We are lonely. We will always be alone, even amongst each other...";
+ next;
+ mes "[Guildmaster]";
+ mes "In a way, being";
+ mes "an Assassin equals";
+ mes "nothing, I would say.";
+ next;
+ mes "[Guildmaster]";
+ mes "But, as I told you before, we have comrades. I recommend having at least one comrade to back up you when you're on a mission.";
+ next;
+ break;
+ case 2:
+ set ASSIN_Q,12;
+ mes "[Guildmaster]";
+ mes "Well, I can't deny it, we do need money to make a living. But don't you think we should pursue something even more important than money?";
+ next;
+ break;
+ case 3:
+ set ASSIN_Q,13;
+ mes "[Guildmaster]";
+ mes "Style and appearance is only superficial. It is sad that many people think this way...";
+ next;
+ mes "[Guildmaster]";
+ mes "Such disgraceful Assassins that have lost their true focus are dealt with in our own manner...";
+ next;
+ mes "[Guildmaster]";
+ mes "Don't forget...";
+ mes "Assassins don't toy around. We are not into a style or trend, and we never will be.";
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "[Guildmaster]";
+ mes "Endless Practice...";
+ mes "I think you have what it takes. Is there a reason you want to be an Assassin?";
+ next;
+ mes "[Guildmaster]";
+ mes "Unlike the Thief class, the Assassin job doesn't allow self-indulgence. Tell me the";
+ mes "reason you train endlessly.";
+ next;
+ switch(select("To broaden my skills.:It's a goal of mine.:For spiritual improvement.")) {
+ case 1:
+ set ASSIN_Q,14;
+ mes "[Guildmaster]";
+ mes "Learning skills comes naturally with the Assassin job. But don't think of skills as the best value of your training.";
+ next;
+ mes "[Guildmaster]";
+ mes "You won't be satisfied in becoming an Assassin if you think this...";
+ next;
+ break;
+ case 2:
+ set ASSIN_Q,15;
+ mes "[Guildmaster]";
+ mes "It's a goal of yours, eh? Well, I guess you've got to have goals...";
+ next;
+ mes "[Guildmaster]";
+ mes "I once knew a person who had goals. Long ago, I met someone on assignment who wanted to keep from getting killed before becoming a level 54 knight.";
+ next;
+ mes "[Guildmaster]";
+ mes "It's to bad I had to kill him before he was level 52... ^666666*Sigh*^000000 Oh well.";
+ next;
+ mes "I'm a bit worried about you. I hope you realize that once you become an Assassin, there's no turning back...";
+ next;
+ break;
+ case 3:
+ set ASSIN_Q,16;
+ mes "[Guildmaster]";
+ mes "Good idea...";
+ mes "That is a good way to improve yourself. I've seen many people who know how to be strong physically but not in their mental state.";
+ next;
+ mes "[Guildmaster]";
+ mes "I hope you're not a hypocrite. Spiritual discipline is the best way for you to survive.";
+ next;
+ break;
+ }
+ break;
+ }
+ mes "[Guildmaster]";
+ mes "Sadly, there are some nit-wits who are eager to be Assassins even though they don't know anything...";
+ next;
+ mes "[Guildmaster]";
+ mes "They cause problems and bring us disgrace. Their activities often result in horrible situations.";
+ next;
+ mes "[Guildmaster]";
+ mes "Be careful lest you become one of them once you become an Assassin. The responsibility rests solely on your shoulders...";
+ next;
+ mes "[Guildmaster]";
+ mes "So if you could become an Assassin right now, what is the first thing you would do?";
+ next;
+ switch(select("I would go hunt right away.:There are people waiting for me.:Check how I can help as an Assassin.")) {
+ case 1:
+ mes "[Guildmaster]";
+ mes "Hunt...";
+ mes "Is that all...?";
+ next;
+ switch(select("I would level up fast.:I want to explore my Assassin skills.:I will go where I couldn't go as a Thief.")) {
+ case 1:
+ set .@assassin_sangdam,.@assassin_sangdam+10;
+ mes "[Guildmaster]";
+ mes "Don't act recklessly...";
+ mes "Being an Assassin never makes you a different person. And don't rely on chance.";
+ next;
+ break;
+ case 2:
+ set .@assassin_sangdam,.@assassin_sangdam+5;
+ mes "[Guildmaster]";
+ mes "It is good for one to examine oneself. I can understand that you will be excited by the great change in your ability.";
+ next;
+ mes "[Guildmaster]";
+ mes "In the meantime, I hope you won't forget the Assassin mentality.";
+ next;
+ break;
+ case 3:
+ mes "[Guildmaster]";
+ mes "Very well...";
+ mes "Exploring places you've never seen before. But know that being an Assassin never makes you a different person.";
+ next;
+ mes "[Guildmaster]";
+ mes "Don't force yourself too much.";
+ mes "Take your time and travel wisely.";
+ next;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Guildmaster]";
+ mes "Who is waiting";
+ mes "for you, might I ask?";
+ next;
+ switch(select("My friends.:My Guildsmen.:My lover.")) {
+ case 1:
+ set .@assassin_sangdam,.@assassin_sangdam+5;
+ mes "[Guildmaster]";
+ mes "I see...";
+ mes "Appreciate them for caring about you, even when you're alone.";
+ next;
+ break;
+ case 2:
+ set .@assassin_sangdam,.@assassin_sangdam+5;
+ mes "[Guildmaster]";
+ mes "Great...";
+ mes "Comrades for whom you would die for...";
+ next;
+ mes "[Guildmaster]";
+ mes "As an Assassin, find a job that you can do for them without them knowing..";
+ next;
+ break;
+ case 3:
+ mes "[Guildmaster]";
+ mes "Haha, the needs of the body are sometimes hard to ignore. It's best to accept that part of human nature.";
+ next;
+ mes "[Guildmaster]";
+ if (sex )
+ mes "But you must never reveal to her the Assassin side of your life. No matter what it takes.";
+ else
+ mes "But you must never reveal to him the Assassin side of your life, no matter what it takes.";
+ next;
+ mes "[Guildmaster]";
+ mes "Love your beloved forever, even if you can't openly express it. Sometimes, life doesn't allow you to find true love more than once.";
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "[Guildmaster]";
+ mes "That's most admirable. Is there anything that you would like to ask me about?";
+ next;
+ switch(select("Places where Assassins can level up...:Main goals as an Assassin.:Financial consulting.")) {
+ case 1:
+ set .@assassin_sangdam,.@assassin_sangdam+5;
+ mes "[Guildmaster]";
+ mes "It all depends on your mind. Any place could be the best to level up according to your mind state.";
+ next;
+ mes "[Guildmaster]";
+ mes "You must know how to";
+ mes "survive in any situation.";
+ next;
+ break;
+ case 2:
+ mes "[Guildmaster]";
+ mes "There are many Assassins out there. Look to them as your trainers, and ask for their opinions.";
+ next;
+ mes "[Guildmaster]";
+ mes "I hope you will become an excellent Assassin. And when you reach a certain level, you must guide newbies as your trainers have.";
+ next;
+ break;
+ case 3:
+ set .@assassin_sangdam,.@assassin_sangdam+10;
+ mes "[Guildmaster]";
+ mes "Oh my lord...";
+ mes "Are you planning to become an Assassin in order to make money?";
+ next;
+ mes "[Guildmaster]";
+ mes "People of that nature are unwelcome. If such is your goal, you may wish to reconsider your job...";
+ next;
+ break;
+ }
+ break;
+ }
+ mes "[Guildmaster]";
+ mes "It was nice to meet you. You reminded me of the good ol' days.";
+ next;
+ mes "[Guildmaster]";
+ mes "Please give me";
+ mes "one second...";
+ next;
+ mapannounce "in_moc_16","Those involved with the testing of " + strcharinfo(0) + ", please gather before me.",bc_map;
+ mes "[Guildmaster]";
+ mes "Those involved with the testing of " + strcharinfo(0) + ", please gather before me.";
+ next;
+ mes "[Guildmaster]";
+ mes "They will";
+ mes "be here soon.";
+ next;
+ enablenpc "[Huey]";
+ enablenpc "[Khai]";
+ enablenpc "[The Anonymous One]";
+ enablenpc "[Barcardi]";
+ enablenpc "[Beholder]";
+ enablenpc "[Thomas]";
+ enablenpc "[Gayle Maroubitz]";
+ mes "[The Anonymous One]";
+ mes "I am here.";
+ next;
+ mes "[Guildmaster]";
+ mes "I would like to listen to your opinion of " + strcharinfo(0) + " for the job change test.";
+ next;
+ mes "[The Anonymous One]";
+ mes "Ah yeah...";
+ mes "I think";
+ mes ""+ strcharinfo(0) +"";
+ mes "is decent.";
+ next;
+ mes "[Guildmaster]";
+ mes "Well...";
+ mes "The Anonymous One";
+ mes "supports you. How";
+ mes "about you, Huey?";
+ next;
+ if (ASSIN_Q3 == 1) {
+ mes "[Huey]";
+ mes "A rarity.";
+ mes "You can tell";
+ mes "by the job level.";
+ next;
+ mes "[Huey]";
+ mes "I agree with";
+ mes "the Anonymous One.";
+ }
+ else {
+ mes "[Huey]";
+ mes "Although "+ strcharinfo(0) +" looks too mellow and gentle, kind of like a pussycat, "+ strcharinfo(0) +" has the stuff.";
+ next;
+ mes "[Huey]";
+ mes "If it's alright with you, I'd like to get back to my job.";
+ next;
+ mes "[Guildmaster]";
+ mes "Yes...";
+ mes "That is all, Huey.";
+ }
+ next;
+ mes "[Guildmaster]";
+ mes "So...";
+ mes "'Beholder,' what";
+ mes "is your opinion?";
+ next;
+ donpcevent "[Huey]::OnDisable";
+ mes "[Beholder]";
+ mes "Well, I don't like the course score. But, somehow the whole test was passed. I'm okay with this person.";
+ next;
+ mes "[Guildmaster]";
+ mes "Hmm...";
+ mes "It seems we are all in agreement. Good. I don't have any problem with "+ strcharinfo(0) +" as well...";
+ next;
+ switch(ASSIN_Q) {
+ case 8:
+ mes "[Guildmaster]";
+ mes "Even though you're driven by personal revenge, I hope it will go away as you train...";
+ next;
+ break;
+ case 9:
+ mes "[Guildmaster]";
+ mes "Even though your main concern for now is being a rich, I'm sure you'll pursue something even greater...";
+ next;
+ break;
+ case 10:
+ mes "[Guildmaster]";
+ mes "Eager to travel all around the world, I hope your real identity is found in your journeys...";
+ next;
+ break;
+ case 11:
+ mes "[Guildmaster]";
+ mes "You seem to know a lot about Assassins. I don't think frustration from being alone will be difficult for you...";
+ next;
+ break;
+ case 12:
+ mes "[Guildmaster]";
+ mes "You have an idiocy about money, but I believe that you should be able to overcome it.";
+ next;
+ mes "[Guildmaster]";
+ mes "Although I do not trust you for now, I will give you a chance...";
+ next;
+ break;
+ case 13:
+ mes "[Guildmaster]";
+ mes "Even though you're enamored with Assassins superficially, I believe you will realize the real value of the Assassin job sooner or later.";
+ next;
+ break;
+ case 14:
+ mes "[Guildmaster]";
+ mes "One of the rare people who seeks better skills, I hope you will realize the importance of spiritual discipline sooner or later.";
+ next;
+ break;
+ case 15:
+ mes "[Guildmaster]";
+ mes "Sooner or later, you will find a new goal to which you can devote yourself...";
+ next;
+ break;
+ case 16:
+ mes "[Guildmaster]";
+ mes "I know some people care only about their physical training, but";
+ mes "I believe you stand out amongst them...";
+ next;
+ }
+ if (ASSIN_Q3 == 1 && BaseJob == Job_Thief && ASSIN_Q > 6 && ASSIN_Q < 17) {
+ set ASSIN_Q,17;
+ set ASSIN_Q3,2;
+ mes "[Guildmaster]";
+ mes "Well, I've said too much. Please choose a weapon as a present.";
+ next;
+ mes "[Guildmaster]";
+ mes "You can choose a Jur, Katar, Main Gauche, or a Gladius. As a master, I love them all.";
+ next;
+ switch(select("Jur:Katar:Main Gauche:Gladius")) {
+ case 1:
+ mes "[Guildmaster]";
+ mes "A Jur...";
+ mes "Good choice. There you are. I hope it will serve you well.";
+ getitem 1251,1; //Jur_
+ break;
+ case 2:
+ mes "[Guildmaster]";
+ mes "A Katar...";
+ mes "Here you are.";
+ mes "Although it's used,";
+ mes "I know it will";
+ mes "serve you well.";
+ getitem 1253,1; //Katar_
+ break;
+ case 3:
+ mes "[Guildmaster]";
+ mes "I see. You want to use both hands. Here, take your Main Gauche.";
+ getitem 1208,1; //Main_Gauche_
+ break;
+ case 4:
+ mes "[Guildmaster]";
+ mes "A Gladius...";
+ mes "It used to rule over the Assassin weapon market. Please take care of my gladius.";
+ getitem 1220,1; //Gladius_
+ }
+ next;
+ }
+ else {
+ set ASSIN_Q,17;
+ mes "[Guildmaster]";
+ mes "Well, I talked too much.";
+ mes "Please take this first.";
+ next;
+ switch(rand(1,5)) {
+ case 1:
+ getitem 1207,1; //Main_Gauche
+ break;
+ case 2:
+ getitem 1250,1; //Jur
+ break;
+ case 3:
+ getitem 1216,1; //Stiletto
+ break;
+ case 4:
+ getitem 1201,1; //Knife
+ break;
+ case 5:
+ getitem 1252,1; //Katar
+ }
+ }
+ mes "[Guildmaster]";
+ mes "Well, I am giving you a token. Please return to the Assassin expert, the Ferocious-Looking Huey, at the entrance.";
+ next;
+ mes "[Guildmaster]";
+ mes "Upon receiving this token, Huey will promote you to an Assassin.";
+ next;
+ mes "[Guildmaster]";
+ mes "You, " + strcharinfo(0) + ", have chosen to live as an Assassin. May you learn our ways and be an honorable example to others.";
+ savepoint "morocc",100,100;
+ getitem 1008,1; //Frozen_Heart
+ changequest 8006,8007;
+ next;
+ mes "[Guildmaster]";
+ mes "Okay, all of you may go back to your positions. I will send you to the entrance as well. Let's move...";
+ disablenpc "[Huey]";
+ disablenpc "[Khai]";
+ disablenpc "[The Anonymous One]";
+ disablenpc "[Barcardi]";
+ disablenpc "[Beholder]";
+ disablenpc "[Thomas]";
+ disablenpc "[Gayle Maroubitz]";
+ close2;
+ warp "in_moc_16",17,19;
+ end;
+ }
+ else if (ASSIN_Q == 17) {
+ mes "[Guildmaster]";
+ mes "Umm...?";
+ mes "How come you're in here...?";
+ next;
+ mes "[Guildmaster]";
+ mes "You already finished your test. Why don't you go try to get the ^006699Necklace of Oblivion^000000 so you can change your job?";
+ close2;
+ warp "in_moc_16",17,19;
+ end;
+ }
+ else if (ASSIN_Q > 7 && ASSIN_Q < 17) {
+ set ASSIN_Q,7;
+ mes "[Guildmaster]";
+ mes "What the hell? You pressed 'Cancel' during the process. Do you want to change your job or what?";
+ next;
+ mes "[Guildmaster]";
+ mes "^666666*Sigh...*^000000";
+ mes "Ok, let's start again. If you don't listen this time, you won't leave this room alive. You got me?";
+ close;
+ }
+ else {
+ mes "[Guildmaster]";
+ mes "Umm? How come your in here?";
+ next;
+ mes "[Guildmaster]";
+ mes "You already finished your test, go give your ^006699Necklace of Oblivion^000000 to the Ferocious-looking guy so you can change your job!";
+ close2;
+ warp "in_moc_16",17,19;
+ end;
+ }
+}
+
+in_moc_16,186,81,1 script Master Assist 55,1,1,{
+ mes "[Assistent Gayle Maroubitz]";
+ mes "Sorry, but I'm not in charge of job changes. Go to the Guildmaster, as he has told you.";
+ close;
+}
+
+in_moc_16,170,90,0 script info 1 -1,{
+OnTouch:
+ mes "[Guildmaster]";
+ mes "Huh.";
+ mes "Now, that place is blocked. You might want to check the other side.";
+ close;
+}
+
+in_moc_16,153,85,0 script info 2 -1,1,1,{
+OnTouch:
+ mes "[Guildmaster]";
+ mes "You're getting warmer. You're almost there. Just, turn around a little bit.";
+ close;
+}
+
+in_moc_16,160,85,0 script info 3 -1,1,1,{
+OnTouch:
+ mes "[Guildmaster]";
+ mes "Hmm.";
+ mes "Now, that place";
+ mes "is blocked.";
+ close;
+}
+
+in_moc_16,175,89,0 script info 4 -1,1,1,{
+OnTouch:
+ mes "[Guildmaster]";
+ mes "Umm...";
+ mes "You're heading for my assistant. Do you still need to talk to him?";
+ close;
+}
+
+in_moc_16,164,88,0 script info 5 -1,{
+OnTouch:
+ mes "[Guildmaster]";
+ mes "Well done...";
+ mes "I can feel your steps near me.";
+ close;
+}
+
+in_moc_16,149,95,0 script info 6 -1,1,1,{
+OnTouch:
+ mes "[Guildmaster]";
+ mes "Hm? Not bad. You're almost here.";
+ close;
+}
+
+in_moc_16,180,101,0 script info 7 -1,1,1,{
+OnTouch:
+ mes "[Guildmaster]";
+ mes "I don't think you're going the right way.";
+ close;
+}
+
+in_moc_16,186,107,0 script info 8 -1,1,1,{
+OnTouch:
+ mes "[Guildmaster]";
+ mes "No sense of direction, eh?";
+ close;
+}
+
+in_moc_16,156,87,1 script [Huey] 55,{
+ end;
+
+OnInit:
+ disablenpc "[Huey]";
+ end;
+}
+
+in_moc_16,156,85,1 script [Khai] 730,{
+ end;
+
+OnInit:
+ disablenpc "[Khai]";
+ end;
+}
+
+in_moc_16,156,83,1 script [The Anonymous One] 106,{
+ end;
+
+OnInit:
+ disablenpc "[The Anonymous One]";
+ end;
+}
+
+in_moc_16,156,81,2 script [Barcardi] 725,{
+ end;
+
+OnInit:
+ disablenpc "[Barcardi]";
+ end;
+}
+
+in_moc_16,156,79,1 script [Beholder] 118,{
+ end;
+
+OnInit:
+ disablenpc "[Beholder]";
+ end;
+}
+
+in_moc_16,156,77,1 script [Thomas] 118,{
+ end;
+
+OnInit:
+ disablenpc "[Thomas]";
+ end;
+}
+
+in_moc_16,156,75,1 script [Gayle Maroubitz] 55,{
+ end;
+
+OnInit:
+ disablenpc "[Gayle Maroubitz]";
+ end;
+}
diff --git a/npc/jobs/2-1/blacksmith.txt b/npc/jobs/2-1/blacksmith.txt
new file mode 100644
index 000000000..413fe69fd
--- /dev/null
+++ b/npc/jobs/2-1/blacksmith.txt
@@ -0,0 +1,1629 @@
+//===== rAthena Script =======================================
+//= Blacksmith Quest
+//===== By: ==================================================
+//= EREMES THE CANIVALIZER(Aegis)
+//= Translated by: yoshiki.
+//= Converted by: Komurka.
+//= Optimized and further edited by kobra_k88.
+//= Further bugfixed and tested by Lupus
+//===== Current Version: =====================================
+//= 2.8
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Job Change quest for Blacksmith class.
+//===== Additional Comments: =================================
+//= Changed some npc names to the iRO names. Changed some variable
+//= names and labels. Edited some text.[kobra_k88]
+//= Removed "if(JobLevel > 48) goto higher". It was a left over line.
+//= Thx to "Decker".[kobra_k88]
+//= Fixed some typos, thanks to Riotblade [celest]
+//= 1.3-1.5 Added Baby Class support [Lupus]
+//= 1.6 Added a func which prevent advanced classes passing
+//= 2nd Job Quests again. It also guides adv classes where
+//= to go. [Lupus]
+//= 1.7 item quantity/ids typos fix
+//= 1.8 Moved the Quest to Einbroch [Poki#3]
+//= 2.0 Changed numbers to constants. [Vicious]
+//= 2.1 Removed Duplicates [Silent]
+//= 2.2 Merged Jfunc, changed job numbers to constants [Lupus]
+//= 2.3 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 2.4 Several bugfixes with the help of Barron-Monster. [L0ne_W0lf]
+//= 2.4a Changed a BaseJob to baseclass. [L0ne_W0lf]
+//= 2.4b Further bug fixes with teh hel of Barron-Monster. [L0ne_W0lf]
+//= 2.4c More fixes courtosy of Micktu. [L0ne_W0lf]
+//= 2.4d Fixed an incorrect answer in the quiz. (Trojal) [L0ne_W0lf]
+//= 2.4e Touched up a few issues as pointed out by Ultramage. [L0ne_W0lf]
+//= 2.5 Krongast is in Lighthalzen. (DarkValmir) [L0ne_W0lf]
+//= 2.6 Fixed 4 bugs [Lupus]
+//= 2.6a Typo fix [Yommy]
+//= 2.7 Added Quest Log commands. [Kisuka]
+//= 2.8 Removed the need for use of 'goto.' [L0ne_W0lf]
+//==============================================================
+
+ein_in01,18,28,4 script Guildsman#BLS 731,{
+ if (Upper == 1) {
+ mes "[Altiregen]";
+ mes "Hey hey. I don't have time for chit-chat, I'm a pretty busy guy. There's all these Merchants working hard to become Blacksmiths.";
+ next;
+ mes "[Altiregen]";
+ mes "Wait a minute, I think I've met you before.";
+ mes "Ummm.....";
+ next;
+ mes "[Altiregen]";
+ mes "Are you the one who broke my weapon and ran away? Or are you the one who tortured me so that I'd forge a weapon for you? Why can't I remember?";
+ next;
+ mes "[Altiregen]";
+ mes ".......";
+ mes "I can't remember who you are for the life of me. Is this deja vu?";
+ next;
+ mes "[Altiregen]";
+ mes "Argh!! This is really bugging me! But still, I can sense that there's something special about you. Oh well, whatever. Have a good day~";
+ close;
+ }
+ mes "[Altiregen]";
+ mes "Welcome!";
+ mes "We are Workers of Steel,";
+ mes "the Blacksmith Guild.";
+ next;
+ mes "[Altiregen]";
+ mes "We pour the fervor";
+ mes "and passion of our souls into";
+ mes "our craft. Our skills of melting metal into new weapons";
+ mes "and tools is truly a form of art!";
+ next;
+ if (BaseClass == Job_Novice) {
+ if (sex == 0) {
+ mes "[Altiregen]";
+ mes "Oh~";
+ mes "what a very";
+ mes "pretty lady!";
+ mes "Are you interested in";
+ mes "becoming a Blacksmith?";
+ next;
+ mes "[Altiregen]";
+ mes "First, you must become a Merchant before you can become a Blacksmith. Go to the city of Alberta to learn the Merchant trade.";
+ close;
+ }
+ close;
+ }
+ else if (BaseClass == Job_Swordman) {
+ mes "[Altiregen]";
+ mes "Oh, are you interested in having a weapon forged? I'm sorry to disappoint you, but I actually have a lot of business to attend to.";
+ close;
+ }
+ else if (BaseClass == Job_Archer) {
+ mes "[Altiregen]";
+ mes "Oh...";
+ mes "There's not much we can offer you here. And you can't really help out around here unless you know how to make stuff...";
+ close;
+ }
+ else if (BaseClass == Job_Mage) {
+ mes "[Altiregen]";
+ mes "Oh? What's a magic user doing here? I'm surprised. Usually this kind of rough work is beneath you intellectual types.";
+ close;
+ }
+ else if (BaseClass == Job_Acolyte) {
+ mes "[Altiregen]";
+ mes "Oh! Am I correct in assuming you're a member of the Clergy? Would you please bless me before you leave!";
+ close;
+ }
+ else if (BaseClass == Job_Thief) {
+ mes "[Altiregen]";
+ mes "I'm sorry...";
+ mes "But there really isn't anything for you to steal here. Well, there are the Daggers we keep in the back, but...";
+ close;
+ }
+ else if (BaseJob == Job_Alchemist) {
+ mes "[Altiregen]";
+ mes "So how's the pharmacy business going on recently?";
+ mes "Well, my forging business does not seem to grow any longer.";
+ close;
+ }
+ else if (BaseJob == Job_Blacksmith) {
+ mes "[Altiregen]";
+ mes "Oh! Long time no see.";
+ mes "Have you come to purchase supplies from Christopher? These days I'm stuck behind this desk. My body's itching to strike the ol' anvil.";
+ close;
+ }
+ else if (BaseJob == Job_Merchant) {
+ if (SkillPoint) {
+ mes "[Altiregen]";
+ mes "You can't change to the Blacksmith Job Class without first using all your skill points. Please come back after wisely using your skill points.";
+ close;
+ }
+ if (BSMITH_Q == 0) {
+ mes "[Altiregen]";
+ mes "Why don't you stop struggling";
+ mes "to make zeny as a Merchant and";
+ mes "join the elite Blacksmith class?";
+ mes "If you're interested, fill out this application with your name";
+ mes "and Job Level.";
+ next;
+ switch(select("Fill out Application.:What are the requirements?:Um, I need to think about it.")) {
+ case 1:
+ if (SkillPoint) {
+ mes "[Altiregen]";
+ mes "You can't change to the Blacksmith Job Class without first using all your skill points. Please come back after wisely using your skill points.";
+ close;
+ }
+ else if (JobLevel > 39 && BSMITH_Q == 0) {
+ mes "[Altiregen]";
+ mes "Hmmm...";
+ mes "Looks like you";
+ mes "meet the Job Level";
+ mes "Requirement.";
+ next;
+ mes "[Altiregen]";
+ mes "You see, we don't accept just anybody into our guild. First, we only accept experienced Merchants with a true desire to become great Blacksmiths. Let's see...";
+ next;
+ mes "^3355FF*Shuffling of papers*^000000";
+ next;
+ mes "[Altiregen]";
+ mes "Hmmm...";
+ mes "One of our Blacksmiths in Einbech, ^8E6B23Geschupenschte^000000 has sent us word that he's short on help. Your first test of character will be to help him out.";
+ next;
+ set BSMITH_Q,1;
+ setquest 2000;
+ mes "[Altiregen]";
+ mes "Be careful";
+ mes "and good luck!";
+ close;
+ }
+ else if (JobLevel < 40) {
+ mes "[Altiregen]";
+ mes "Hmmm, it seems that you lack experience as a Merchant. We require that you are at least Job Level 40, you see.";
+ next;
+ mes "[Altiregen]";
+ mes "I feel bad turning you away after you've come so far, but rules are rules. Sorry to disappoint you, but we'll welcome you back once you're ready.";
+ close;
+ }
+ case 2:
+ mes "[Altiregen]";
+ mes "You want to know our requirements? First, you need to have Job Level 40 or higher as a Merchant. Second, you need to pass a test that will be given by the Blacksmith Guild.";
+ next;
+ mes "[Altiregen]";
+ mes "The test may consist of difficult tasks, but it's definitely not impossible. You will need to deliver certain items to different areas around the world";
+ mes "to complete the test.";
+ close;
+ case 3:
+ mes "[Altiregen]";
+ mes "Hmmm...";
+ mes "Well, I hope";
+ mes "to see you again.";
+ close;
+ }
+ }
+ else if (BSMITH_Q > 0 && BSMITH_Q < 8) {
+ mes "[Altiregen]";
+ mes "You haven't left yet?";
+ mes "Go to Einbech and find ^8E6B23Geschupenschte^000000. Finish helping him out, and when you're done, come back to me.";
+ close;
+ }
+ else if (BSMITH_Q > 8 && BSMITH_Q < 15) {
+ mes "[Altiregen]";
+ mes "Was the work you did for ^8E6B23Geschupenschte^000000 to your liking? He's known for being pretty exacting...";
+ close;
+ }
+ else if (BSMITH_Q == 15) {
+ mes "[Altiregen]";
+ mes "Great job!!";
+ mes "You have passed";
+ mes "the first test...";
+ next;
+ mes "[Altiregen]";
+ mes "Hm? You look surprised.";
+ mes "I guess you didn't know that there's more than one test. ";
+ mes "Haha, but don't worry, you are not going to travel that far.";
+ mes "Please go talk to the guildsman inside the building for more details about your next test.";
+ next;
+ if (select("I want to change my job quickly! But...oh well.:Grrr! Enough is enough!") == 1) {
+ set BSMITH_Q,16;
+ changequest 2013,2014;
+ mes "[Altiregen]";
+ mes "I'm sorry, but I'm sure you understand, right? We can't just casually accept anybody into";
+ mes "our guild!";
+ next;
+ mes "[Altiregen]";
+ mes "If we don't keep our standards,";
+ mes "we won't be able to maintain the respectability of the Blacksmith Guild!";
+ mes "We can't embarass our guild in this manner! *Ahem* Anyway, you talk to the guildsman inside the building now.";
+ close;
+ }
+ mes "[Altiregen]";
+ mes "Are you saying you're going";
+ mes "to quit the application process? That's an insult to our guild!";
+ mes "Get out of here! With that kind of attitude, you can forget becoming a member of the Blacksmith Guild!";
+ next;
+ mes "[Altiregen]";
+ mes "You have no spirit!";
+ mes "If you can't endure this, you'll never be a Blacksmith!";
+ close;
+ }
+ else if (BSMITH_Q == 16) {
+ mes "[Altiregen]";
+ mes "Um? Haven't you talk to the guildsman yet?";
+ mes "If you haven't, I suggest you to do so as soon as possible.";
+ close;
+ }
+ else if (BSMITH_Q == 17 && countitem(1005) > 0 && JobLevel > 39) {
+ mes "[Altiregen]";
+ mes "Excellent, I can tell by the twinkle in your eye that you were successful. I can now bestow upon you the gift of the smithing, the art of the Blacksmith.";
+ if(checkquest(2015) != -1) {
+ changequest 2015,2016;
+ }
+ next;
+ set .@joblvl,JobLevel;
+ callfunc "Job_Change",Job_Blacksmith;
+ callfunc "F_ClearJobVar"; // clears all job variables for the current player
+ mes "[Altiregen]";
+ mes "Always remember that we are creators, and artists over metals. Be wary that you do not fall into the pitfalls of selfishness";
+ mes "and greed.";
+ next;
+ delitem 1005,1; //Hammer_Of_Blacksmith
+ completequest 2016;
+ mes "[Altiregen]";
+ mes "Here is a little";
+ mes "gift to mark the";
+ mes "beginning of your";
+ mes "life as a Blacksmith.";
+ mes "Congratulations!!!";
+ if (.@joblvl > 48)
+ getitem 999,30; //Steel
+ else
+ getitem 999,5; //Steel
+ close;
+ }
+ }
+}
+
+ein_in01,201,27,3 script Guildsman#alberta 63,{
+ mes "[Geschupenschte]";
+ mes "Hello there!";
+ mes "I'm ^8E6B23Geschupenschte^000000,";
+ mes "a Blacksmith by trade.";
+ mes "Nice to meet you!";
+ next;
+ if (BaseJob == Job_Merchant) {
+ mes "[Geschupenschte]";
+ mes "Oh ho ho!";
+ mes "You're a Merchant!";
+ mes "Excellent! I was";
+ mes "in need of some help!";
+ next;
+ if (BSMITH_Q == 0) {
+ mes "[Geschupenschte]";
+ mes "But, of course,";
+ mes "I wouldn't bother you";
+ mes "if you're busy. Go along";
+ mes "your way if you must~";
+ next;
+ mes "[Geschupenschte]";
+ mes "After all...";
+ mes "I should know";
+ mes "how it's like";
+ mes "to be busy~";
+ close;
+ }
+ else if ((BSMITH_Q == 1) || (BSMITH_Q == 2)) {
+ if (BSMITH_Q == 1) {
+ mes "[Geschupenschte]";
+ mes "Am I correct in assuming you are the help sent by the Blacksmith Guild? There aren't many trustyworthy people I can hire to help me, so I'm always";
+ mes "short on help.";
+ next;
+ mes "[Geschupenschte]";
+ mes "Hmm, in any case,";
+ mes "you are the help that was sent, right? Okay, I have some work for you that must be handled";
+ mes "right away!";
+ next;
+ mes "[Geschupenschte]";
+ mes "Some time ago, I had a boy working for me who had no experience and bought the wrong supplies! It was terrible...";
+ next;
+ mes "[Geschupenschte]";
+ mes "Anyone would hate to lose money through a foolish mistake like that. However, I have a slightly more difficult job for you.";
+ next;
+ mes "[Geschupenschte]";
+ mes "However, I want to make sure that you have some basic knowledge as a Merchant. I'd like to ask you some questions, if that's okay.";
+ next;
+ set .@selection,select("Yes.:Um, can I have some time to prepare?");
+ }
+ else if (BSMITH_Q == 2) {
+ mes "[Geschupenschte]";
+ mes "So, have you";
+ mes "studied a little";
+ mes "more this time?";
+ next;
+ mes "[Geschupenschte]";
+ mes "I admit that it's pretty unreasonable to expect anyone to get a perfect score the first time around, so I'll give you";
+ mes "a little break...";
+ next;
+ mes "[Geschupenschte]";
+ mes "You can miss";
+ mes "one problem!";
+ mes "Alright, let's start";
+ mes "with the questions~";
+ next;
+ }
+ if (.@selection != 2) {
+ if (rand(2)) {
+ mes "[Geschupenschte]";
+ mes "1. Which one of the following regions is matched incorrectly";
+ mes "with its specialty item?";
+ next;
+ if (select("Morroc - Thief Clothes:Alberta - Two Hand Axe:Comodo - Berserk Potion:Alberta - Swordmace") == 4)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "2. What status can";
+ mes "be inflicted with the";
+ mes "^8E6B23Hammer Fall^000000 skill?";
+ next;
+ if (select("Stun:Blind:Silence:Sleep") == 1)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "3. Which one of the following skills cannot be performed";
+ mes "by a Merchant?";
+ next;
+ if (select("Vending:Discount:Overcharge:Increase AGI") == 4)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "4. Where can you find a store";
+ mes "that sells Blue Gemstones?";
+ next;
+ if (select("Alberta:Morroc:Geffen:Prontera") == 3)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "5. Where is the";
+ mes "Tool Dealer";
+ mes "located in Geffen?";
+ next;
+ if (select("8 o'clock direction from the town square:11 o'clock direction from the town square:6 o'clock direction from the town square:5 o'clock direction from the town square") == 1)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "6. Which weapon";
+ mes "cannot be used";
+ mes "by a Merchant?";
+ next;
+ if (select("Stiletto:Ring Pommel Saber:Chain:Bible") == 4)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "7. Which one of the following";
+ mes "has the highest defense rate?";
+ next;
+ if (select("Panties:Mink Coat:Wooden Mail:Silk Robe") == 2)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "8. For Level 3 weapons,";
+ mes "what is the ^8E6B23Safe^000000 limit";
+ mes "for upgrading?";
+ next;
+ if (select("up to + 3:up to + 4:up to + 5:up to + 6") == 3)
+ set .@black_q,.@black_q+10;
+ mes "9. What item";
+ mes "can be made using";
+ mes "the ^8E6B23Trunks^000000 item?";
+ next;
+ if (select("Sakkat:Ghost Bandana:Majestic Goat:Antler") == 1)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "10. The most important";
+ mes "part of being a Merchant is...?";
+ next;
+ select("Credit:Integrity:Money:Rhetoric");
+ set .@black_q,.@black_q+10;
+ }
+ else {
+ mes "[Geschupenschte]";
+ mes "1. Among the following cities, which one is not correctly matched with its specialty?";
+ next;
+ if (select("Al De Baran - Yggdrasil Leaf:Alberta - Hammer:Comodo - Berserk Potion:Al De Baran - Hammer") == 4)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "2. How much Zeny";
+ mes "is one Jellopy worth?";
+ next;
+ if (select("1 Zeny:2 Zeny:3 Zeny:4 Zeny") == 3)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "3. What is required";
+ mes "for a Merchant to use";
+ mes "the ^8E6B23Vending^000000 Skill?";
+ next;
+ if (select("Must have a Cart.:Must have items to sell.:Must be wielding a weapon.:Must be wearing armor.") == 1)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "4. Where can you";
+ mes "change your Job to";
+ mes "become a Merchant?";
+ next;
+ if (select("Alberta:Morroc:Geffen:Prontera") == 1)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "5. Where is the";
+ mes "Weapons Dealer";
+ mes "located in Morroc?";
+ next;
+ if (select("7 o'clock from the town's center:11 o'clock from the town's center:6 o'clock from the town's center:5 o'clock from the town's center") == 4)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "6. What weapon";
+ mes "can a Merchant";
+ mes "not use?";
+ next;
+ if (select("Main Gauche:Claymore:Chain:Two handed Axe") == 2)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "7. Which one of the following";
+ mes "has the highest defense rate?";
+ next;
+ if (select("Panties:Mink Coat:Wooden Mail:Silk Robe") == 2)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "8. For Level 3 weapons,";
+ mes "what is the ^8E6B23Safe^000000 limit";
+ mes "for upgrading?";
+ next;
+ if (select("up to + 3:up to + 4:up to + 5:up to + 6") == 3)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "9. What monster does";
+ mes "NOT drop Iron Ore?";
+ next;
+ if (select("Chon Chon:Steel Chon Chon:Zerom:Anolian") == 4)
+ set .@black_q,.@black_q+10;
+ mes "[Geschupenschte]";
+ mes "10. What is most";
+ mes "important to a Merchant?";
+ next;
+ select("Rhetoric:Credit:Money:Experience");
+ set .@black_q,.@black_q+10;
+ }
+ mes "[Geschupenschte]";
+ mes "Umm. You did a good job!";
+ next;
+ mes "[Geschupenschte]";
+ mes "Let's see...your score is..." + .@black_q + " points.";
+ if (.@black_q == 100) {
+ set BSMITH_Q,3;
+ if(checkquest(2001) != -1) {
+ changequest 2001,2002;
+ }else{
+ changequest 2000,2002;
+ }
+ mes "Oh ho ho~";
+ mes "You'll have";
+ mes "no problem";
+ mes "with this score!";
+ next;
+ mes "[Geschupenschte]";
+ mes "I will entrust you with a job!";
+ mes "Give me a little time to make the necessary arrangements.";
+ mes "When you get back, I'll be ready!";
+ close;
+ }
+ set BSMITH_Q,2;
+ if(checkquest(2001) == -1) {
+ changequest 2000,2001;
+ }
+ mes ".............";
+ next;
+ mes "[Geschupenschte]";
+ if (BSMITH_Q == 2) {
+ mes "How do I say this?";
+ mes "How did you fail again?!";
+ mes "If you plan to perform your duties in this manner, I can't trust you with any kind of job...";
+ close;
+ }
+ mes "Hmm...";
+ mes "It pains me to say this, but it seems you need to study a little more. You can never be";
+ mes "a Blacksmith with";
+ mes "this score!";
+ close;
+ }
+ mes "[Geschupenschte]";
+ mes "Ah, of course I don't mind if you came back a little later. Being prepared prevents disasters";
+ mes "later, after all. No harm in";
+ mes "being careful~";
+ close;
+ }
+ /*
+ else if (BSMITH_Q == 2) {
+ mes "[Geschupenschte]";
+ mes "So, have you";
+ mes "studied a little";
+ mes "more this time?";
+ next;
+ mes "[Geschupenschte]";
+ mes "I admit that it's pretty unreasonable to expect anyone to get a perfect score the first time around, so I'll give you";
+ mes "a little break...";
+ next;
+ mes "[Geschupenschte]";
+ mes "You can miss";
+ mes "one problem!";
+ mes "Alright, let's start";
+ mes "with the questions~";
+ next;
+ goto L_AskQuestions;
+ }
+ */
+ else if (BSMITH_Q == 3) {
+ mes "[Geschupenschte]";
+ mes "Hmm...";
+ mes "Now, where were";
+ mes "those order request forms...";
+ next;
+ mes "^3355FF*Shuffling of Papers*";
+ mes "*Rustling of Papers*^000000";
+ next;
+ mes "[Geschupenschte]";
+ mes "Oh! Here it is!";
+ mes "This is order that";
+ mes "has been delayed";
+ mes "the most...";
+ mes "Heh heh~";
+ next;
+ mes "[Geschupenschte]";
+ mes "Well, to make";
+ mes "this you will need...";
+ next;
+ switch(rand(1,5)) {
+ //Steel, Rotten_Bandage, Blue_Gemstone, Arc_Wand
+ case 1: setarray .@items[0], 999,1, 930,1, 717,2, 1610,1, 4; changequest 2002,2003; break;
+ //Sparkling_Dust, Skel_Bone, Zargon, Gladius
+ case 2: setarray .@items[0], 1001,2, 932,1, 912,1, 1219,1, 5; changequest 2002,2004; break;
+ //Coal, Shell, Boody_Red, Tsurugi
+ case 3: setarray .@items[0], 1003,1, 935,2, 990,2, 1119,1, 6; changequest 2002,2005; break;
+ //Iron_Ore, Eye_Bandage, Blue_Gemstone, Arbalest
+ case 4: setarray .@items[0], 1002,1, 2212,1, 717,2, 1713,1, 7; changequest 2002,2006; break;
+ //Iron, Green_Herb, Animal's_Skin, Ring_Pommel_Saber
+ default: setarray .@items[0], 998,1, 511,1, 919,2, 1122,1, 8; changequest 2002,2007; break;
+ }
+ set BSMITH_Q,.@items[8];
+ mes "[Geschupenschte]";
+ mes "^8E6B23"+.@items[1]+" "+getitemname(.@items[0])+"^000000,";
+ mes "^8E6B23"+.@items[3]+" "+getitemname(.@items[2])+"^000000,";
+ mes "^8E6B23"+.@items[5]+" "+getitemname(.@items[4])+"^000000, and";
+ mes "^8E6B23"+.@items[7]+" "+getitemname(.@items[6])+"^000000, the kind";
+ mes "you can buy from";
+ mes "an NPC shop.";
+ next;
+ mes "[Geschupenschte]";
+ mes "Collecting these items will be your test. Coincidentally, it's also a bit of a good way for me to save money. I'll repeat what you'll need to bring back to me...";
+ next;
+ mes "[Geschupenschte]";
+ mes "Okay~";
+ mes "Good luck";
+ mes "on your first job!";
+ close;
+ }
+ else if (BSMITH_Q > 3 && BSMITH_Q < 9) {
+ switch(BSMITH_Q) {
+ case 4: setarray .@items[0], 999,1, 930,1, 717,2, 1610,1, 9; break;
+ case 5: setarray .@items[0], 1001,2, 932,1, 912,1, 1219,1, 10; break;
+ case 6: setarray .@items[0], 1003,1, 935,2, 990,2, 1119,1, 11; break;
+ case 7: setarray .@items[0], 1002,1, 2212,1, 717,2, 1713,1, 12; break;
+ case 8: setarray .@items[0], 998,1, 511,1, 919,2, 1122,1, 13; break;
+ }
+ mes "[Geschupenschte]";
+ mes "Ah, you're back!";
+ mes "Did you bring";
+ mes "everything that";
+ mes "I requested?";
+ next;
+ if (countitem(.@items[0]) >= .@items[1] && countitem(.@items[2]) >= .@items[3] && countitem(.@items[4]) >= .@items[5] && countitem(.@items[6]) >= .@items[7]) {
+ mes "[Geschupenschte]";
+ mes "Wait...";
+ mes "Didn't I tell you";
+ mes "to get 3 Steel?";
+ next;
+ mes "[Geschupenschte]";
+ mes "Oh, I guess it was";
+ mes "two after all. Let's see...";
+ mes "Yeah, you got everything!";
+ mes "Now, just give me a second.";
+ next;
+ mes "[Geschupenschte]";
+ mes "Oh, you should make sure that you are not carrying ^FF0000more than one "+getitemname(.@items[6])+"^000000, you should really only have an "+getitemname(.@items[6])+" that you bought from an NPC shop in your inventory.";
+ next;
+ if (select("Oh, could you give me a second?:Oh, I brought what you asked for.") == 1) {
+ mes "[Geschupenschte]";
+ mes "Hmmm, it would be";
+ mes "a good idea to put the";
+ mes "rest of your items";
+ mes "in Kafra Storage.";
+ close;
+ }
+ mes "[Geschupenschte]";
+ mes "Okay.";
+ mes "Great~!!";
+ next;
+ mes "[Geschupenschte]";
+ mes "^3355FF*Clang...!*^000000";
+ next;
+ mes "[Geschupenschte]";
+ mes "^3355FF*Crash Crash!*^000000";
+ next;
+ delitem .@items[0],.@items[1];
+ delitem .@items[2],.@items[3];
+ delitem .@items[4],.@items[5];
+ delitem .@items[6],.@items[7];
+ set BSMITH_Q,.@items[8];
+ mes "[Geschupenschte]";
+ mes "Wooooo~~~";
+ mes "All done...";
+ switch(BSMITH_Q) {
+ case 9:
+ mes "Okay, now take this to ^8E6B23Baisulist^000000 in Geffen of Rune-Midgarts Kingdom. Simply deliver it and bring me the receipt.";
+ getitem 1610,1; //Arc_Wand
+ if(checkquest(2003) != -1) {
+ changequest 2003,2008;
+ }
+ next;
+ mes "[Geschupenschte]";
+ mes "Hmm...?";
+ mes "What's that look for?";
+ mes "This is not a normal";
+ mes "Arc Wand! Look closely";
+ mes "at the handle...";
+ next;
+ mes "^3355FFThe handle reads:";
+ mes "'Super Arc Wand";
+ mes "of Geschupenschte";
+ mes "Mark 2.' It does seem";
+ mes "to have a completely";
+ mes "different feel.^000000";
+ next;
+ mes "[Geschupenschte]";
+ mes "Anyway, take this";
+ mes "to ^8E6B23Baisulist^000000 in Geffen of Rune-Midgarts Kingdom,";
+ break;
+ case 10:
+ mes "Okay, now take this to ^8E6B23Wickebine^000000 in Morroc of Rune-Midgarts Kingdom. Simply deliver it and bring me the receipt.";
+ getitem 1219,1; //Gladius
+ if(checkquest(2004) != -1) {
+ changequest 2004,2009;
+ }
+ next;
+ mes "[Geschupenschte]";
+ mes "Hmm...?";
+ mes "What's that look for?";
+ mes "This is not a normal";
+ mes "Gladius! Look closely";
+ mes "at the handle...";
+ next;
+ mes "^3355FFThe handle reads:";
+ mes "'Super Gladius";
+ mes "of Geschupenschte";
+ mes "Mark 2.' It does seem";
+ mes "to have a completely";
+ mes "different feel.^000000";
+ next;
+ mes "[Geschupenschte]";
+ mes "Anyway, take this";
+ mes "to ^8E6B23Wickebine^000000 in Morroc of Rune-Midgarts Kingdom,";
+ break;
+ Case 11:
+ mes "Okay, now take this to ^8E6B23Krongast^000000 in Lighthalzen. Simply deliver it and bring me the receipt.";
+ getitem 1119,1; //Tsurugi
+ if(checkquest(2005) != -1) {
+ changequest 2005,2010;
+ }
+ next;
+ mes "[Geschupenschte]";
+ mes "Hmm...?";
+ mes "What's that look for?";
+ mes "This is not a normal";
+ mes "Tsurugi! Look closely";
+ mes "at the blade...";
+ next;
+ mes "^3355FFThe blade reads:";
+ mes "'Fine-edged";
+ mes "Geschupenschte";
+ mes "Tsurugi Special.'";
+ mes "It does seem to feel";
+ mes "completely different";
+ mes "than normal Tsurugis...^000000";
+ next;
+ mes "[Geschupenschte]";
+ mes "Anyway, take this";
+ mes "to ^8E6B23Krongast^000000 in Lighthalzen";
+ break;
+ case 12:
+ mes "Okay, now take this to ^8E6B23Talpiz^000000 in Payon of Rune-Midgarts Kingdom. Simply deliver this and bring me the receipt.";
+ getitem 1713,1; //Arbalest
+ if(checkquest(2006) != -1) {
+ changequest 2006,2011;
+ }
+ next;
+ mes "[Geschupenschte]";
+ mes "Hmm...?";
+ mes "What's that look for?";
+ mes "This is not a normal";
+ mes "Arbalest! Look closely";
+ mes "at the bow...";
+ next;
+ mes "^3355FFThe bow reads:";
+ mes "Geschupenschte";
+ mes "Arbalest Luxury Edition.";
+ mes "It does seem more luxurious";
+ mes "than regular Arbalests.^000000";
+ next;
+ mes "[Geschupenschte]";
+ mes "Anyway, take this";
+ mes "to ^8E6B23Talpiz^000000 in Payon of Rune-Midgarts Kindgom,";
+ break;
+ case 13:
+ mes "Okay, now take this to ^8E6B23Bismarc^000000 in Hugel. Simply deliver this and bring back the receipt.";
+ getitem 1122,1; //Ring_Pommel_Saber
+ if(checkquest(2007) != -1) {
+ changequest 2007,2012;
+ }
+ next;
+ mes "[Geschupenschte]";
+ mes "Hmm...?";
+ mes "What's that look for?";
+ mes "This is not a normal";
+ mes "Ring Pommel Saber!";
+ mes "Look closely at";
+ mes "the handle...";
+ next;
+ mes "^3355FFThe handle reads:";
+ mes "'Green Herbal";
+ mes "Ring Pommel Saber";
+ mes "of Geschupenschte";
+ mes "Mark 2.' It does seem";
+ mes "to have a completely";
+ mes "different feel.^000000";
+ next;
+ mes "[Geschupenschte]";
+ mes "The power of Green Herbs, which is imbued in this sword, can be very useful! You can save someone from slowly dying of poison by stabbing them quickly with this weapon!";
+ next;
+ mes "[Geschupenschte]";
+ mes "Anyway, take this";
+ mes "to ^8E6B23Bismarc^000000 in Hugel";
+ }
+ mes "and don't forget";
+ mes "the receipt!";
+ close;
+ }
+ else {
+ mes "[Geschupenschte]";
+ mes "You still haven't";
+ mes "brought all the items.";
+ mes "Do you need to be reminded";
+ mes "or something? Bring me...";
+ next;
+ mes "[Geschupenschte]";
+ mes "^8E6B23"+.@items[1]+" "+getitemname(.@items[0])+"^000000,";
+ mes "^8E6B23"+.@items[3]+" "+getitemname(.@items[2])+"^000000,";
+ mes "^8E6B23"+.@items[5]+" "+getitemname(.@items[4])+"^000000, and";
+ mes "^8E6B23"+.@items[7]+" "+getitemname(.@items[6])+"^000000, the kind";
+ mes "you can buy from";
+ mes "an NPC shop.";
+ next;
+ mes "[Geschupenschte]";
+ mes "Now, be sure to have";
+ mes "everything I need when";
+ mes "you come back. Remember,";
+ mes "this is a test! You can't";
+ mes "be a Blacksmith if you";
+ mes "slack off!";
+ close;
+ }
+ }
+ else if (BSMITH_Q > 8 && BSMITH_Q < 14) {
+ mes "[Geschupenschte]";
+ mes "What are you";
+ mes "still doing here?";
+ mes "Hurry and deliver";
+ mes "the package~!";
+ mes "Did you forget";
+ mes "where to go?";
+ next;
+ mes "[Geschupenschte]";
+ if (BSMITH_Q == 9) {
+ mes "In Geffen, at the";
+ mes "11 o'clock direction from the town center, you will find ^8E6B23Baisulist^000000. And don't forget the receipt.";
+ }
+ else if (BSMITH_Q == 10) {
+ mes "Find the Swordmace";
+ mes "dealer ^8E6B23Wickebine^000000 in Morroc. And don't forget the receipt.";
+ }
+ else if (BSMITH_Q == 11) {
+ mes "In Lighthalzen, 6 o'clock direction from the town center, you will find ^8E6B23Krongast^000000 near the weapon shop. And don't forget the receipt.";
+ }
+ else if (BSMITH_Q == 12) {
+ mes "In Payon, at the 5 o'clock direction from the town center, you will find ^8E6B23Talpiz^000000. And don't forget the receipt.";
+ }
+ else {
+ mes "In Hugel, at the 1 o'clock direction from the town center, you will find ^8E6B23Bismarc^000000 near the airship. And don't forget the receipt.";
+ }
+ close;
+ }
+ else if (BSMITH_Q == 14) {
+ mes "[Geschupenschte]";
+ mes "Hmmm...?";
+ mes "Have you";
+ mes "completed";
+ mes "the delivery?";
+ mes "Let's see that receipt~";
+ next;
+ if (select("Yes sir, here it is.:Receipt? I, uh, have it somewhere.") == 1) {
+ if (countitem(1073) > 0) {
+ set BSMITH_Q,15;
+ delitem 1073,1; //Merchant_Voucher_1
+ if(checkquest(2008) != -1) {
+ changequest 2008,2013;
+ }
+ else if(checkquest(2009) != -1) {
+ changequest 2009,2013;
+ }
+ else if(checkquest(2010) != -1) {
+ changequest 2010,2013;
+ }
+ else if(checkquest(2011) != -1) {
+ changequest 2011,2013;
+ }
+ else {
+ changequest 2012,2013;
+ }
+ mes "[Geschupenschte]";
+ mes "Oh ho ho~";
+ mes "Great!";
+ mes "You're truly";
+ mes "a great Merchant!";
+ next;
+ mes "[Geschupenschte]";
+ mes "Good job!";
+ mes "Return to ^8E6B23Altiregen^000000 in Einbroch, the guy you first met when you applied for the Blacksmith job.";
+ next;
+ mes "[Geschupenschte]";
+ mes "I have faith that you";
+ mes "will be a great Blacksmith!";
+ close;
+ }
+ set BSMITH_Q,3;
+ mes "[Geschupenschte]";
+ mes "You mean...";
+ mes "You didn't get";
+ mes "a receipt?";
+ mes "What...?";
+ next;
+ mes "[Geschupenschte]";
+ mes "A receipt is";
+ mes "a Merchant's best friend!";
+ mes "It's necessary to your job!";
+ mes "You'll have to start your";
+ mes "test all over again!";
+ close;
+ }
+ mes "[Geschupenschte]";
+ mes "Return when you";
+ mes "find the receipt~";
+ mes "You didn't forget";
+ mes "to receive a receipt.";
+ mes "Right...?";
+ close;
+ }
+ else if (BSMITH_Q == 15) {
+ mes "[Geschupenschte]";
+ mes "Thank you";
+ mes "very much";
+ mes "your help.";
+ mes "Return to Einbroch";
+ mes "and see ^8E6B23Altiregen^000000!";
+ close;
+ }
+ mes "[Geschupenschte]";
+ mes "Hmm...?";
+ mes "You already finished";
+ mes "your test here with me!";
+ mes "And surprisingly, I don't";
+ mes "need any more help, today.";
+ close;
+ }
+ else {
+ mes "[Geschupenschte]";
+ mes "Being";
+ mes "a Blacksmith";
+ mes "is truly great!";
+ mes "Don't you think so?";
+ mes "Mwahahahahah!!";
+ close;
+ }
+}
+
+geffen,46,164,1 script Baisulist#BLS 69,{
+ if (BSMITH_Q == 9 && countitem(1610) > 0) {
+ mes "[Baisulist]";
+ mes "Oh, hello!";
+ mes "Have you come";
+ mes "to deliver my";
+ mes "Arc Wand?";
+ next;
+ mes "[Baisulist]";
+ mes "You sure this is what I ordered, right? I mean, if it's been used,";
+ mes "I don't want it.";
+ next;
+ if (select("Whoops, this is one of the items I use...:I'm sure! It's brand new!") == 1) {
+ mes "[Baisulist]";
+ mes "Well...";
+ mes "I guess I can";
+ mes "wait a little longer.";
+ mes "Please hurry with";
+ mes "my delivery~";
+ close;
+ }
+ mes "[Baisulist]";
+ mes "You're";
+ mes "absolutely sure?";
+ set BSMITH_Q,14;
+ delitem 1610,1; //Arc_Wand
+ next;
+ mes "[Baisulist]";
+ mes "Thank you so much for traveling all the way here. That Geschupenschte, please smack him for me when you meet him for being so late on this order...";
+ next;
+ mes "[Baisulist]";
+ mes "Please wait";
+ mes "a second, let";
+ mes "me give you a receipt~";
+ next;
+ getitem 1073,1; //Merchant_Voucher_1
+ mes "[Baisulist]";
+ mes "Here it is.";
+ mes "Thank you so much!";
+ mes "Oh, and good luck~";
+ mapannounce "geffen","Hey, " +strcharinfo(0)+ ", thank you so much for the delivery~",bc_map;
+ close;
+ }
+ else if (BSMITH_Q == 14) {
+ mes "[Baisulist]";
+ mes "Thank you";
+ mes "so much for";
+ mes "the delivery~";
+ close;
+ }
+ else {
+ mes "[Baisulist]";
+ mes "Oh...";
+ mes "It's been a while";
+ mes "since I've been";
+ mes "to Alberta.";
+ next;
+ mes "[Baisulist]";
+ mes "I ordered something";
+ mes "from there a while ago,";
+ mes "but I haven't received";
+ mes "my delivery...";
+ next;
+ mes "[Baisulist]";
+ mes "I wonder...";
+ mes "Could the Blacksmith Guild";
+ mes "be undermanned? I can't think of any other reason for them to be late...";
+ next;
+ mes "[Baisulist]";
+ mes "When will I get";
+ mes "my special Arc Wand?";
+ close;
+ }
+}
+
+morocc,27,112,4 script Wickebine#BLS 725,{
+ if (BSMITH_Q == 10 && countitem(1219) > 0) {
+ cutin "Job_Black_hucke01",2;
+ mes "[Wickebine]";
+ mes "...!";
+ mes "It's here!";
+ next;
+ mes "[Wickebine]";
+ mes "This is what I ordered, right?";
+ mes "I don't want any used or old Gladius that you might have!";
+ next;
+ if (select("Whoops, not that one.:I guarantee you it is new.") == 1) {
+ cutin "Job_Black_hucke03",2;
+ mes "[Wickebine]";
+ mes "Oooh...!";
+ mes "Hurry up";
+ mes "with my Gladius~";
+ next;
+ mes "- She seems to be upset. -";
+ close2;
+ cutin "Job_Black_hucke03",255;
+ end;
+ }
+ cutin "Job_Black_hucke02",2;
+ mes "[Wickebine]";
+ mes "Hah hah hah!";
+ mes "Finally! Now...";
+ mes "Let me have";
+ mes "a look!";
+ next;
+ mes "- She looks very happy. -";
+ next;
+ set BSMITH_Q,14;
+ delitem 1219,1; //Gladius
+ cutin "Job_Black_hucke01",2;
+ mes "[Wickebine]";
+ mes "Are you with the";
+ mes "Einbroch Blacksmith Guild?";
+ mes "Give this message to Geschupenschte!";
+ next;
+ cutin "Job_Black_hucke03",2;
+ mes "[Wickebine]";
+ mes "'^660000You're late!";
+ mes "Do you know how long";
+ mes "I've been waiting?!^000000'";
+ next;
+ cutin "Job_Black_hucke02",2;
+ mes "[Wickebine]";
+ mes "But, this is also";
+ mes "a masterfully crafted item.";
+ mes "Tell him I'm satisfied with the quality of the workmanship.";
+ next;
+ getitem 1073,1; //Merchant_Voucher_1
+ emotion e_lv;
+ mes "[Wickebine]";
+ mes "Here's the receipt.";
+ mes "I think you did";
+ mes "a good job.";
+ mapannounce "morocc","Thanks for delivering, " + strcharinfo(0) + "~!",bc_map;
+ close2;
+ cutin "Job_Black_hucke02",255;
+ end;
+ }
+ else if (BSMITH_Q == 14) {
+ emotion e_lv;
+ cutin "Job_Black_hucke02",2;
+ mes "[Wickebine]";
+ mes "Thanks for the delivery.";
+ close2;
+ cutin "Job_Black_hucke02",255;
+ end;
+ }
+ else {
+ cutin "Job_Black_hucke03",2;
+ mes "[Wickebine]";
+ mes "...";
+ next;
+ mes "[Wickemine]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Wickmine]";
+ mes "They're late.";
+ mes "They're late,";
+ mes "they're late,";
+ mes "they're late~!";
+ next;
+ mes "[Wickebine]";
+ mes "How long does it take for something to ship from Geschupenschte? Usually, the Geffen Blacksmith Guild is pretty prompt...";
+ next;
+ emotion e_lv;
+ mes "[Wickebine]";
+ mes "Ooohh...";
+ mes "This is very";
+ mes "upsetting...";
+ close2;
+ cutin "Job_Black_hucke03",255;
+ end;
+ }
+}
+
+lighthalzen,209,80,4 script Krongast#BLS 734,{
+ if (BSMITH_Q == 11 && countitem(1119) > 0) {
+ mes "[Krongast]";
+ mes "Ohhhhhh~";
+ mes "Is it here?";
+ mes "Very nice.";
+ mes "Let me take a look.";
+ next;
+ mes "[Krongast]";
+ mes "So you're sure this is the item";
+ mes "I ordered, right? I wouldn't want it if it's been used.";
+ next;
+ if (select("Whoops, this one is used!:It was just made, so it's new.") == 1) {
+ mes "[Krongast]";
+ mes "Hmmmmm!";
+ mes "Please deliver";
+ mes "the right sword!";
+ mes "I've been waiting";
+ mes "long enough already...";
+ close;
+ }
+ mes "[Krongast]";
+ mes "You double checked?";
+ mes "Alright then, I'll take it!";
+ next;
+ set BSMITH_Q,14;
+ delitem 1119,1; //Tsurugi
+ mes "[Krongast]";
+ mes "Oh ho...";
+ mes "This is good.";
+ mes "Much better than";
+ mes "what I expected.";
+ next;
+ mes "[Krongast]";
+ mes "With this sword...";
+ mes "My special moves will be even more powerful! I may even be able to perfect my fast attacking techniques! I love it!";
+ next;
+ mes "[Krongast]";
+ mes "Okay then.";
+ mes "Let me give";
+ mes "you a receipt.";
+ next;
+ getitem 1073,1; //Merchant_Voucher_1
+ mes "[Krongast]";
+ mes "Here is";
+ mes "your receipt.";
+ mes "Thank you for";
+ mes "your business!";
+ mapannounce "lighthalzen",strcharinfo(0)+"... Thank you for the delivery.",bc_map;
+ close;
+ }
+ else if (BSMITH_Q == 14) {
+ mes "[Krongast]";
+ mes "Thank you";
+ mes "for the delivery.";
+ close;
+ }
+ else {
+ mes "[Krongast]";
+ mes "...";
+ next;
+ mes "[Krongast]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Krongast]";
+ mes "When will the sword";
+ mes "I ordered finally arrive?";
+ mes "I need to try my ultimate skill, ^2F4F4FFine Edge^000000 with it.";
+ next;
+ mes "[Krongast]";
+ mes "Ahhhhhhh!";
+ mes "I need to";
+ mes "have that sword!";
+ close;
+ }
+}
+
+payon,214,79,4 script Talpiz#BLS 59,{
+ if (BSMITH_Q == 12 && countitem(1713) > 0) {
+ mes "[Talpiz]";
+ mes "Oh~";
+ mes "Is it finally here?";
+ mes "The package I ordered?";
+ next;
+ mes "[Talpiz]";
+ mes "Um, this is what I ordered, right? I don't want an Arbalest that's been used before.";
+ next;
+ if (select("Whoops, this is a used one.:I'm sure it's new.") == 1) {
+ mes "[Talpiz]";
+ mes "Hmmmm.";
+ mes "Please hurry";
+ mes "and bring the";
+ mes "correct item.";
+ mes "I've waited too";
+ mes "long already...";
+ close;
+ }
+ mes "[Talpiz]";
+ mes "So, you're sure?";
+ mes "Let me take a look...";
+ next;
+ set BSMITH_Q,14;
+ delitem 1713,1; //Arbalest
+ mes "[Talpiz]";
+ mes "*wheet whoo*";
+ mes "Very nice!!";
+ next;
+ mes "[Talpiz]";
+ mes "This is truly a quality made custom item. I love how there is a case for an eye patch! I really reallly love this~";
+ next;
+ mes "[Talpiz]";
+ mes "Thank you!";
+ mes "For something of this quality,";
+ mes "I can even sell it for a high price even after I've used it!";
+ next;
+ getitem 1073,1; //Merchant_Voucher_1
+ mes "[Talpiz]";
+ mes "Here!";
+ mes "Please take";
+ mes "your receipt.";
+ mes "I really appreciate";
+ mes "your hard work.";
+ mapannounce "payon","Thanks, " +strcharinfo(0)+ ", you really delivered. Everytime I look at this, I love it even more~",bc_map;
+ close;
+ }
+ else if (BSMITH_Q == 14) {
+ mes "[Talpiz]";
+ mes "Really,";
+ mes "I can't say it";
+ mes "enough. This is";
+ mes "top quality work~!";
+ close;
+ }
+ else {
+ mes "[Talpiz]";
+ mes "Eh...";
+ mes "When will my";
+ mes "order arrive?";
+ next;
+ mes "[Talpiz]";
+ mes "A custom made Arbalest";
+ mes "with a quality case to hold your eye patches. Only one person can make something like that...";
+ next;
+ mes "[Talpiz]";
+ mes "Ahhhhhh...";
+ mes "The waiting";
+ mes "is unbearable!";
+ close;
+ }
+}
+
+hugel,168,183,1 script Bismarc#BLS 118,{
+ if (BSMITH_Q == 13 && countitem(1122) > 0) {
+ mes "[Bismarc]";
+ mes "Sweet God...";
+ mes "Have you sent";
+ mes "an angel...?";
+ mes "Is that the Ring Pommel Saber";
+ mes "I ordered? It's my only hope...";
+ next;
+ mes "[Bismarc]";
+ mes "^666666*Huuuk*^000000 This is what I ordered, right? I needed one especially";
+ mes "made to stop this poison...";
+ next;
+ if (select("Whoops, this is my own Ring Pommel Saber.:I'm sure this is the one.") == 1) {
+ mes "[Bismarc]";
+ mes "N-Nooo...";
+ mes "Hurry...!";
+ mes "I need that";
+ mes "sword for its";
+ mes "an...ti...d-dote!";
+ next;
+ mes "^3355FFIt looks like";
+ mes "he's slowly dying...!";
+ mes "You'd better hurry.^000000";
+ close;
+ }
+ mes "[Bismarc]";
+ mes "^666666*Ghklk*^000000";
+ mes "Give it...!";
+ mes "Pleeeease!";
+ next;
+ set BSMITH_Q,14;
+ delitem 1122,1; //Ring_Pommel_Saber
+ mes "^3355FFBismarc stabs";
+ mes "himself, repeatedly,";
+ mes "with the Ring Pommel Saber";
+ mes "that has been imbued with";
+ mes "the power of Green Herbs.^000000";
+ next;
+ mes "[Bismarc]";
+ mes "^666666*Ghyklk*^000000";
+ mes "*Gasp gasp*";
+ next;
+ mes "[Bismarc]";
+ mes "Please...";
+ mes "Help me up.";
+ mes "The poison is";
+ mes "still coarsing";
+ mes "through my body...";
+ next;
+ mes "[Bismarc]";
+ mes "OwwwWWWW!!";
+ mes "IT'S BURNING!";
+ next;
+ mes "[Bismarc]";
+ mes "*Gasp Gasp*";
+ mes "*Whew* Okay,";
+ mes "I can feel the";
+ mes "antidote working now.";
+ mes "Just what I needed.";
+ next;
+ getitem 1073,1; //Merchant_Voucher_1
+ mes "[Bismarc]";
+ mes "Here is";
+ mes "your receipt.";
+ mes "T-take it...!";
+ mes "It's yours!";
+ mapannounce "hugel","Thanks, " +strcharinfo(0)+ ", for the delivery. You saved my life...",bc_map;
+ close;
+ }
+ else if (BSMITH_Q == 14) {
+ mes "[Bismarc]";
+ mes "Thank you.";
+ mes "You saved";
+ mes "my life...";
+ close;
+ }
+ else {
+ mes "[Bismarc]";
+ mes "^666666*Ghyklk*^000000";
+ mes "^666666*Huk Hukk*^000000";
+ mes "When will my";
+ mes "o-order arrive...?";
+ next;
+ mes "[Bismarc]";
+ mes "The poison in";
+ mes "my body... the pain...";
+ mes "excruciating... L-lord...";
+ next;
+ mes "[Bismarc]";
+ mes "When is the";
+ mes "antidote gonna";
+ mes "get here?!";
+ close;
+ }
+}
+
+ein_in01,24,41,5 script Blacksmith Guildsman#moc 726,{
+ if (BSMITH_Q == 16) {
+ emotion e_hmm;
+ mes "[Mitehmaeeuh]";
+ mes "Oh...so you're the one who wants to be a blacksmith?";
+ mes "Nice, heh heh.";
+ mes "As you've realized from your past tests, you won't be promoted from Merchant to Blacksmtih immediately.";
+ next;
+ mes "[Mitehmaeeuh]";
+ mes "How much do you truly understand about smithing? Are you ready for me to ask you some questions?";
+ next;
+ if (select("Yes:No, not yet~") == 1) {
+ mes "[Mitehmaeeuh]";
+ mes "Alright...";
+ mes "My test is simple.";
+ mes "I'll ask five questions.";
+ mes "If you miss too many,";
+ mes "you fail. And I won't";
+ mes "tell you what you missed.";
+ next;
+ set .@blackss_te,0;
+ mes "[Mitehmaeeuh]";
+ mes "Please listen";
+ mes "and answer carefully...";
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ mes "[Mitehmaeeuh]";
+ mes "1. What ability";
+ mes "is required to learn";
+ mes "the ^8E6B23Discount^000000 skill?";
+ next;
+ if (select("Level 3 Push Cart:Item Appraisal:Level 10 Mammonite:Level 3 Enlarge Weight") == 4)
+ set .@blackss_te,.@blackss_te+20;
+ mes "[Mitehmaeeuh]";
+ mes "2. When you attack";
+ mes "with ^8E6B23Hammerfall^000000,";
+ mes "what status effect can";
+ mes "you inflict on enemies?";
+ next;
+ if (select("Stun:Blindness:Chaos:Silence") == 1)
+ set .@blackss_te,.@blackss_te+20;
+ mes "[Mitehmaeeuh]";
+ mes "3. How much Zeny is spent";
+ mes "when attacking with the";
+ mes "mastered Mammonite skill?";
+ mes "(Level 10 Mammonite)";
+ next;
+ if (select("900 Zeny:1000 Zeny:2000 Zeny:100,000 Zeny") == 2)
+ set .@blackss_te,.@blackss_te+20;
+ mes "[Mitehmaeeuh]";
+ mes "4. What is the";
+ mes "discount rate when";
+ mes "the ^8E6B23Discount^000000";
+ mes "skill is mastered?";
+ next;
+ if (select("21 % :22 % :23 % :24 % ") == 4)
+ set .@blackss_te,.@blackss_te+20;
+ mes "[Mitehmaeeuh]";
+ mes "5. What is the maximum";
+ mes "percentage that you can";
+ mes "overcharge items sold to";
+ mes "NPCs after mastering the";
+ mes "^8E6B23Overcharge^000000 skill?";
+ next;
+ if (select("21 % :22 % :23 % :24 % ") == 3)
+ set .@blackss_te,.@blackss_te+20;
+ break;
+ case 2:
+ mes "[Mitehmaeeuh]";
+ mes "1. Which of the";
+ mes "following monsters";
+ mes "drops Steel?";
+ next;
+ if (select("Zerom:Chon Chon:Skel Worker:Requiem") == 3)
+ set .@blackss_te,.@blackss_te+20;
+ mes "[Mitehmaeeuh]";
+ mes "2. Which of the following";
+ mes "stones can be made from";
+ mes "Red Bloods?";
+ next;
+ if (select("Flame Heart:Rough Wind:Great Nature:Mystic Frozen") == 1)
+ set .@blackss_te,.@blackss_te+20;
+ mes "[Mitehmaeeuh]";
+ mes "3. Which of the following";
+ mes "stones do you have the most";
+ mes "of in your Kafra Storage?";
+ next;
+ select("Wind of Verdure:Red Blood:Green Live:Crystal Blue");
+ set .@blackss_te,.@blackss_te+20;
+ mes "[Mitehmaeeuh]";
+ mes "4. In general,";
+ mes "which of the following";
+ mes "properties receives the";
+ mes "most damage from a Wind";
+ mes "attribute weapon?";
+ next;
+ if (select("Fire Property:Water Property:Earth Property:Wind Property") == 2)
+ set .@blackss_te,.@blackss_te+20;
+ mes "[Mitehmaeeuh]";
+ mes "5. How many Iron Ore";
+ mes "is required to make";
+ mes "1 Steel?";
+ next;
+ if (select("5 Iron Ore :4 Iron Ore:3 Iron Ore:6 Iron Ore") == 1)
+ set .@blackss_te,.@blackss_te+20;
+ break;
+ case 3:
+ mes "[Mitehmaeeuh]";
+ mes "1. What do you usually";
+ mes "do when you meet someone";
+ mes "randomly on the street?";
+ next;
+ switch(select("Ask them what they need.:Have a brief conversation.:Ignore them.:Give items and run away.")) {
+ case 1:
+ case 2:
+ set .@blackss_te,.@blackss_te+20;
+ break;
+ default:
+ break;
+ }
+ mes "[Mitehmaeeuh]";
+ mes "2. In what village";
+ mes "can you learn the";
+ mes "^8E6B23Crazy Uproar^000000 and";
+ mes "^8E6B23Change Cart^000000 skills?";
+ next;
+ if (select("Al De Baran:Alberta:Morroc:Izlude") == 2)
+ set .@blackss_te,.@blackss_te+20;
+ mes "[Mitehmaeeuh]";
+ mes "3. From the center of Einbroch,";
+ mes "in which direction is the Blacksmith Guild?";
+ next;
+ if (select("11 o'clock:5 o'clock:7 o'clock:12 o'clock") == 2)
+ set .@blackss_te,.@blackss_te+20;
+ mes "[Mitehmaeeuh]";
+ mes "4. In which town";
+ mes "can you find the";
+ mes "most Blacksmiths?";
+ next;
+ if (select("Prontera:Morroc:Alberta:Einbroch") == 4)
+ set .@blackss_te,.@blackss_te+20;
+ mes "[Mitehmaeeuh]";
+ mes "5. Which of the";
+ mes "following statuses";
+ mes "affect your skill";
+ mes "as a Blacksmith?";
+ next;
+ if (select("STR :DEX:AGI :VIT ") == 2)
+ set .@blackss_te,.@blackss_te+20;
+ break;
+ }
+ mes "[Mitehmaeeuh]";
+ mes "Ah...";
+ mes "You've completed";
+ mes "the quiz. Let's see...";
+ next;
+ mes "[Mitehmaeeuh]";
+ mes "You earned";
+ mes ""+ .@blackss_te +" points...";
+ if (.@blackss_te > 70) {
+ mes "Very nice!";
+ mes "Congratulations!";
+ mes "You just passed!";
+ next;
+ mes "[Mitehmaeeuh]";
+ mes "However, don't let your early success make you overconfident. A Blacksmith's life isn't a picnic. As proof that you have passed the test, I give you this Hammer of Blacksmith.";
+ set BSMITH_Q,17;
+ getitem 1005,1; //Hammer_Of_Blacksmith
+ changequest 2014,2015;
+ next;
+ mes "[Mitehmaeeuh]";
+ mes "Take this Hammer";
+ mes "of Blacksmith and go back to the Altiregen. Okay then? I wish you the best of luck!";
+ close;
+ }
+ mes "You failed! You better study up before coming back here.";
+ next;
+ mes "[Mitehmaeeuh]";
+ mes "With your knowledge, or lack thereof, you'll just end up hurting yourself holding a hammer!";
+ close;
+ }
+ mes "[Mitehmaeeuh]";
+ mes "Okay then.";
+ mes "Please prepare";
+ mes "yourself and return";
+ mes "when you are ready...";
+ close;
+ }
+ else if (BSMITH_Q == 17) {
+ emotion e_hmm;
+ mes "[Mitehmaeeuh]";
+ mes "Yeap, you just passed the Blacksmith job test~";
+ next;
+ mes "[Mitehmaeeuh]";
+ mes "Why don't you go back to Mr.Altiregen?";
+ next;
+ mes "[Mitehmaeeuh]";
+ mes "Don't forget to bring the Hammer of Blacksmith with you!";
+ next;
+ mes "[Mitehmaeeuh]";
+ mes "Oh, also make sure that you have no skill point left before you change your job~";
+ close;
+ }
+ else {
+ emotion e_hmm;
+ mes "[Mitehmaeeuh]";
+ mes "I had to deal with the heat when I was in Morroc,";
+ mes "and now I have to deal with the smog in this Einbroch!";
+ next;
+ mes "[Mitehmaeeuh]";
+ mes "But, I must admit that this is the perfect place for Blacksmiths because we have an abundance of crafting material supplies as well as highly developed equipment.";
+ next;
+ mes "[Mitehmaeeuh]";
+ mes "We, Blacksmiths are trying our best to forge the best of the best weapons.";
+ next;
+ mes "[Mitehmaeeuh]";
+ mes "We pledge our honor on that!";
+ close;
+ }
+}
+
+geffen_in,109,170,3 script Blacksmith Guildsman#gef 726,{
+ mes "[Blacksmith Guildsman]";
+ mes "Good day, are you here to visit Blacksmith Guild?";
+ next;
+ mes "[Blacksmith Guildsman]";
+ mes "I thank you for coming this far to visit our guild. However, I regret to inform you that Blacksmith Guild has been";
+ mes "moved to ^3131FF'Einbroch' in the Schwaltzvalt Republic^000000.";
+ next;
+ mes "[Blacksmith Guildsman]";
+ mes "You can travel to Schwaltzvalt Republic by using the airship.";
+ mes "I can provide you a teleport service to Izlude, where you can use the airship.";
+ mes "Would you like to move to Izlude immediately?";
+ next;
+ switch(select("How to go to Einbroch:Yes!:No, thanks.")) {
+ case 1:
+ mes "[Blacksmith Guildsman]";
+ mes "Oops, haven't you used the airship yet?";
+ next;
+ mes "[Blacksmith Guildsman]";
+ mes "Unlike Rune-Midgarts Kingdom, Schwalitzvalt Republic has 'the airship' instead of teleport services to move between towns.";
+ next;
+ mes "[Blacksmith Guildsman]";
+ mes "In ^3131FF'Izlude'^000000, you can use ^3131FF'the international airship'^000000 which travels between ^3131FFIzlude and Juno in Schwaltzvalt Republic^000000.";
+ next;
+ mes "[Blacksmith Guildsman]";
+ mes "Take the airship, and go to Juno. Then from Juno, you need to take ^3131FFthe domestic airship^000000 to go to Einbroch.";
+ mes "Remember, you are ^3131FFnot going outside of the airport^000000 upon transit from the international to the domestic airship.";
+ next;
+ mes "[Blacksmith Guildsman]";
+ mes "It might sound complicated, but you will know once you are in the airport.";
+ mes "When you arrive in Blacksmith Guild, please send my regard to my coworkers!";
+ close;
+ case 2:
+ if (Zeny < 600) {
+ mes "[Blacksmith Guildsman]";
+ mes "Excuse me, but you do not have enough money.";
+ close;
+ }
+ set zeny,zeny-600;
+ warp "izlude",94,103;
+ end;
+ case 3:
+ mes "[Blacksmith Guildsman]";
+ mes "Please take care!";
+ close;
+ }
+}
diff --git a/npc/jobs/2-1/hunter.txt b/npc/jobs/2-1/hunter.txt
new file mode 100644
index 000000000..1d7372ce8
--- /dev/null
+++ b/npc/jobs/2-1/hunter.txt
@@ -0,0 +1,1804 @@
+//===== rAthena Script =======================================
+//= Hunter Job Quest
+//===== By: ==================================================
+//= EREMES THE CANIVALIZER (Aegis)Translated by yoshiki (Aegis)
+//= Converted by kobra_k88
+//= Further bugfixed and tested by Lupus
+//===== Current Version: =====================================
+//= 3.7
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Job Change quest for Hunter class.
+//===== Additional Comments: =================================
+//= 0.5 Fully working.
+//= 0.6 Changed global variable names to unique ones.
+//= 0.7 - 0.8 Updates for rAthena +Knight2,Crusader2 fix
+//= 0.9 Fixed items quest fork bug [Lupus]
+//= 1.0 Fixed items quest bug: added extra condition [Lupus]
+//= 1.1 Fixed skillpoints check bug [Lupus]
+//= 1.2 Fixed an exploit, thanks to nonox [celest]
+//= 1.3 Added Baby Class support [Lupus]
+//= 1.5 Fixed possible EXP abuse [Lupus]
+//= 1.6 Added a func which prevent advanced classes passing
+//= 2nd Job Quests again. It also guides adv classes where
+//= to go. [Lupus]
+//= 1.6a Infinite Arrows exploit fix (thanx to Lorky, that
+//= reported the bug) [Lupus]
+//= 1.7 Moved the Job QUest to Hugel [Poki#3]
+//= 2.0 Changed numbers to constants. [Vicious]
+//= 2.1 Removed Duplicates [Silent]
+//= 2.2 Merged JFunc, fixed missing dialogues [Lupus]
+//= 2.2a Fixed Sharon resetting the test2 item set [Lupus]
+//= 2.3a 7 official sets of Demon Hunter,thx to Dr.Evil [Lupus]
+//= 2.4a Added missing next;, missing NPC names [Lupus]
+//= 2.5 "strcharinfo" -> "strcharinfo(0)" [FlavioJS]
+//= 2.6 Fixed 3rd Test. [Samuray22]
+// -Changed Timers from 3 to 1 minute.
+// -Changed "Job Change Monsters".
+// -Thanks to ultradamage.
+//= 2.7 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 2.8 Several bugfixes with the help of Barron-Monster. [L0ne_W0lf]
+//= 2.9 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 2.9a Deleted unused variables. [Samuray22]
+//= 3.0 Fixed a small typo, "jo" instead of "Job". [L0ne_W0lf]
+//= 3.0a Corrected a Typo error ";;". [Samuray22]
+//= 3.1 Now uses enable and disable waitingroomevent. [L0ne_W0lf]
+//= 3.2 Fixes a bug where the timer was stopped causing the [L0ne_W0lf]
+//= test to freeze. (bugreport:1099)
+//= 3.3 Added missing next. [L0ne_W0lf]
+//= 3.4 Corrected some Issues with the Waiting Room. (bugreport:1890) [Samuray22]
+//= -Deleted a Unnecesary Next; on Hunter Guildsman#hnt. (bugreports:1665,2239,2179)
+//= 3.5 Added Quest Log commands. [Kisuka]
+//= 3.6 Removed the need for use of 'goto.' [L0ne_W0lf]
+//= 3.7 Modified the quest to renewal. [Vali] (Thanks to Muad_Dib for the necessary info).
+//============================================================
+
+// Notices in the old Hunter Guild.
+//============================================================
+in_hunter,99,99,4 script Hunter Info#hnt::HntNotice 727,{
+ mes "============ Notice ============";
+ mes "We would like to inform that the Hunter Job Change Location";
+ mes "has been moved to ^ff0000Hugel^000000 in the Schwaltzvalt Republic.";
+ next;
+ mes "You can now use the Hugel airline, so please use the airship to visit Hugel.";
+ next;
+ mes "You will find the new Job Change Location at ^ff0000 Hugel 208 222 ^000000.";
+ next;
+ mes "^804000(You found a tiny line written at the end of the notice.)^000000";
+ mes " ";
+ mes " ";
+ mes " ";
+ mes "I, the Falcon breeder have moved out as well.";
+ close;
+}
+
+pay_fild10,148,252,3 duplicate(HntNotice) Job Change Location#hu 857
+
+// Actual Job quest start
+//============================================================
+hu_in01,386,373,4 script Hunter Guildsman#hnt 727,{
+ if (Upper == 1) {
+ mes "[Hunter Sherin]";
+ mes "Oh, how have you been? It's been a long time, hasn't it?";
+ next;
+ mes "[Hunter Sherin]";
+ mes "...Wait.";
+ mes "Oops! I'm sorry, I could have sworn that we've met before. Huh. How weird.";
+ close;
+ }
+ if (BaseJob == Job_Archer && JobLevel < 40) {
+ mes "[Hunter Guildsman]";
+ mes "Eh? You haven't had enough training as an Archer yet. To become a Hunter, you must gain a certain level of experience as an Archer first.";
+ next;
+ mes "[Hunter Guildsman]";
+ mes "Go out and train yourself a bit more. You'll need to be at least Job Level 40 before you'll be ready to become a Hunter. Of course, you can train more than that if you want.";
+ next;
+ mes "[Hunter Guildsman]";
+ mes "See you next time~";
+ close;
+ }
+ if (SkillPoint) {
+ mes "[Hunter Sherin]";
+ 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 (BaseClass == Job_Novice) {
+ mes "[Hunter Guildsman]";
+ mes "You must be...";
+ mes "a Novice? Wow, you've got a long way ahead of you. I don't think there's much you can do here.";
+ close;
+ }
+ else if (BaseClass == Job_Swordman) {
+ mes "[Hunter Guildsman]";
+ mes "You have chosen the path of the sword. I can respect the strength of your blade. Of course, from far away, you can't really afford to throw your sword at enemies, can you?";
+ close;
+ }
+ else if (BaseClass == Job_Mage) {
+ mes "[Hunter Guildsman]";
+ mes "You deal with magic? It must feel great to be able to wield mystic power.";
+ close;
+ }
+ else if (BaseClass == Job_Acolyte) {
+ mes "[Hunter Guildsman]";
+ mes "Oh, a person who serves God! Nice to meet you. There aren't many people like you that visit this place~ Hehe.";
+ close;
+ }
+ else if (Baseclass == Job_Merchant) {
+ mes "[Hunter Guildsman]";
+ mes "Oh...";
+ mes "How's your business coming along?";
+ close;
+ }
+ else if (BaseClass == Job_Thief) {
+ mes "[Hunter Guildsman]";
+ mes "Agh?!";
+ mes "This place doesn't have anything worth stealing or anyone worth killing!!";
+ close;
+ }
+ else if (BaseJob == Job_Dancer || BaseJob == Job_Bard) {
+ mes "[Hunter Guildsman]";
+ mes "Phew...sometimes it is really hard for being a hunter, you know...";
+ mes "So how do you like your bohemian life? Yeah, I am envious of you for having so much freedom...";
+ close;
+ }
+ else if (BaseJob == Job_Hunter) {
+ mes "[Hunter Sherin]";
+ mes "Oh~ " + strcharinfo(0) + "!!";
+ mes "Long time no see~ What brings you here? Did your Falcon run away or something?";
+ next;
+ mes "[Hunter Sherin]";
+ mes "I don't really have any official notices from the guild at the moment, so I hope you didn't come here just for that...";
+ close;
+ }
+ else if (BaseJob == Job_Archer) {
+ if (SkillPoint) {
+ mes "[Hunter Sherin]";
+ mes "You can't apply to change jobs if you still have unused skill points. Use your remaining skill points first.";
+ close;
+ }
+ else if (HNTR_Q == 17 && countitem(1007) == 0) {
+ mes "[Hunter Sherin]";
+ mes "Hmm... I've been informed that you passed the test. But you don't have the necessary 'Necklace of Wisdom (Penetration)' that proves your accomplishment.";
+ next;
+ mes "[Hunter Sherin]";
+ mes "I'll let you change your job, but you must bring back a 'Necklace of Wisdom (Penetration),' no matter what it takes.";
+ close;
+ }
+ else if (HNTR_Q == 17 && countitem(1007) > 0 && JobLevel > 39) {
+ mes "[Hunter Sherin]";
+ mes "Oh...?";
+ mes "You passed";
+ mes "the job test?!";
+ mes "Congratulations~!!";
+ next;
+ mes "[Hunter Sherin]";
+ mes "Well then,";
+ mes "I will now change";
+ mes "your job to a Hunter~";
+ next;
+ delitem 1007,1; //Penetration
+ mes "[Hunter Sherin]";
+ mes "Tada~ Congratulations!";
+ mes "You look great as a Hunter!!";
+ set .@joblvl,joblevel;
+ completequest 4013;
+ callfunc "Job_Change",Job_Hunter;
+ callfunc "F_ClearJobVar"; // clears all job variables for the current player
+ next;
+ mes "[Hunter Sherin]";
+ mes "Become a noble person and become a worthy representative of our Hunter Guild. Show your love of nature as a Hunter~";
+ next;
+ mes "[Hunter Sherin]";
+ mes "And also, here is a little reward for all the effort you put in. It's from me, of course~";
+ if (.@joblvl > 49)
+ getitem 1718,1; //Hunter_Bow
+ else
+ getitem 1710,1; //CrossBow
+ close;
+ }
+ else if ((JobLevel > 39) && ((HNTR_Q == 0) || (HNTR_Q == 1))) {
+ if (HNTR_Q == 0) {
+ mes "[Hunter Guildsman]";
+ mes "Oh, you're an Archer! It seems as if you've trained enough as an Archer... You came here to become a Hunter, right?";
+ next;
+ switch(select("Yes. That's what I'm here for.:What are the requirements to change jobs?:....I don't want to change yet.")) {
+ case 1:
+ mes "[Hunter Guildsman]";
+ mes "Hehe~";
+ mes "I was right! Let me put you on the candidate list. Let's see~*";
+ next;
+ mes "[Hunter Guildsman]";
+ mes "Hmm... Let's start with the interview. Wait and relax a moment. No need to worry, I'll prepare everything~";
+ next;
+ mes "^3355FF*Gathers and flips through papers*^000000";
+ next;
+ mes "^3355FF*Rummage rummage*^000000";
+ next;
+ mes "[Hunter Guildsman]";
+ mes "Ah!";
+ mes "Here they are: the interview questions~ First of all, my name is 'Sherin.' Nice to meet you!";
+ next;
+ mes "[Hunter Sherin]";
+ mes "Well then,";
+ mes "shall we begin?";
+ next;
+ if (select("Yes~ Let's start now.:No, I'll be back later.") == 1) {
+ if(checkquest(4000) == -1) {
+ setquest 4000;
+ }
+ mes "[Hunter Sherin]";
+ mes "Listen carefully to the scenarios I describe. When I ask a question, you choose an answer. Pretty simple, don't you think?";
+ next;
+ mes "[Hunter Sherin]";
+ mes "I just want to know how you think about life, and why you want to become a Hunter, so there's no need to be nervous.";
+ next;
+ }
+ else {
+ mes "[Hunter Sherin]";
+ mes "Okay...";
+ mes "Come back";
+ mes "when you're ready~";
+ close;
+ }
+ break;
+ case 2:
+ set .@selection,2;
+ break;
+ case 3:
+ set .@selection,3;
+ break;
+ }
+ }
+ else if (HNTR_Q == 1) {
+ mes "[Hunter Sherin]";
+ mes "Welcome back...!";
+ mes "Well, let's start with the interview. This time, carefully think about the answers to each question.";
+ next;
+ }
+ switch(.@selection) {
+ default:
+ mes "[Hunter Sherin]";
+ mes "Well then,";
+ mes "let's begin.";
+ next;
+ mes "[Hunter Sherin]";
+ mes "You are an Archer, and you don't know where you should go to hunt. What do you do?";
+ next;
+ switch(select("Scream out loud asking where you should go.:Quietly ask a person passing by.:Wander around alone and search for a place.")) {
+ case 2:
+ case 3:
+ set .@hunter_t,.@hunter_t+10;
+ default:
+ break;
+ }
+ mes "[Hunter Sherin]";
+ mes "So you've decided on a place to hunt. You're going to hunt the monsters known as Hodes in the Sograt Desert.";
+ next;
+ mes "[Hunter Sherin]";
+ mes "But you are in Payon!!";
+ mes "How do you go to the desert?";
+ next;
+ switch(select("Ask a Priest to open a free warp portal.:Use the Kafra service.:Walk with a friend.")) {
+ case 2:
+ case 3:
+ set .@hunter_t,.@hunter_t+10;
+ default:
+ break;
+ }
+ mes "[Hunter Sherin]";
+ mes "There is no Priest to ask for a warp, and no friend is around to walk with you. You must use the Kafra service, but you have no Zeny!";
+ next;
+ mes "[Hunter Sherin]";
+ mes "How would you go";
+ mes "about to make the";
+ mes "Zeny that you need?";
+ next;
+ switch(select("Beg here and there.:Sell items I do not need.:Hunt at a nearby field.")) {
+ case 2:
+ case 3:
+ set .@hunter_t,.@hunter_t+10;
+ default:
+ break;
+ }
+ mes "[Hunter Sherin]";
+ mes "So you finally arrive at the Sograt Desert. But you realize that Hodes are a bit too strong for you to hunt alone.";
+ next;
+ mes "[Hunter Sherin]";
+ mes "What is your";
+ mes "solution to this";
+ mes "situation?";
+ next;
+ if (select("Attack a Hode from the top of a hill.:Go back to town.:Attack someone else's Hode.") == 2)
+ set .@hunter_t,.@hunter_t+10;
+ mes "[Hunter Sherin]";
+ mes "Let's say you were having too much trouble hunting Hodes and returned to town. Now you are out of HP and a Priest happens to be around. How would you ask for a Heal?";
+ next;
+ if (select("Would it be possible to get a Heal, please?:Heal, please.:Heal me.") == 1)
+ set .@hunter_t,.@hunter_t+10;
+ mes "[Hunter Sherin]";
+ mes "This time, you found a rare item while you were going through your inventory. You go out to sell the item, and there are many people with stores and chatrooms open.";
+ next;
+ mes "[Hunter Sherin]";
+ mes "What is the";
+ mes "best way to";
+ mes "sell your item?";
+ next;
+ switch(select("Scream out loud to everyone in sight.:Open a chatroom and wait.:Look to see if anyone already wants it.")) {
+ case 2:
+ case 3:
+ set .@hunter_t,.@hunter_t+10;
+ default:
+ break;
+ }
+ mes "[Hunter Sherin]";
+ mes "While you are waiting, someone is begging for items and Zeny. What should you do?";
+ next;
+ if (select("Give some of my items and Zeny.:Ignore and walk away.:Tell the person about a good place to hunt.") == 1)
+ set .@hunter_t,.@hunter_t+10;
+ mes "[Hunter Sherin]";
+ mes "By now, you decide to go to the Maze by yourself.";
+ next;
+ mes "[Hunter Sherin]";
+ mes "But on your way, you run";
+ mes "into someone that is lost.";
+ mes "What should you do?";
+ next;
+ switch(select("Tell them which way to go.:Guide them to their destination.:Ignore.")) {
+ case 1:
+ case 2:
+ set .@hunter_t,.@hunter_t+10;
+ default:
+ break;
+ }
+ mes "[Hunter Sherin]";
+ mes "After meeting this lost person, you decide to get back to hunting. Just then, you find that someone is attacking a boss!";
+ next;
+ mes "[Hunter Sherin]";
+ mes "What should you do?";
+ next;
+ if (select("Watch, then attack when asked for help.:Attack and see what happens.:Just go back to town.") == 1)
+ set .@hunter_t,.@hunter_t+10;
+ mes "[Hunter Sherin]";
+ mes "You are now very exhausted after your day of hunting. It's time to go back to town.";
+ next;
+ mes "[Hunter Sherin]";
+ mes "But what's this!? You find an expensive item lying on the floor! What should you do with it?";
+ next;
+ switch(select("Pick it up and keep it.:Try to find the owner.:Just walk by.")) {
+ case 2:
+ case 3:
+ set .@hunter_t,.@hunter_t+10;
+ default:
+ break;
+ }
+ mes "[Hunter Sherin]";
+ mes "Okay, this is the end of the test!";
+ next;
+ if (.@hunter_t == 100) {
+ set HNTR_Q,2;
+ changequest 4000,4001;
+ mes "[Hunter Sherin]";
+ mes "Well done! Your answers show you've got the right outlook on life. You definitely have the right qualities to become a Hunter~";
+ next;
+ mes "[Hunter Sherin]";
+ mes "I'm glad to say you've passed the interview~ Now, go to that person in the corner and confirm which item is necessary for your job change test~";
+ close;
+ }
+ else if (.@hunter_t == 90) {
+ set HNTR_Q,2;
+ changequest 4000,4001;
+ mes "[Hunter Sherin]";
+ mes "Well, I'm looking at your answers and your score isn't perfect. But I'll let you pass anyway. I don't know what our Guildmaster will think, though.";
+ next;
+ mes "[Hunter Sherin]";
+ mes "Just remember to always keep basic etiquette in mind. Try harder in the following tests and make me happy, okay?";
+ close;
+ }
+ set HNTR_Q,1;
+ mes "[Hunter Sherin]";
+ mes "Hmm... I don't think this'll work out. You can't become a Hunter without knowing basic etiquette.";
+ next;
+ mes "[Hunter Sherin]";
+ mes "Think about how you answered the questions one more time. In order to value nature, you must first value your relationship with others.";
+ next;
+ mes "[Hunter Sherin]";
+ mes "Then, you'll be more in tune with nature and with other people. It's this kind of harmony that makes the best Hunters.";
+ close;
+ case 2:
+ mes "[Hunter Guildsman]";
+ mes "Job change";
+ mes "requirements?";
+ mes "First...";
+ mes "You must be an Archer.";
+ next;
+ mes "[Hunter Guildsman]";
+ mes "Second...";
+ mes "You must be";
+ mes "at least Job Level 40.";
+ next;
+ mes "[Hunter Guildsman]";
+ mes "Third...";
+ mes "You must bring all of the items that will be requested by the guild. You can worry about that later.";
+ next;
+ mes "[Hunter Guildsman]";
+ mes "Fourth...";
+ mes "You've gotta pass the test administered by the guild. If you have had enough training as an Archer, you should be able to pass the test~";
+ break;
+ case 3:
+ mes "[Hunter Guildsman]";
+ mes "Okay then,";
+ mes "see you next time~";
+ close;
+ }
+ }
+ else if (HNTR_Q > 2 && HNTR_Q < 10) {
+ mes "[Hunter Sherin]";
+ mes "Just give the item to the Demon Hunter, the guy who's all the way to the left in this area~";
+ next;
+ mes "[Hunter Sherin]";
+ if (sex)
+ mes "If you decide to become a Hunter, promise to come visit me. I want to see you as a Hunter. You would look great!!";
+ else
+ mes "If you decide to become a Hunter, come and visit me, okay? You're pretty, but... You'd be even prettier as a Hunter. Hehe~";
+ close;
+ }
+ else if (HNTR_Q == 2) {
+ mes "[Hunter Sherin]";
+ mes "????";
+ next;
+ mes "[Hunter Sherin]";
+ mes "You weren't able to find the Demon Hunter? That guy is just to the left! Hehe~";
+ next;
+ mes "[Hunter Sherin]";
+ mes "I want to see you become a Hunter...! Waaah~ I think you'd look great, so please hurry!";
+ close;
+ }
+ mes "[Hunter Sherin]";
+ mes "Hmm, I think you're supposed to visit someone else, not me. Like our Guildmaster who's out for business, you know?";
+ next;
+ mes "[Hunter Sherin]";
+ mes "I heard he's at the Payon Central Palace... Or in the Archer Village, one of those two places. Try visiting those places and find him, okay?";
+ close;
+ }
+ mes "[Hunter Guildsman]";
+ mes "Eh? You haven't trained enough as an Archer. To become a Hunter, you need to gain more experience as an Archer first.";
+ next;
+ mes "[Hunter Guildsman]";
+ mes "Well then, go train some more. You must be at least Job Level 40 to be exact. Of course, you can always go higher. See you next time~";
+ close;
+}
+
+hu_in01,382,382,4 script Guild Receptionist#hnt 732,{
+ if (HNTR_Q == 2) {
+ mes "[Guild Receptionist]";
+ mes "Greetings. They call me... ^660000The Demon Hunter^000000. I am the one in charge of processing applications. Your name is ... " + strcharinfo(0) + ", correct?";
+ next;
+ set .@selection,select("Yes, that is correct.:Nope~~(heeheehee)");
+ if (.@selection == 2) {
+ mes "[Demon Hunter]";
+ mes "Hey, stop messing around.";
+ mes "Your name is " + strcharinfo(0) + ", right?";
+ next;
+ if (select("Yes...:Hehehe. I keep telling you, it's not~~") == 1) {
+ mes "[Demon Hunter]";
+ mes "Okay, then. These are the items you need for the test. Since we provide all of the necessary arrows you'll use for the test, we need you to get the materials to make them.";
+ next;
+ mes "[Demon Hunter]";
+ mes "You see, right now we're having some financial problems. Let's see, we're short on these items...";
+ next;
+ }
+ else {
+ mes "[Demon Hunter]";
+ mes "Leave if you plan to trifle me your petty tricks. Do you not realize that you are toying with ^660000The Demon Hunter^000000?!'";
+ close2;
+ warp "hugel",208,223;
+ end;
+ }
+ }
+ mes "[Demon Hunter]";
+ mes "Okay. These are the items you need for the test. Since we provide all the arrows you will be using for this test, we need you to get the materials to make them.";
+ next;
+ mes "[Demon Hunter]";
+ mes "You see, we're having some financial problems. Let's see, we're short on these items...";
+ next;
+ if(checkre(0)) set .@i,1;
+ switch(rand(1,7)) {
+ //Insect_Feeler/Claw_Of_Desert_Wolf, Wooden_Block, White_Herb
+ case 1: setarray .@items[0], (.@i?928:7030),5, 1019,5, 509,3, 3; changequest 4001,4002; break;
+ //Bill_Of_Birds, Skel_Bone, Green_Herb
+ case 2: setarray .@items[0], 925,3, 932,5, 511,3, 4; changequest 4001,4003; break;
+ //Colorful_Shell/Posionous_Canine, Animal's_Skin, Red_Herb
+ case 3: setarray .@items[0], (.@i?1013:937),3, 919,3, 507,5, 5; changequest 4001,4004; break;
+ //Horn/Dokkaebi_Horn, Poison_Spore/Piece_Of_Egg_Shell, Fluff
+ case 4: setarray .@items[0], (.@i?947:1021),3, (.@i?7033:7032),3, 914,10, 6; changequest 4001,4005; break;
+ //Shell, Worm_Peelings, Yellow_Herb
+ case 5: setarray .@items[0], 935,9, 955,9, 508,9, 7; changequest 4001,4006; break;
+ //Tooth_Of_Bat, Sticky_Mucus, Bear's_Foot
+ case 6: setarray .@items[0], 913,3, 938,1, 948,1, 8; changequest 4001,4007; break;
+ //Porcupine_Spike, Yoyo_Tailm Acorn
+ case 7: setarray .@items[0], 1027,2, 942,1, 1026,1, 9; changequest 4001,4008; break;
+ }
+ if (.@selection == 1) {
+ mes "[Demon Hunter]";
+ mes "Hmm. ^660000"+.@items[1]+" "+getitemname(.@items[0])+"^000000 to use for arrow tips. ^660000"+.@items[3]+" "+getitemname(.@items[2])+"^000000 to use here and there. And ^660000"+.@items[5]+" "+getitemname(.@items[4])+"^000000 please.";
+ set HNTR_Q,.@items[6];
+ next;
+ mes "[Demon Hunter]";
+ mes "Oh right. Our Guildmaster has gone on an official trip to the Payon Central Palace. You have to go visit him because the one that administers the test.";
+ next;
+ mes "[Demon Hunter]";
+ mes "Alright then, come back to me when you have everything ready~";
+ }
+ close;
+ }
+ else if (HNTR_Q >= 3 && HNTR_Q <= 9) {
+ switch(HNTR_Q) {
+ //Insect_Feeler/Claw_Of_Desert_Wolf, Wooden_Block, White_Herb
+ case 3: setarray .@items[0], (.@i?928:7030),5, 1019,5, 509,3, 10; break;
+ //Bill_Of_Birds, Skel_Bonem Green_Herb
+ case 4: setarray .@items[0], 925,3, 932,5, 511,3, 10; break;
+ //Colorful_Shell/Posionous_Canine, Animal's_Skin, Red_Herb
+ case 5: setarray .@items[0], (.@i?1013:937),3, 919,3, 507,5, 10; break;
+ //Horn/Dokkaebi_Horn, Poison_Spore/Piece_Of_Egg_Shell, Fluff
+ case 6: setarray .@items[0], (.@i?947:1021),3, (.@i?7033:7032),3, 914,10, 10; break;
+ //Shell, Worm_Peelings, Yellow_Herb
+ case 7: setarray .@items[0], 935,9, 955,9, 508,9, 11; break;
+ //Tooth_Of_Bat, Sticky_Mucus, Bear's_Foot
+ case 8: setarray .@items[0], 913,3, 938,1, 948,1, 11; break;
+ //Porcupine_Spike, Yoyo_Tailm Acorn
+ case 9: setarray .@items[0], 1027,2, 942,1, 1026,1, 11; break;
+ }
+ mes "[Demon Hunter]";
+ mes "Hmm?";
+ next;
+ if (countitem(.@items[0]) >= .@items[1] && countitem(.@items[2]) >= .@items[3] && countitem(.@items[4]) >= .@items[5]) {
+ mes "[Demon Hunter]";
+ mes "You brought all of the necessary materials... You can get directions to the testing area from our Guildmaster who is currently in the Payon Central Palace.";
+ set HNTR_Q,.@items[6];
+ if(checkquest(4002) != -1) {
+ changequest 4002,4009;
+ }
+ else if(checkquest(4003) != -1) {
+ changequest 4003,4009;
+ }
+ else if(checkquest(4004) != -1) {
+ changequest 4004,4009;
+ }
+ else if(checkquest(4005) != -1) {
+ changequest 4005,4009;
+ }
+ else if(checkquest(4006) != -1) {
+ changequest 4006,4010;
+ }
+ else if(checkquest(4007) != -1) {
+ changequest 4007,4010;
+ }
+ else {
+ changequest 4008,4010;
+ }
+ delitem .@items[0],.@items[1];
+ delitem .@items[2],.@items[3];
+ delitem .@items[4],.@items[5];
+ close;
+ }
+ mes "[Demon Hunter]";
+ mes "You don't have all";
+ mes "of the required materials...";
+ next;
+ mes "[Demon Hunter]";
+ mes "The items you need are";
+ mes "^660000"+.@items[1]+" "+getitemname(.@items[0])+"^000000,";
+ mes "^660000"+.@items[3]+" "+getitemname(.@items[2])+"^000000 and";
+ mes "^660000"+.@items[5]+" "+getitemname(.@items[4])+"^000000.";
+ mes "Come back once you have";
+ mes "gathered all the items.";
+ close;
+ }
+ else if (HNTR_Q > 9 && HNTR_Q < 17) {
+ mes "[Demon Hunter]";
+ mes "Hmm? You didn't go to the Guildmaster either in Payon Central Palace or at the Archer Guild? He should be at one of the two places, so go look for him.";
+ close;
+ }
+ else if (HNTR_Q == 17) {
+ mes "[Demon Hunter]";
+ mes "Ooh. You passed the test. Congratulations~ You should go talk to Sherin now.";
+ close;
+ }
+ else {
+ mes "[Guild Receptionist]";
+ mes "If you wish to change your job to a Hunter, you must register first.";
+ close;
+ }
+}
+
+payon_in03,131,7,3 script Hunter#htnGM 59,{
+ if (HNTR_Q == 10) {
+ mes "[Hunter Guildmaster]";
+ mes "Hmpf. You must be here for the Hunter job test. Let me tell you about the testing process. What would you like to know?";
+ next;
+ switch(select("What is the test?:What are the passing requirements?:Any warnings?:Begin test.")) {
+ case 1:
+ mes "[Hunter Guildmaster]";
+ mes "You have to hunt down certain monsters with a particular name. But you must avoid all the traps while you're at it.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "This is to test your ability to move swiftly and locate targets in various situations.";
+ close;
+ case 2:
+ mes "[Hunter Guildmaster]";
+ mes "Within the time limit, starting in the 6 o'clock direction of the map, you must hunt the target monsters and then hit the escape switch that will appear in the center of the map.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "You will pass if you are able to escape in the 12 o'clock direction of the map after you hit the switch.";
+ close;
+ case 3:
+ mes "[Hunter Guildmaster]";
+ mes "Hmm. Warnings... Well, if you fall into a trap, you have to start from the beginning. Also, only one person can take the test at a time.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "I will send you to the testing place. There will be a waiting room, but if someone else is taking the test, you must wait in the chatroom.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "If the person in front succeeds, resigns or fails, the next person waiting in the chatroom is sent to the testing area. If nobody is waiting, the test will begin as soon as you enter the chatroom.";
+ close;
+ case 4:
+ if (.@a0) {
+ mes "[Hunter Guildmaster]";
+ mes "Okay. I'll send you to the testing area right now. Don't blame me if you get lost or confused because you didn't listen to my explanation.";
+ next;
+ }
+ mes "[Hunter Guildmaster]";
+ mes "Okay. Best of luck.";
+ mes "I'll send you right now.";
+ next;
+ }
+ mes "[Hunter Guildmaster]";
+ mes "Well, then. Your arrows are probably still being made, so you can use mine to take the test.";
+ set HNTR_Q,12;
+ changequest 4009,4011;
+ getitem 1751,200; //Silver_Arrow
+ close2;
+ warp "job_hunte",176,22;
+ end;
+ }
+ else if (HNTR_Q > 1 && HNTR_Q < 10) {
+ mes "[Hunter Guildmaster]";
+ mes "Mmm...?";
+ mes "What is an Archer";
+ mes "visiting me for?";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "I wasn't notified about anything in particular from the Hunter Guild. You're not trying to skip the middle part of the Hunter test, are you?";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "Go gather the items for the test, and come back after you've visited the Hunter Guild.";
+ close;
+ }
+ else if (HNTR_Q == 11) {
+ mes "[Hunter]";
+ mes "Hmm? Can I help you? If you wish to change jobs, you should visit the person at the Archer Guild, not me.";
+ close;
+ }
+ else if (HNTR_Q > 11 && HNTR_Q < 16) {
+ mes "[Hunter Guildmaster]";
+ mes "Hmm. You're the Archer that almost gave up on changing jobs. You do have everything ready, right? Then I'll send you to take the test right away.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "If you have any";
+ mes "questions, ask now.";
+ next;
+ switch(select("What is the test?:What are the passing requirements?:Any warnings?:Begin test.")) {
+ case 1:
+ mes "[Hunter Guildmaster]";
+ mes "You have to hunt down certain monsters with a particular name, but you also avoid all the traps at the same time. This is to test your ability to move swiftly and locate targets in various situations.";
+ close;
+ case 2:
+ mes "[Hunter Guildmaster]";
+ mes "Within the given time, you will start at the 6 o'clock direction of the map, hunt the target monsters, and then hit the escape switch that will appear in the center of the map.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "You will pass if you are able to escape in the 12 o'clock direction of the map after you hit the switch.";
+ close;
+ case 3:
+ mes "[Hunter Guildmaster]";
+ mes "Hmm. Warnings... Well, if you fall into a trap, you have to start from the beginning. Also, only one person can take the test at a time.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "I'll send you to the testing place. There is a waiting room, but if someone else is taking the test, you must wait in the chatroom.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "If the person in front succeeds, resigns or fails, the next person waiting in the chatroom is sent to the testing area. If nobody is waiting, the test will begin as soon as you enter the chatroom.";
+ close;
+ case 4:
+ mes "[Hunter Guildmaster]";
+ mes "Okay. Good luck.";
+ mes "I'll send you right now.";
+ next;
+ }
+ mes "[Hunter Guildmaster]";
+ mes "Eh? Why won't I give you Silver Arrows? Don't expect anything when you don't bring any materials.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "Anyway, I believe you've prepared it yourself. Let's begin now.";
+ next;
+ if (select("Okay. Let's start...:Ah, wait a sec.") == 1) {
+ mes "[Hunter Guildmaster]";
+ mes "Okay!! I hope";
+ mes "you will pass this time!";
+ close2;
+ set HNTR_Q,12;
+ warp "job_hunte",176,22;
+ end;
+ }
+ mes "[Hunter Guildmaster]";
+ mes "Then hurry and finish";
+ mes "all of your preparations.";
+ close;
+ }
+ else if (HNTR_Q == 16) {
+ mes "[Hunter Guildmaster]";
+ mes "Wow, you came back in one piece!";
+ mes "I mean, good job. I'll give you the item which proves that you have passed the test.";
+ set HNTR_Q,17;
+ savepoint "payon",104,99;
+ getitem 1007,1; //Penetration
+ changequest 4012,4013;
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "Okay, here it is. Now, go back to the Hunter Guild. I have some more business left to do here, but I hope you can become a Hunter soon.";
+ close;
+ }
+ else if (HNTR_Q == 17) {
+ mes "[Hunter Guildmaster]";
+ mes "I see you aren't in a hurry to become a Hunter? When I first became a Hunter, I ran around for a month wildly brandishing my bow because I was so happy. Hehe~";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "Now, you should go back to the Hunter Guild~";
+ close;
+ }
+ else {
+ mes "[Hunter]";
+ mes "...Can I help you?";
+ mes "I'm here for official business and am busy at the moment. If you'll excuse me...";
+ close;
+ }
+}
+
+payon_in02,21,31,1 script Hunter#htnGM2 59,{
+ cutin "job_huntermaster",2;
+ if (HNTR_Q == 11) {
+ mes "[Hunter Guildmaster]";
+ mes "Mmm. I see you're here for the Hunter job test. Let me explain the testing process. What would you like to know?";
+ next;
+ switch(select("What is the test?:What are the passing requirements?:Any warnings?:Begin test.")) {
+ case 1:
+ mes "[Hunter Guildmaster]";
+ mes "You have to hunt down certain monsters with a particular name, but you must avoid all of the traps here at the same time.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "This is to test your ability to move swiftly and locate targets in various situations.";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
+ case 2:
+ mes "[Hunter Guildmaster]";
+ mes "Within the given time, you will start in the 6 o'clock direction of the map, hunt the target monsters, and hit the escape switch that will appear in the center of the map.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "You will pass if you are able to escape in the 12 o'clock direction of the map when the switch is activated.";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
+ case 3:
+ mes "[Hunter Guildmaster]";
+ mes "Mmm. Warnings... Well, if you fall into a trap, you have to start the test over from the beginning. And only one person can take the test at a time.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "I'll send you to the testing place. There is a waiting room, but if someone else is taking the test, you must wait in the chatroom.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "If the person currently taking the test passes or fails, the next person waiting in the chatroom is sent to the testing area. If nobody is waiting, the test will begin as soon as you enter the chatroom.";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
+ case 4:
+ if (.@a0) {
+ mes "[Hunter Guildmaster]";
+ mes "...Okay. I'll send you to the testing area right now. Don't blame me if you get lost or confused because you didn't listen to the explanation.";
+ next;
+ }
+ mes "[Hunter Guildmaster]";
+ mes "Okay, best of luck.";
+ mes "I'll send you right now.";
+ next;
+ }
+ mes "[Hunter Guildmaster]";
+ mes "Well, your arrows are probably still being made, so you can use mine to take the test.";
+ getitem 1751,200; //Silver_Arrow
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "Good luck.";
+ set HNTR_Q,12;
+ changequest 4010,4011;
+ warp "job_hunte",176,22;
+ cutin "job_huntermaster",255;
+ end;
+ }
+ else if (HNTR_Q > 1 && HNTR_Q < 10) {
+ mes "[Hunter Guildmaster]";
+ mes "Mmm...?";
+ mes "Why is an Archer";
+ mes "visiting me?";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "I wasn't notified by the Hunter Guild about anything. You're not trying to skip the middle part of the Hunter test, are you?";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "Stop by once you have gathered all the items needed for the test.";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
+ }
+ else if (HNTR_Q == 10) {
+ mes "[Hunter]";
+ mes "Mmm?";
+ mes "Can I help you";
+ mes "with something?";
+ mes "Oh, you must be";
+ mes "a Hunter applicant.";
+ next;
+ mes "[Hunter]";
+ mes "If you wish to change jobs, I think you need to go visit the person at Payon Central Palace.";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
+ }
+ else if (HNTR_Q > 11 && HNTR_Q < 16) {
+ mes "[Hunter Guildmaster]";
+ mes "Mmm? Aren't you the Archer who gave up last time? Now you're ready, right? Then I'll send you to the job change area right now.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "If you still";
+ mes "have questions,";
+ mes "feel free to ask.";
+ next;
+ switch(select("What is the test?:What are the requirements to pass the test?:Any warnings?:Begin test.")) {
+ case 1:
+ mes "[Hunter Guildmaster]";
+ mes "You have to hunt down certain monsters with a particular name, but you must avoid all of the traps here at the same time.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "This is to test your ability to move swiftly and locate targets in various situations.";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
+ case 2:
+ mes "[Hunter Guildmaster]";
+ mes "Within the given time, you will start in the 6 o'clock direction of the map, hunt the target monsters, and hit the escape switch that will appear in the center of the map.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "You will pass if you are able to escape in the 12 o'clock direction of the map when the switch is activated.";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
+ case 3:
+ mes "[Hunter Guildmaster]";
+ mes "Mmm. Warnings... Well, if you fall into a trap, you have to start the test over from the beginning. And only one person can take the test at a time.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "I'll send you to the testing place. There is a waiting room, but if someone else is taking the test, you must wait in the chatroom.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "If the person currently taking the test passes or fails, the next person waiting in the chatroom is sent to the testing area. If nobody is waiting, the test will begin as soon as you enter the chatroom.";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
+ case 4:
+ mes "[Hunter Guildmaster]";
+ mes "Okay, good luck.";
+ mes "I'll send you right now...";
+ next;
+ }
+ mes "[Hunter Guildmaster]";
+ mes "Eh? Why don't I give you any Silver Arrows? Well, you shouldn't expect to get anything when you didn't even bring the materials.";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "Well...";
+ mes "I believe";
+ mes "you're ready.";
+ mes "Let's begin.";
+ next;
+ if (select("Yes, let's start.:Ah, wait a moment.") == 1) {
+ mes "[Hunter Guildmaster]";
+ mes "Okay!! Now...";
+ mes "Pass this time!";
+ close2;
+ cutin "job_huntermaster",255;
+ set HNTR_Q,12;
+ warp "job_hunte",176,22;
+ end;
+ }
+ mes "[Hunter Guildmaster]";
+ mes "*Sigh...*";
+ mes "Come back when";
+ mes "you're done with";
+ mes "your preparations.";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
+ }
+ else if (HNTR_Q == 16) {
+ mes "[Hunter Guildmaster]";
+ mes "Wow. You're back in one piece!";
+ mes "I mean, good job. Well then, I'll give you the item which serves as proof that you passed the test.";
+ set HNTR_Q,17;
+ savepoint "payon",104,99;
+ getitem 1007,1; //Penetration
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "Well...";
+ mes "There you go.";
+ mes "Now hurry back to the Hunter Guild, and join us~";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
+ }
+ else if (HNTR_Q == 17) {
+ mes "[Hunter Guildmaster]";
+ mes "I see you're not in a hurry to become a Hunter. I was running around with joy, wildly brandishing my bow the first month I became a Hunter. Hehe~";
+ next;
+ mes "[Hunter Guildmaster]";
+ mes "Now hurry~";
+ mes "They're waiting";
+ mes "for you back";
+ mes "at the Hunter Guild.";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
+ }
+ else {
+ mes "[Hunter]";
+ mes "What do you want? I'm on an official trip and am busy at the moment. Now if you'll excuse me.";
+ close2;
+ cutin "job_huntermaster",255;
+ end;
+ }
+}
+
+job_hunte,178,32,1 script Guide#hnt 107,5,2,{
+OnTouch:
+ if (HNTR_Q == 12) {
+ mes "[Guide]";
+ mes "Good day. Welcome to the Hunter testing site. The test begins when you enter the next room.";
+ next;
+ mes "[Guide]";
+ mes "As explained before, hunt 4 or more of the monsters named ^3355FFJob change monster^000000. Upon doing so, a switch in the center of the map will then appear.";
+ next;
+ mes "[Guide]";
+ mes "When you destroy the switch, the exit will appear in the 12 o'clock direction of the map. Complete everything within the given time and escape.";
+ next;
+ mes "[Guide]";
+ mes "If you faint in the middle, fall into a trap, or go over the time limit, you'll fail. Then you must then retake the test.";
+ next;
+ mes "[Guide]";
+ mes "We will provide the arrows, so just make sure that you bring a bow. Well, then. Please enter when you are ready.";
+ savepoint "job_hunte",176,22;
+ close;
+ }
+ else if (HNTR_Q > 12 && HNTR_Q < 16) {
+ mes "[Guide]";
+ mes "Hmm...";
+ mes "Did you mess up?";
+ mes "I'll recover some";
+ mes "of your HP and SP for now.";
+ percentheal 100,100;
+ next;
+ mes "[Guide]";
+ mes "If it's too hard, it wouldn't hurt to try again next time. Would you like to resign for now?";
+ next;
+ switch(select("Keep trying.:Resign.")) {
+ case 1:
+ mes "[Guide]";
+ mes "Okay. Do your best and become a great Hunter. Please enter the waiting room. If someone is already taking the test, you must wait until that person is done.";
+ close;
+ case 2:
+ mapannounce "job_hunte",strcharinfo(0)+ " has resigned. Next person, please enter.",bc_map;
+ mes "[Guide]";
+ mes "Very well. I'll send you to Payon. Hope to see you next time. Don't forget to save when you leave.";
+ // donpcevent "Waiting Room#hnt::OnStart";
+ close2;
+ set HNTR_Q,13;
+ savepoint "payon",104,99;
+ warp "payon_in02",21,27;
+ }
+ }
+ else if (HNTR_Q > 15) {
+ mes "[Guide]";
+ mes "You shouldn't be here. How about finding the required job change item first?";
+ close2;
+ savepoint "payon",104,99;
+ warp "payon_in02",21,27;
+ }
+ end;
+}
+
+job_hunte,178,38,1 script Waiting Room#hnt 66,{
+ end;
+
+OnInit:
+ waitingroom "Waiting Room", 10,"Waiting Room#hnt::OnStartArena",1;
+ enablewaitingroomevent;
+ end;
+
+OnStartArena:
+ warpwaitingpc "job_hunte", 90, 67;
+ donpcevent "Manager#hnt::OnEnable";
+ disablewaitingroomevent;
+ end;
+
+OnStart:
+ enablewaitingroomevent;
+ end;
+}
+
+job_hunte,1,1,1 script Manager#hnt 66,{
+OnInit:
+ disablenpc "Manager#hnt";
+ end;
+
+OnEnable:
+ donpcevent "Switch#hnt::OnDisable";
+ enablenpc "Manager#hnt";
+ set .MyMobs,6;
+ initnpctimer;
+ // Target Mosnters
+ monster "job_hunte",67,80,"Job Change Monster",1015,1,"Manager#hnt::OnMyMobDead";
+ monster "job_hunte",114,78,"Job Change Monster",1015,1,"Manager#hnt::OnMyMobDead";
+ monster "job_hunte",89,127,"Job Change Monster",1002,1,"Manager#hnt::OnMyMobDead";
+ monster "job_hunte",53,73,"Job Change Monster",1041,1,"Manager#hnt::OnMyMobDead";
+ monster "job_hunte",125,70,"Job Change Monster",1016,1,"Manager#hnt::OnMyMobDead";
+ monster "job_hunte",90,92,"Job Change Monster",1015,1,"Manager#hnt::OnMyMobDead";
+ // Decoy Monsters
+ monster "job_hunte",85,100,"Job Test Monster",1016,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",72,102,"Job Test Monster",1041,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",108,103,"Job Test Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",88,127,"Job Test Monster",1002,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",125,69,"Job Test Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",77,112,"Job Tester Monster",1016,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",53,106,"Job Tester Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",53,73,"Job Tester Monster",1002,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",125,70,"Job Tester Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",90,91,"Job Tester Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",67,80,"Hunter Change Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",77,112,"Hunter Change Monster",1016,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",53,106,"Hunter Change Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",53,73,"Hunter Change Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",125,70,"Hunter Change Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",90,91,"Job Transfer Monster",1041,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",85,100,"Job Transfer Monster",1002,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",72,102,"Job Transfer Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",108,103,"Job Transfer Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",77,112,"Job Transfer Monster",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",112,139,"Binnie",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",112,139,"Darrel",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",112,139,"Rex",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",112,139,"Anselmo",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",90,91,"Anolian",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",53,73,"Monster Sample",1002,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",53,106,"Not Me",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",77,112,"Help Me",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",72,102,"Do Not Hit Me",1015,1,"Manager#hnt::OnMyMobDead2";
+ monster "job_hunte",108,103,"Attack Speed 184",1015,1,"Manager#hnt::OnMyMobDead2";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 3) {
+ mapannounce "job_hunte","Okay, good job... Now, find the switch in the center of the map!! Be careful of the traps!!",bc_map;
+ set HNTR_Q,14;
+ donpcevent "switch#hnt::OnEnable";
+ donpcevent "Manager#hnt::OnDisable";
+ }
+ else {
+ mapannounce "job_hunte","Okay~ You're almost there!!",bc_map;
+ }
+ end;
+
+OnMyMobDead2:
+ mapannounce "job_hunte",strcharinfo(0)+ "!! You made a mistake...Please try again.",bc_map;
+ set HNTR_Q,13;
+ warp "job_hunte",176,22;
+ donpcevent "Manager#hnt::OnReset";
+ donpcevent "Waiting Room#hnt::OnStart";
+ end;
+
+OnReset:
+ stopnpctimer;
+
+OnDisable:
+ killmonsterall "job_hunte";
+ disablenpc "Manager#hnt";
+ end;
+
+OnTimer1000:
+ mapannounce "job_hunte","The test shall now begin.",bc_map;
+ end;
+
+OnTimer3000:
+ mapannounce "job_hunte","As mentioned before, only hunt the monsters labeled 'Job change monster'.",bc_map;
+ end;
+
+OnTimer5000:
+ mapannounce "job_hunte","***** Be careful of the traps when hunting. *****",bc_map;
+ end;
+
+OnTimer7000:
+ mapannounce "job_hunte","Once you hunt 4 'Job change monster' the switch in the center will begin to operate.",bc_map;
+ end;
+
+OnTimer9000:
+ mapannounce "job_hunte","When you activate the escape switch, exit the testing area through the warp portal in the 12 o'clock direction.",bc_map;
+ end;
+
+OnTimer11000:
+ mapannounce "job_hunte","Everything must be completed within 3 minutes.",bc_map;
+ end;
+
+OnTimer13000:
+ mapannounce "job_hunte","You will have 3 minutes from now on. You will be notified after each minute passes.",bc_map;
+ end;
+
+OnTimer14000:
+ mapannounce "job_hunte"," ****** 3 minutes remaining. ****** ",bc_map;
+ end;
+
+OnTimer74000:
+ mapannounce "job_hunte"," ****** 2 minutes remaining. ****** ",bc_map;
+ end;
+
+OnTimer134000:
+ mapannounce "job_hunte"," ****** 1 minute remaining. ****** ",bc_map;
+ end;
+
+OnTimer164000:
+ mapannounce "job_hunte"," ****** 30 seconds remaining. ****** ",bc_map;
+ end;
+
+OnTimer187000:
+ mapannounce "job_hunte"," Test ends in 5 seconds...",bc_map;
+ end;
+
+OnTimer188000:
+ mapannounce "job_hunte"," Test ends in 4 seconds...",bc_map;
+ end;
+
+OnTimer189000:
+ mapannounce "job_hunte"," Test ends in 3 seconds...",bc_map;
+ end;
+
+OnTimer191000:
+ mapannounce "job_hunte"," Test ends in 2 seconds...",bc_map;
+ end;
+
+OnTimer192000:
+ mapannounce "job_hunte"," Test ends in 1 second.",bc_map;
+ end;
+
+OnTimer193000:
+ mapannounce "job_hunte"," 0 ",bc_map;
+ end;
+
+OnTimer194000:
+ mapannounce "job_hunte"," Time's up. Please try again.",bc_map;
+ end;
+
+OnTimer195000:
+ areawarp "job_hunte",50,64,129,143,"job_hunte",176,22;
+ end;
+
+OnTimer197000:
+ donpcevent "Manager#hnt::OnReset";
+ donpcevent "Waiting Room#hnt::OnStart";
+ end;
+}
+
+job_hunte,93,101,1 script Switch#hnt 723,1,1,{
+OnTouch:
+ mes "^3355FFThere are 3 buttons";
+ mes "on the escape switch.^000000";
+ set HNTR_Q,15;
+ next;
+ switch(select("Escape:Cancel:Re-test")) {
+ case 1:
+ mes "^3355FFThe Escape Warp Portal";
+ mes "has now been activated.^000000";
+ close2;
+ mapannounce "job_hunte"," !! Escape Warp Portal activation complete. !! ",bc_map;
+ enablenpc "exit#hnttest";
+ end;
+ case 2:
+ mes "^3355FFCanceling";
+ mes "Operation.^000000";
+ close2;
+ mapannounce "job_hunte"," !! Operation has been cancelled. !! ",bc_map;
+ end;
+ case 3:
+ mapannounce "job_hunte"," !! Cancellation warp activating... !! ",bc_map;
+ mes "^3355FFYou will soon be";
+ mes "returned to the";
+ mes "waiting room.^000000";
+ close2;
+ set HNTR_Q,13;
+ warp "job_hunte",176,22;
+ donpcevent "Manager#hnt::OnReset";
+ donpcevent "Waiting Room#hnt::OnStart";
+ end;
+ }
+
+OnDisable:
+ disablenpc "exit#hnttest";
+ disablenpc "Switch#hnt";
+ end;
+
+OnEnable:
+ enablenpc "Switch#hnt";
+ end;
+}
+
+job_hunte,89,139,0 script exit#hnttest 45,2,2,{
+OnInit:
+ disablenpc "exit#hnttest";
+ end;
+
+OnTouch:
+ donpcevent "Manager#hnt::OnReset";
+ donpcevent "Waiting Room#hnt::OnStart";
+ set HNTR_Q,16;
+ changequest 4011,4012;
+ savepoint "payon",104,99;
+ if (rand(1))
+ warp "payon_in02",21,27;
+ warp "payon_in03",128,7;
+}
+
+// Hunter Job test traps.
+//============================================================
+job_hunte,52,140,0 script 1-1::HntTrap -1,0,1,{
+OnTouch:
+ switch(rand(200)) {
+ default:
+ case 1: mapannounce "job_hunte",strcharinfo(0) + ", you have fallen into a trap. You will be returned to the starting point.",bc_map; break;
+ case 2: mapannounce "job_hunte",strcharinfo(0) + ", yes you! Go back and start over!",bc_map; break;
+ case 3: mapannounce "job_hunte",strcharinfo(0) + " has failed!...well...you will if you don't start over...",bc_map; break;
+ case 4: mapannounce "job_hunte",strcharinfo(0) + ", has failed me! Go back to where you started!",bc_map; break;
+ case 5: mapannounce "job_hunte",strcharinfo(0) + ", you have blundered into a trap. I'm sorry, but for now, YOU LOSE.",bc_map; break;
+ case 6: mapannounce "job_hunte",strcharinfo(0) + ", what are you doing!? Go back and do it again!",bc_map; break;
+ case 7: mapannounce "job_hunte",strcharinfo(0) + ", come on! You can do better then this!! Try again!",bc_map; break;
+ case 8: mapannounce "job_hunte",strcharinfo(0) + ", has fallen into a trap...again. But don't worry, you're getting better.",bc_map; break;
+ case 9: mapannounce "job_hunte",strcharinfo(0) + ", fail, fail, fail... Go back to where you started!",bc_map; break;
+ case 10: mapannounce "job_hunte",strcharinfo(0) + "... aww~ Try again! You can do it!",bc_map; break;
+ case 11: mapannounce "job_hunte",strcharinfo(0) + ", @#$%#^!@ and you wanna be a what? Hunter? Get back there!",bc_map; break;
+ case 12: mapannounce "job_hunte",strcharinfo(0) + " was defeated by the forces of evil. Don't give up, hero!",bc_map; break;
+ case 13: mapannounce "job_hunte","I put a spell on you " + strcharinfo(0) + " and now you're mine! Go start over now.",bc_map; break;
+ case 14: mapannounce "job_hunte",strcharinfo(0) + ". G'day mate, welcome to the land down under. As a present, I'll send you to the starting point...",bc_map; break;
+ case 15: mapannounce "job_hunte","That's my nest " + strcharinfo(0) + "! dont step there, squawk~ Start over.",bc_map; break;
+ case 16: mapannounce "job_hunte",strcharinfo(0) + ", another archer down. 3 more to go!",bc_map; break;
+ case 17: mapannounce "job_hunte",strcharinfo(0) + ", have you got what it takes? Then try again.",bc_map; break;
+ case 18: mapannounce "job_hunte","Alas, " + strcharinfo(0) + ", you have fallen prey to the most feared of traps. The dreaded stink bomb! Run run run awaaaaaay!",bc_map; break;
+ case 19: mapannounce "job_hunte",strcharinfo(0) + " had too much prune juice to drink today. Back to the starting point~",bc_map; break;
+ case 20: mapannounce "job_hunte","No.... " + strcharinfo(0) + ", you have fallen into a trap. You will be returned to the starting point.",bc_map; break;
+ case 21: mapannounce "job_hunte","Meow *pounce* look my kitties we'll have some" + strcharinfo(0) + "stew. Back to the starting point if you don't want to become stew!",bc_map; break;
+ case 22: mapannounce "job_hunte","Sorry " + strcharinfo(0) + ", but you've actually found a BAD secret. You will be returned to the starting point.",bc_map; break;
+ case 23: mapannounce "job_hunte",strcharinfo(0) + ", silly Archer...your tenacity is touching. But it's back to the start for you...",bc_map; break;
+ case 24: mapannounce "job_hunte",strcharinfo(0) + ", you've fallen and you can't get up. You'll be carried back to the starting point.",bc_map; break;
+ case 25: mapannounce "job_hunte","Skip a turn " + strcharinfo(0) + ", go back to start.",bc_map; break;
+ case 26: mapannounce "job_hunte",strcharinfo(0) + ", nya nya, heh heh heh. You will be returned to the starting point.",bc_map; break;
+ case 27: mapannounce "job_hunte","Practice is over " + strcharinfo(0) + ". This time show me for real.",bc_map; break;
+ case 28: mapannounce "job_hunte",strcharinfo(0) + ", this is a Poring jellopy raid...Get out! Start from the beginning if you wish to continue.",bc_map; break;
+ case 29: mapannounce "job_hunte","Disconnected from server. " + strcharinfo(0) + ", you have to start over.",bc_map; break;
+ case 30: mapannounce "job_hunte",strcharinfo(0) + ", what does this button do...oops! I'm afraid you have to start over.",bc_map; break;
+ case 31: mapannounce "job_hunte",strcharinfo(0) + ", you have entered the bonus round! Aaaand, you lost. You will be returned to the starting point.",bc_map; break;
+ case 32: mapannounce "job_hunte","Oh, no " + strcharinfo(0) + ", you've stepped on a hive of bees. You narrowly escaped, all the way back to the beginning.",bc_map; break;
+ case 33: mapannounce "job_hunte",strcharinfo(0) + ", wait wait. That's a trap! Oh wait, that's dog. . . .",bc_map; break;
+ case 34: mapannounce "job_hunte","Stop " + strcharinfo(0) + "! For stepping on that trap, I shall punish you!",bc_map; break;
+ case 35: mapannounce "job_hunte",strcharinfo(0) + ", I'll be back. . . I hope you will too.",bc_map; break;
+ case 36: mapannounce "job_hunte",strcharinfo(0) + ", Come with me if you want to live. . to the starting point.",bc_map; break;
+ case 37: mapannounce "job_hunte",strcharinfo(0) + ", my... precious! Go back to the starting point.",bc_map; break;
+ case 38: mapannounce "job_hunte","Follow the yellow brick road... No wait, " + strcharinfo(0) + "!! Not that way...Back to the starting point it is.",bc_map; break;
+ case 39: mapannounce "job_hunte",strcharinfo(0) + ", you've really go to get the hang of this 'in tune with nature' thing. Now, you're lost!",bc_map; break;
+ case 40: mapannounce "job_hunte",strcharinfo(0) + ", it's only a story...not real. But you will be returned to the starting point.",bc_map; break;
+ case 41: mapannounce "job_hunte",strcharinfo(0) + ", you have fallen into a trap. And the trap...has fallen into you. Returning you to the starting point.",bc_map; break;
+ case 42: mapannounce "job_hunte","Fear not " + strcharinfo(0) + ", for you too, shall learn the powers of the dark side. You will now be returned to the starting point.",bc_map; break;
+ case 43: mapannounce "job_hunte",strcharinfo(0) + ", fell into a trap. Quite easily too, I'm afraid. But this hero won't be beaten that easily!",bc_map; break;
+ case 44: mapannounce "job_hunte"," Tip of the day: Do not step on the traps. You will be returned to the starting point.",bc_map; break;
+ case 45: mapannounce "job_hunte",strcharinfo(0) + " fell into a trap. Once again, for clarity's sake, the name is " + strcharinfo(0) + ".",bc_map; break;
+ case 46: mapannounce "job_hunte","Oy oy, " + strcharinfo(0) + ".. I've seen blind Porings get further! Go back to the starting point.",bc_map; break;
+ case 47: mapannounce "job_hunte","MY EYES!! " + strcharinfo(0) + ", you... you.. stepped on them. Go try again...I'd cry for you if I could even shed tears...",bc_map; break;
+ case 48: mapannounce "job_hunte",strcharinfo(0) + ", where are you? Right...NOT at the place where'd you be if you passed the test.",bc_map; break;
+ case 49: mapannounce "job_hunte"," Wow, they actually paid a guy to think of these comments. " + strcharinfo(0) + ", you can go back to the starting point.",bc_map; break;
+ case 50: mapannounce "job_hunte"," My word, " + strcharinfo(0) + "! You've precariously fallen into a trap! You will be returned back to the start. Cheerio~!",bc_map; break;
+ case 51: mapannounce "job_hunte",strcharinfo(0) + ", do you have any idea where you're going? Start over *sigh*.",bc_map; break;
+ case 52: mapannounce "job_hunte",strcharinfo(0) + ", do you like green tea ice cream? No? Go back to the starting point...*hmph*",bc_map; break;
+ case 53: mapannounce "job_hunte","Oh, no.. " + strcharinfo(0) + ", are you hurt? Come now, let's go back to the starting point.",bc_map; break;
+ case 54: mapannounce "job_hunte","Hi " + strcharinfo(0) + ", how are you? Here's a present~ a free warp! Back to the starting point.",bc_map; break;
+ case 55: mapannounce "job_hunte",strcharinfo(0) + ".......... did you know that that was a trap? I hope so, otherwise, I guess you'd be pretty embarassed.",bc_map; break;
+ case 56: mapannounce "job_hunte",strcharinfo(0) + ", what do you think of the interior design? I worked very hard on it... and this lovely feature that sends you back to the starting point.",bc_map; break;
+ case 57: mapannounce "job_hunte","BOOM BAM BOOM! " + strcharinfo(0) + ", you have fallen into my trap! But I won't kill you...just...humiliate you...",bc_map; break;
+ case 58: mapannounce "job_hunte","Oh, " + strcharinfo(0) + ".. You can do better. Try again!",bc_map; break;
+ case 59: mapannounce "job_hunte","Hello, this is your local Kafra worker... " + strcharinfo(0) + ", your mommy is waiting for you at the checkout line.",bc_map; break;
+ case 60: mapannounce "job_hunte",strcharinfo(0) + ", if you do well. I'll have a nice present waiting for you... What is it? You'll see if you pass~ Go try again now!",bc_map; break;
+ case 61: mapannounce "job_hunte",strcharinfo(0) + " faaaaaaaaaaaaaaaaailed.. Hehe, just kidding. You will be returned to the starting point so try again!",bc_map; break;
+ case 62: mapannounce "job_hunte",strcharinfo(0) + ", you fell into a trap. You should watch your feet more. What? Invisible? That's baby talk! Now go try again!",bc_map; break;
+ case 63: mapannounce "job_hunte"," Sorry, " + strcharinfo(0) + ", you have fallen into a trap. But I'll be nice and send you to the starting point.",bc_map; break;
+ case 64: mapannounce "job_hunte",strcharinfo(0) + ", HAHAHAHAHAHA!!!! I can't believe you fell for that one!",bc_map; break;
+ case 65: mapannounce "job_hunte",strcharinfo(0) + ", I was just about to tell you about that one...but, I didn't? Back to start.",bc_map; break;
+ case 66: mapannounce "job_hunte",strcharinfo(0) + "...I'm sorry my friend, but you lose. But don't worry, its not like this message is broadcast or anything.",bc_map; break;
+ case 67: mapannounce "job_hunte",strcharinfo(0) + ", I'm not so sure that you qualify for this anymore... Try again and prove me wrong.",bc_map; break;
+ case 68: mapannounce "job_hunte",strcharinfo(0) + ", OW...now that's gotta hurt. Back to the start~",bc_map; break;
+ case 69: mapannounce "job_hunte",strcharinfo(0) + ", I find your lack of faith disturbing... Let's start over.",bc_map; break;
+ case 70: mapannounce "job_hunte",strcharinfo(0) + ", your eyes can deceive you. Don't trust them. Stretch out with your feelings. Try again now.",bc_map; break;
+ case 71: mapannounce "job_hunte",strcharinfo(0) + ", if you once start down the dark path, forever it will dominate your destiny. You shall be returned to the starting point.",bc_map; break;
+ case 72: mapannounce "job_hunte",strcharinfo(0) + ", size doesn't matter. But, the number of traps that caught you do. Try again and win this time!",bc_map; break;
+ case 73: mapannounce "job_hunte",strcharinfo(0) + ", try not. Do or do not. There is no try.",bc_map; break;
+ case 74: mapannounce "job_hunte",strcharinfo(0) + ", that is why you fail. Now try again!",bc_map; break;
+ case 75: mapannounce "job_hunte",strcharinfo(0) + ", look. If its made of metal and looks like it has teeth, you shouldn't put your foot in it. So simple, really...",bc_map; break;
+ case 76: mapannounce "job_hunte",strcharinfo(0) + ", you are beaten. It is useless to resist.",bc_map; break;
+ case 77: mapannounce "job_hunte",strcharinfo(0) + ", I'm looking forward to completing your training. In time you will call me Master.",bc_map; break;
+ case 78: mapannounce "job_hunte",strcharinfo(0) + ", your overconfidence is your weakness.",bc_map; break;
+ case 79: mapannounce "job_hunte",strcharinfo(0) + ", watch your step. This place can be a little rough.",bc_map; break;
+ case 80: mapannounce "job_hunte",strcharinfo(0) + ", oh I told you it was dangerous here.",bc_map; break;
+ case 81: mapannounce "job_hunte",strcharinfo(0) + ", everything is proceeding as I have foreseen.",bc_map; break;
+ case 82: mapannounce "job_hunte",strcharinfo(0) + ", you should have not come back.",bc_map; break;
+ case 83: mapannounce "job_hunte",strcharinfo(0) + ", there are alternatives to fighting. But not to losing to this test. Now try again!",bc_map; break;
+ case 84: mapannounce "job_hunte",strcharinfo(0) + ", now that's a name I haven't heard in a while...let's hope I don't hear it again~!",bc_map; break;
+ case 85: mapannounce "job_hunte",strcharinfo(0) + ", we do not train to be merciful here, mercy is for the weak!",bc_map; break;
+ case 86: mapannounce "job_hunte",strcharinfo(0) + ", defeat does not exist here, does it?!",bc_map; break;
+ case 87: mapannounce "job_hunte",strcharinfo(0) + ", concentrate. Focus your powers!",bc_map; break;
+ case 88: mapannounce "job_hunte",strcharinfo(0) + ", am I going mad, or did the word -think- escape your lips?",bc_map; break;
+ case 89: mapannounce "job_hunte",strcharinfo(0) + ", you're just stalling now.",bc_map; break;
+ case 90: mapannounce "job_hunte",strcharinfo(0) + ", life isn't always fair.",bc_map; break;
+ case 91: mapannounce "job_hunte",strcharinfo(0) + ".... Uhhh...it's not OUR fault....",bc_map; break;
+ case 92: mapannounce "job_hunte",strcharinfo(0) + ", survivability takes priority.",bc_map; break;
+ case 93: mapannounce "job_hunte",strcharinfo(0) + ", people have the strength to overcome their obstacles...everyone can.",bc_map; break;
+ case 94: mapannounce "job_hunte",strcharinfo(0) + ", there is happiness for those who accept their fate, and there is glory for those who resist their fate.",bc_map; break;
+ case 95: mapannounce "job_hunte",strcharinfo(0) + ", some things are real and some things are false. Can't you tell the difference?",bc_map; break;
+ case 96: mapannounce "job_hunte",strcharinfo(0) + ", we are having fun aren't we? Everyday here is like a dream. I really hope it's going to be like this forever.",bc_map; break;
+ case 97: mapannounce "job_hunte",strcharinfo(0) + ", I'll give you just one piece of advice... dying hurts like hell.",bc_map; break;
+ case 98: mapannounce "job_hunte",strcharinfo(0) + ", don't give up the ghost! Just be more careful...",bc_map; break;
+ case 99: mapannounce "job_hunte",strcharinfo(0) + ", death is a gift given at birth. But...these traps won't kill you, don't worry.",bc_map; break;
+ case 100: mapannounce "job_hunte",strcharinfo(0) + ", I was counting on you from the beginning. But I guess you're gonna make me wait longer...",bc_map; break;
+ case 101: mapannounce "job_hunte",strcharinfo(0) + ", always with the end comes hope and rebirth. But it's back to the beginning for you~",bc_map; break;
+ case 102: mapannounce "job_hunte",strcharinfo(0) + ", have I ever told you about the power held in a single tear? Its okay to shed one now, I know its hard...",bc_map; break;
+ case 103: mapannounce "job_hunte",strcharinfo(0) + ", happiness often sneaks in through a door you didn't know you left open. Sort of like...hidden traps!",bc_map; break;
+ case 104: mapannounce "job_hunte",strcharinfo(0) + ", ....Chii?",bc_map; break;
+ case 105: mapannounce "job_hunte",strcharinfo(0) + ", Mine! Mine! Mine! Mine!",bc_map; break;
+ case 106: mapannounce "job_hunte",strcharinfo(0) + ", it's time to duel!",bc_map; break;
+ case 107: mapannounce "job_hunte",strcharinfo(0) + ", I choose you!...wait... uagh...not you!...",bc_map; break;
+ case 108: mapannounce "job_hunte",strcharinfo(0) + ", this isn't the time to be complimenting it!",bc_map; break;
+ case 109: mapannounce "job_hunte",strcharinfo(0) + "...Oh great, what else could go wrong today?",bc_map; break;
+ case 110: mapannounce "job_hunte",strcharinfo(0) + ", don't worry, I always keep a spare. We're not running out of traps anytime soon...",bc_map; break;
+ case 111: mapannounce "job_hunte",strcharinfo(0) + ", when bad things happen, don't give up. The day will come when you will look back and laugh at them. But not today.",bc_map; break;
+ case 112: mapannounce "job_hunte",strcharinfo(0) + ", don't worry about it. We're good at fighting losing battles, remember?",bc_map; break;
+ case 113: mapannounce "job_hunte",strcharinfo(0) + ", you remember how it was like when you felt really slick? That feeling won't come back for a while...",bc_map; break;
+ case 114: mapannounce "job_hunte",strcharinfo(0) + ", you must forget about your past for the sake of your own happiness.",bc_map; break;
+ case 115: mapannounce "job_hunte",strcharinfo(0) + ", if you can fool your friends, you can fool your enemies.",bc_map; break;
+ case 116: mapannounce "job_hunte",strcharinfo(0) + ", this world is made up of love and peace!",bc_map; break;
+ case 117: mapannounce "job_hunte",strcharinfo(0) + ", if you fail, you must drink this.....*evil grin*",bc_map; break;
+ case 118: mapannounce "job_hunte",strcharinfo(0) + ", don't say we didn't warn you!",bc_map; break;
+ case 119: mapannounce "job_hunte",strcharinfo(0) + ", curiosity killed the cat. Lucky for me I'm not a cat. Oh, and um, you too of course.",bc_map; break;
+ case 120: mapannounce "job_hunte",strcharinfo(0) + ", STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!",bc_map; break;
+ case 121: mapannounce "job_hunte",strcharinfo(0) + ", how you like me now? That's right, that was MY trap!",bc_map; break;
+ case 122: mapannounce "job_hunte",strcharinfo(0) + "...brilliant...just absolutely...genius. Sorry, I was talking about all these crazy traps.",bc_map; break;
+ case 123: mapannounce "job_hunte",strcharinfo(0) + ", it's time to bust out of that trap, Houdini-style! Hey, wait...come back!",bc_map; break;
+ case 124: mapannounce "job_hunte",strcharinfo(0) + ", it looks like you could really be in trouble this time...no worries, just try this again!",bc_map; break;
+ case 125: mapannounce "job_hunte",strcharinfo(0) + "...not smooth, dude. Go for it again, one more time!",bc_map; break;
+ case 126: mapannounce "job_hunte",strcharinfo(0) + ",it looks like you could really be in a pickle. Back to the starting point...",bc_map; break;
+ case 127: mapannounce "job_hunte",strcharinfo(0) + ", just think of it as Karma. Someday, you'll be setting hundreds of traps of your own...",bc_map; break;
+ case 128: mapannounce "job_hunte",strcharinfo(0) + ", bad news dude...its another trap. You'll get the hang of this, I believe in you!",bc_map; break;
+ case 129: mapannounce "job_hunte",strcharinfo(0) + ", don't give up! The world still needs you!",bc_map; break;
+ case 130: mapannounce "job_hunte",strcharinfo(0) + ", it's okay to cry. Just not too loudly.",bc_map; break;
+ case 131: mapannounce "job_hunte",strcharinfo(0) + "...oh man. It's tiring setting up all these traps. You guys have got to stop falling into them!",bc_map; break;
+ }
+ set HNTR_Q,13;
+ warp "job_hunte",176,22;
+ donpcevent "Manager#hnt::OnReset";
+ donpcevent "Waiting Room#hnt::OnStart";
+ end;
+}
+
+job_hunte,53,140,0 duplicate(HntTrap) 1-2 -1,0,1
+job_hunte,54,141,0 duplicate(HntTrap) 1-3 -1,0,0
+job_hunte,55,141,0 duplicate(HntTrap) 1-4 -1,0,0
+job_hunte,55,140,0 duplicate(HntTrap) 1-5 -1,0,0
+job_hunte,54,140,0 duplicate(HntTrap) 1-6 -1,0,0
+job_hunte,52,138,0 duplicate(HntTrap) 1-7 -1,0,0
+job_hunte,53,138,0 duplicate(HntTrap) 1-8 -1,0,0
+job_hunte,62,140,0 duplicate(HntTrap) 2-1 -1,0,1
+job_hunte,63,140,0 duplicate(HntTrap) 2-2 -1,0,1
+job_hunte,64,140,0 duplicate(HntTrap) 2-3 -1,0,0
+job_hunte,64,141,0 duplicate(HntTrap) 2-4 -1,0,0
+job_hunte,65,140,0 duplicate(HntTrap) 2-5 -1,0,0
+job_hunte,65,141,0 duplicate(HntTrap) 2-6 -1,0,0
+job_hunte,62,138,0 duplicate(HntTrap) 2-7 -1,0,0
+job_hunte,63,138,0 duplicate(HntTrap) 2-8 -1,0,0
+job_hunte,72,140,0 duplicate(HntTrap) 3-1 -1,0,1
+job_hunte,73,140,0 duplicate(HntTrap) 3-2 -1,0,1
+job_hunte,72,138,0 duplicate(HntTrap) 3-3 -1,0,0
+job_hunte,72,138,0 duplicate(HntTrap) 3-4 -1,0,0
+job_hunte,78,140,0 duplicate(HntTrap) 4-1 -1,0,0
+job_hunte,78,141,0 duplicate(HntTrap) 4-2 -1,0,0
+job_hunte,79,140,0 duplicate(HntTrap) 4-3 -1,0,0
+job_hunte,79,141,0 duplicate(HntTrap) 4-4 -1,0,0
+job_hunte,82,138,0 duplicate(HntTrap) 5-1 -1,0,0
+job_hunte,82,139,0 duplicate(HntTrap) 5-2 -1,0,0
+job_hunte,83,138,0 duplicate(HntTrap) 5-3 -1,0,0
+job_hunte,83,139,0 duplicate(HntTrap) 5-4 -1,0,0
+job_hunte,99,138,0 duplicate(HntTrap) 6-1 -1,1,0
+job_hunte,99,139,0 duplicate(HntTrap) 6-2 -1,1,0
+job_hunte,101,138,0 duplicate(HntTrap) 6-3 -1,0,0
+job_hunte,101,139,0 duplicate(HntTrap) 6-4 -1,0,0
+job_hunte,106,140,0 duplicate(HntTrap) 7-1 -1,0,1
+job_hunte,107,140,0 duplicate(HntTrap) 7-2 -1,0,1
+job_hunte,106,138,0 duplicate(HntTrap) 7-3 -1,0,0
+job_hunte,107,138,0 duplicate(HntTrap) 7-4 -1,0,0
+job_hunte,112,140,0 duplicate(HntTrap) 8-1 -1,0,0
+job_hunte,112,141,0 duplicate(HntTrap) 8-2 -1,0,0
+job_hunte,113,140,0 duplicate(HntTrap) 8-3 -1,0,0
+job_hunte,113,141,0 duplicate(HntTrap) 8-4 -1,0,0
+job_hunte,116,140,0 duplicate(HntTrap) 9-1 -1,0,0
+job_hunte,116,141,0 duplicate(HntTrap) 9-2 -1,0,0
+job_hunte,117,140,0 duplicate(HntTrap) 9-3 -1,0,0
+job_hunte,117,141,0 duplicate(HntTrap) 9-4 -1,0,0
+job_hunte,120,138,0 duplicate(HntTrap) 10-1 -1,0,0
+job_hunte,120,139,0 duplicate(HntTrap) 10-2 -1,0,0
+job_hunte,121,138,0 duplicate(HntTrap) 10-3 -1,0,0
+job_hunte,121,139,0 duplicate(HntTrap) 10-4 -1,0,0
+job_hunte,126,139,0 duplicate(HntTrap) 11-1 -1,0,2
+job_hunte,127,139,0 duplicate(HntTrap) 11-2 -1,0,2
+job_hunte,126,136,0 duplicate(HntTrap) 11-3 -1,0,0
+job_hunte,127,136,0 duplicate(HntTrap) 11-4 -1,0,0
+job_hunte,52,134,0 duplicate(HntTrap) 12-1 -1,0,1
+job_hunte,53,134,0 duplicate(HntTrap) 12-2 -1,0,1
+job_hunte,52,132,0 duplicate(HntTrap) 12-3 -1,0,0
+job_hunte,53,132,0 duplicate(HntTrap) 12-4 -1,0,0
+job_hunte,124,130,0 duplicate(HntTrap) 13-1 -1,0,0
+job_hunte,124,131,0 duplicate(HntTrap) 13-2 -1,0,0
+job_hunte,125,130,0 duplicate(HntTrap) 13-3 -1,0,0
+job_hunte,125,131,0 duplicate(HntTrap) 13-4 -1,0,0
+job_hunte,64,128,0 duplicate(HntTrap) 14-1 -1,0,0
+job_hunte,64,129,0 duplicate(HntTrap) 14-2 -1,0,0
+job_hunte,65,128,0 duplicate(HntTrap) 14-3 -1,0,0
+job_hunte,65,129,0 duplicate(HntTrap) 14-4 -1,0,0
+job_hunte,68,126,0 duplicate(HntTrap) 15-1 -1,0,0
+job_hunte,68,127,0 duplicate(HntTrap) 15-2 -1,0,0
+job_hunte,69,126,0 duplicate(HntTrap) 15-3 -1,0,0
+job_hunte,69,127,0 duplicate(HntTrap) 15-4 -1,0,0
+job_hunte,75,128,0 duplicate(HntTrap) 16-1 -1,1,0
+job_hunte,75,129,0 duplicate(HntTrap) 16-2 -1,1,0
+job_hunte,77,128,0 duplicate(HntTrap) 16-3 -1,0,0
+job_hunte,77,129,0 duplicate(HntTrap) 16-4 -1,0,0
+job_hunte,82,126,0 duplicate(HntTrap) 17-1 -1,0,0
+job_hunte,82,127,0 duplicate(HntTrap) 17-2 -1,0,0
+job_hunte,83,126,0 duplicate(HntTrap) 17-3 -1,0,0
+job_hunte,83,127,0 duplicate(HntTrap) 17-4 -1,0,0
+job_hunte,96,128,0 duplicate(HntTrap) 18-1 -1,0,0
+job_hunte,96,129,0 duplicate(HntTrap) 18-2 -1,0,0
+job_hunte,97,128,0 duplicate(HntTrap) 18-3 -1,0,0
+job_hunte,97,129,0 duplicate(HntTrap) 18-4 -1,0,0
+job_hunte,100,126,0 duplicate(HntTrap) 19-1 -1,0,0
+job_hunte,100,127,0 duplicate(HntTrap) 19-2 -1,0,0
+job_hunte,101,126,0 duplicate(HntTrap) 19-3 -1,0,0
+job_hunte,101,127,0 duplicate(HntTrap) 19-4 -1,0,0
+job_hunte,106,128,0 duplicate(HntTrap) 20-1 -1,0,0
+job_hunte,106,129,0 duplicate(HntTrap) 20-2 -1,0,0
+job_hunte,107,128,0 duplicate(HntTrap) 20-3 -1,0,0
+job_hunte,107,129,0 duplicate(HntTrap) 20-4 -1,0,0
+job_hunte,112,126,0 duplicate(HntTrap) 21-1 -1,0,0
+job_hunte,112,127,0 duplicate(HntTrap) 21-2 -1,0,0
+job_hunte,113,126,0 duplicate(HntTrap) 21-3 -1,0,0
+job_hunte,113,127,0 duplicate(HntTrap) 21-4 -1,0,0
+job_hunte,126,126,0 duplicate(HntTrap) 22-1 -1,0,0
+job_hunte,126,127,0 duplicate(HntTrap) 22-2 -1,0,0
+job_hunte,127,126,0 duplicate(HntTrap) 22-3 -1,0,0
+job_hunte,127,127,0 duplicate(HntTrap) 22-4 -1,0,0
+job_hunte,52,122,0 duplicate(HntTrap) 23-1 -1,0,1
+job_hunte,52,122,0 duplicate(HntTrap) 23-2 -1,0,1
+job_hunte,53,120,0 duplicate(HntTrap) 23-3 -1,1,0
+job_hunte,54,121,0 duplicate(HntTrap) 23-4 -1,0,0
+job_hunte,55,121,0 duplicate(HntTrap) 23-5 -1,0,0
+job_hunte,55,120,0 duplicate(HntTrap) 23-6 -1,0,0
+job_hunte,66,120,0 duplicate(HntTrap) 24-1 -1,0,0
+job_hunte,66,121,0 duplicate(HntTrap) 24-2 -1,0,0
+job_hunte,67,120,0 duplicate(HntTrap) 24-3 -1,0,0
+job_hunte,67,121,0 duplicate(HntTrap) 24-4 -1,0,0
+job_hunte,114,118,0 duplicate(HntTrap) 25-1 -1,0,0
+job_hunte,114,119,0 duplicate(HntTrap) 25-2 -1,0,0
+job_hunte,115,118,0 duplicate(HntTrap) 25-3 -1,0,0
+job_hunte,115,119,0 duplicate(HntTrap) 25-4 -1,0,0
+job_hunte,124,120,0 duplicate(HntTrap) 26-1 -1,0,1
+job_hunte,125,120,0 duplicate(HntTrap) 26-2 -1,0,1
+job_hunte,124,118,0 duplicate(HntTrap) 26-3 -1,0,0
+job_hunte,125,118,0 duplicate(HntTrap) 26-4 -1,0,0
+job_hunte,66,116,0 duplicate(HntTrap) 27-1 -1,0,0
+job_hunte,66,117,0 duplicate(HntTrap) 27-2 -1,0,0
+job_hunte,67,116,0 duplicate(HntTrap) 27-3 -1,0,0
+job_hunte,67,117,0 duplicate(HntTrap) 27-4 -1,0,0
+job_hunte,76,114,0 duplicate(HntTrap) 28-1 -1,0,0
+job_hunte,76,115,0 duplicate(HntTrap) 28-2 -1,0,0
+job_hunte,77,114,0 duplicate(HntTrap) 28-3 -1,0,0
+job_hunte,77,115,0 duplicate(HntTrap) 28-4 -1,0,0
+job_hunte,82,116,0 duplicate(HntTrap) 29-1 -1,0,0
+job_hunte,82,117,0 duplicate(HntTrap) 29-2 -1,0,0
+job_hunte,83,116,0 duplicate(HntTrap) 29-3 -1,0,0
+job_hunte,83,117,0 duplicate(HntTrap) 29-4 -1,0,0
+job_hunte,86,114,0 duplicate(HntTrap) 30-1 -1,0,0
+job_hunte,86,115,0 duplicate(HntTrap) 30-2 -1,0,0
+job_hunte,87,114,0 duplicate(HntTrap) 30-3 -1,0,0
+job_hunte,87,115,0 duplicate(HntTrap) 30-4 -1,0,0
+job_hunte,92,115,0 duplicate(HntTrap) 31-1 -1,1,0
+job_hunte,92,114,0 duplicate(HntTrap) 31-2 -1,1,0
+job_hunte,90,115,0 duplicate(HntTrap) 31-3 -1,0,0
+job_hunte,102,116,0 duplicate(HntTrap) 32-1 -1,0,0
+job_hunte,102,117,0 duplicate(HntTrap) 32-2 -1,0,0
+job_hunte,103,116,0 duplicate(HntTrap) 32-3 -1,0,0
+job_hunte,103,117,0 duplicate(HntTrap) 32-4 -1,0,0
+job_hunte,114,114,0 duplicate(HntTrap) 33-1 -1,0,0
+job_hunte,114,115,0 duplicate(HntTrap) 33-2 -1,0,0
+job_hunte,115,114,0 duplicate(HntTrap) 33-3 -1,0,0
+job_hunte,115,115,0 duplicate(HntTrap) 33-4 -1,0,0
+job_hunte,54,110,0 duplicate(HntTrap) 34-1 -1,0,1
+job_hunte,55,110,0 duplicate(HntTrap) 34-2 -1,0,1
+job_hunte,54,108,0 duplicate(HntTrap) 34-3 -1,0,0
+job_hunte,55,108,0 duplicate(HntTrap) 34-4 -1,0,0
+job_hunte,64,112,0 duplicate(HntTrap) 35-1 -1,0,0
+job_hunte,64,113,0 duplicate(HntTrap) 35-2 -1,0,0
+job_hunte,65,112,0 duplicate(HntTrap) 35-3 -1,0,0
+job_hunte,65,113,0 duplicate(HntTrap) 35-4 -1,0,0
+job_hunte,80,110,0 duplicate(HntTrap) 36-1 -1,0,0
+job_hunte,80,111,0 duplicate(HntTrap) 36-2 -1,0,0
+job_hunte,81,110,0 duplicate(HntTrap) 36-3 -1,0,0
+job_hunte,81,111,0 duplicate(HntTrap) 36-4 -1,0,0
+job_hunte,90,108,0 duplicate(HntTrap) 37-1 -1,0,6
+job_hunte,91,108,0 duplicate(HntTrap) 37-2 -1,0,5
+job_hunte,91,102,0 duplicate(HntTrap) 37-3 -1,0,0
+job_hunte,98,109,0 duplicate(HntTrap) 38-1 -1,0,2
+job_hunte,99,109,0 duplicate(HntTrap) 38-2 -1,0,2
+job_hunte,103,109,0 duplicate(HntTrap) 38-3 -1,3,0
+job_hunte,103,108,0 duplicate(HntTrap) 38-4 -1,3,0
+job_hunte,97,106,0 duplicate(HntTrap) 39-1 -1,2,0
+job_hunte,96,107,0 duplicate(HntTrap) 39-2 -1,1,0
+job_hunte,94,108,0 duplicate(HntTrap) 39-3 -1,0,1
+job_hunte,95,109,0 duplicate(HntTrap) 39-4 -1,0,0
+job_hunte,95,108,0 duplicate(HntTrap) 40-1 -1,0,0
+job_hunte,94,106,0 duplicate(HntTrap) 40-2 -1,0,0
+job_hunte,96,102,0 duplicate(HntTrap) 40-3 -1,0,3
+job_hunte,97,102,0 duplicate(HntTrap) 40-4 -1,0,3
+job_hunte,95,98,0 duplicate(HntTrap) 41-1 -1,2,0
+job_hunte,94,99,0 duplicate(HntTrap) 42-1 -1,1,0
+job_hunte,92,98,0 duplicate(HntTrap) 43-1 -1,0,0
+job_hunte,112,110,0 duplicate(HntTrap) 44-1 -1,0,0
+job_hunte,112,111,0 duplicate(HntTrap) 44-2 -1,0,0
+job_hunte,113,110,0 duplicate(HntTrap) 44-3 -1,0,0
+job_hunte,113,111,0 duplicate(HntTrap) 44-4 -1,0,0
+job_hunte,126,108,0 duplicate(HntTrap) 45-1 -1,0,1
+job_hunte,127,108,0 duplicate(HntTrap) 45-2 -1,0,1
+job_hunte,126,106,0 duplicate(HntTrap) 45-3 -1,0,0
+job_hunte,126,106,0 duplicate(HntTrap) 45-4 -1,0,0
+job_hunte,53,102,0 duplicate(HntTrap) 46-1 -1,1,1
+job_hunte,55,102,0 duplicate(HntTrap) 46-2 -1,0,1
+job_hunte,53,100,0 duplicate(HntTrap) 46-3 -1,1,0
+job_hunte,55,100,0 duplicate(HntTrap) 46-4 -1,0,0
+job_hunte,64,106,0 duplicate(HntTrap) 47-1 -1,0,0
+job_hunte,64,107,0 duplicate(HntTrap) 47-2 -1,0,0
+job_hunte,65,106,0 duplicate(HntTrap) 47-3 -1,0,0
+job_hunte,65,107,0 duplicate(HntTrap) 47-4 -1,0,0
+job_hunte,66,100,0 duplicate(HntTrap) 48-1 -1,0,0
+job_hunte,66,101,0 duplicate(HntTrap) 48-2 -1,0,0
+job_hunte,67,100,0 duplicate(HntTrap) 48-3 -1,0,0
+job_hunte,67,101,0 duplicate(HntTrap) 48-4 -1,0,0
+job_hunte,86,106,0 duplicate(HntTrap) 49-1 -1,0,1
+job_hunte,87,106,0 duplicate(HntTrap) 49-2 -1,0,1
+job_hunte,82,104,0 duplicate(HntTrap) 49-3 -1,5,0
+job_hunte,81,105,0 duplicate(HntTrap) 49-4 -1,4,0
+job_hunte,76,105,0 duplicate(HntTrap) 50-1 -1,0,0
+job_hunte,76,104,0 duplicate(HntTrap) 50-2 -1,0,0
+job_hunte,78,101,0 duplicate(HntTrap) 50-3 -1,0,2
+job_hunte,79,101,0 duplicate(HntTrap) 50-4 -1,0,2
+job_hunte,76,99,0 duplicate(HntTrap) 51-1 -1,1,0
+job_hunte,77,98,0 duplicate(HntTrap) 51-2 -1,2,0
+job_hunte,74,99,0 duplicate(HntTrap) 51-3 -1,0,0
+job_hunte,74,98,0 duplicate(HntTrap) 51-4 -1,0,0
+job_hunte,82,100,0 duplicate(HntTrap) 53-1 -1,0,0
+job_hunte,82,101,0 duplicate(HntTrap) 53-2 -1,0,0
+job_hunte,83,100,0 duplicate(HntTrap) 53-3 -1,0,0
+job_hunte,83,101,0 duplicate(HntTrap) 53-4 -1,0,0
+job_hunte,106,104,0 duplicate(HntTrap) 54-1 -1,0,0
+job_hunte,106,105,0 duplicate(HntTrap) 54-2 -1,0,0
+job_hunte,107,104,0 duplicate(HntTrap) 54-3 -1,0,0
+job_hunte,107,105,0 duplicate(HntTrap) 54-4 -1,0,0
+job_hunte,112,104,0 duplicate(HntTrap) 55-1 -1,0,1
+job_hunte,113,104,0 duplicate(HntTrap) 55-2 -1,0,1
+job_hunte,112,102,0 duplicate(HntTrap) 55-3 -1,0,0
+job_hunte,113,102,0 duplicate(HntTrap) 55-4 -1,0,0
+job_hunte,54,92,0 duplicate(HntTrap) 56-1 -1,0,0
+job_hunte,54,93,0 duplicate(HntTrap) 56-2 -1,0,0
+job_hunte,55,92,0 duplicate(HntTrap) 56-3 -1,0,0
+job_hunte,55,93,0 duplicate(HntTrap) 56-4 -1,0,0
+job_hunte,52,90,0 duplicate(HntTrap) 56-5 -1,0,0
+job_hunte,52,91,0 duplicate(HntTrap) 56-6 -1,0,0
+job_hunte,53,90,0 duplicate(HntTrap) 56-7 -1,0,0
+job_hunte,53,91,0 duplicate(HntTrap) 56-8 -1,0,0
+job_hunte,64,92,0 duplicate(HntTrap) 57-1 -1,0,0
+job_hunte,64,93,0 duplicate(HntTrap) 57-2 -1,0,0
+job_hunte,65,92,0 duplicate(HntTrap) 57-3 -1,0,0
+
+job_hunte,65,93,0 script 57-4::HntTrap2 -1,{
+OnTouch:
+ mapannounce "job_hunte",strcharinfo(0) + ", has failed me! Go back to where you started!",bc_map;
+ set HNTR_Q,13;
+ warp "job_hunte",176,22;
+ donpcevent "Manager#hnt::OnReset";
+ donpcevent "Waiting Room#hnt::OnStart";
+ end;
+}
+
+job_hunte,76,94,0 duplicate(HntTrap2) 58-1 -1,0,0
+job_hunte,76,95,0 duplicate(HntTrap2) 58-2 -1,0,0
+job_hunte,77,94,0 duplicate(HntTrap2) 58-3 -1,0,0
+job_hunte,77,95,0 duplicate(HntTrap2) 58-4 -1,0,0
+job_hunte,78,92,0 duplicate(HntTrap2) 59-1 -1,0,0
+job_hunte,78,93,0 duplicate(HntTrap2) 59-2 -1,0,0
+job_hunte,79,92,0 duplicate(HntTrap2) 59-3 -1,0,0
+job_hunte,79,93,0 duplicate(HntTrap2) 59-4 -1,0,0
+job_hunte,86,92,0 duplicate(HntTrap2) 60-1 -1,0,0
+job_hunte,86,93,0 duplicate(HntTrap2) 60-2 -1,0,0
+job_hunte,87,92,0 duplicate(HntTrap2) 60-3 -1,0,0
+job_hunte,87,93,0 duplicate(HntTrap2) 60-4 -1,0,0
+job_hunte,90,96,0 duplicate(HntTrap2) 61-1 -1,0,0
+job_hunte,90,97,0 duplicate(HntTrap2) 61-2 -1,0,0
+job_hunte,91,96,0 duplicate(HntTrap2) 61-3 -1,0,0
+job_hunte,91,97,0 duplicate(HntTrap2) 61-4 -1,0,0
+job_hunte,99,95,0 duplicate(HntTrap2) 62-1 -1,1,0
+job_hunte,99,94,0 duplicate(HntTrap2) 62-2 -1,1,0
+job_hunte,101,94,0 duplicate(HntTrap2) 62-3 -1,0,1
+job_hunte,100,93,0 duplicate(HntTrap2) 62-4 -1,0,0
+job_hunte,100,92,0 duplicate(HntTrap2) 63-1 -1,0,0
+job_hunte,101,92,0 duplicate(HntTrap2) 63-2 -1,0,0
+job_hunte,102,98,0 duplicate(HntTrap2) 64-1 -1,0,0
+job_hunte,102,99,0 duplicate(HntTrap2) 64-2 -1,0,0
+job_hunte,103,98,0 duplicate(HntTrap2) 64-3 -1,0,0
+job_hunte,103,99,0 duplicate(HntTrap2) 64-4 -1,0,0
+job_hunte,102,90,0 duplicate(HntTrap2) 65-1 -1,0,0
+job_hunte,102,91,0 duplicate(HntTrap2) 65-2 -1,0,0
+job_hunte,103,90,0 duplicate(HntTrap2) 65-3 -1,0,0
+job_hunte,103,91,0 duplicate(HntTrap2) 65-4 -1,0,0
+job_hunte,114,96,0 duplicate(HntTrap2) 66-1 -1,0,0
+job_hunte,114,97,0 duplicate(HntTrap2) 66-2 -1,0,0
+job_hunte,115,96,0 duplicate(HntTrap2) 66-3 -1,0,0
+job_hunte,115,97,0 duplicate(HntTrap2) 66-4 -1,0,0
+job_hunte,112,90,0 duplicate(HntTrap2) 67-1 -1,0,0
+job_hunte,112,91,0 duplicate(HntTrap2) 67-2 -1,0,0
+job_hunte,113,90,0 duplicate(HntTrap2) 67-3 -1,0,0
+job_hunte,113,91,0 duplicate(HntTrap2) 67-4 -1,0,0
+job_hunte,125,97,0 duplicate(HntTrap2) 68-1 -1,1,0
+job_hunte,125,96,0 duplicate(HntTrap2) 68-2 -1,1,0
+job_hunte,127,96,0 duplicate(HntTrap2) 68-3 -1,0,0
+job_hunte,127,97,0 duplicate(HntTrap2) 68-4 -1,0,0
+job_hunte,52,86,0 duplicate(HntTrap2) 69-1 -1,0,0
+job_hunte,52,87,0 duplicate(HntTrap2) 69-2 -1,0,0
+job_hunte,53,86,0 duplicate(HntTrap2) 69-3 -1,0,0
+job_hunte,53,87,0 duplicate(HntTrap2) 69-4 -1,0,0
+job_hunte,66,88,0 duplicate(HntTrap2) 70-1 -1,0,0
+job_hunte,66,89,0 duplicate(HntTrap2) 70-2 -1,0,0
+job_hunte,67,88,0 duplicate(HntTrap2) 70-3 -1,0,0
+job_hunte,67,89,0 duplicate(HntTrap2) 70-4 -1,0,0
+job_hunte,114,84,0 duplicate(HntTrap2) 71-1 -1,0,0
+job_hunte,114,85,0 duplicate(HntTrap2) 71-2 -1,0,0
+job_hunte,115,84,0 duplicate(HntTrap2) 71-3 -1,0,0
+job_hunte,115,85,0 duplicate(HntTrap2) 71-4 -1,0,0
+job_hunte,126,86,0 duplicate(HntTrap2) 72-1 -1,0,0
+job_hunte,126,87,0 duplicate(HntTrap2) 72-2 -1,0,0
+job_hunte,127,86,0 duplicate(HntTrap2) 72-3 -1,0,0
+job_hunte,127,87,0 duplicate(HntTrap2) 72-4 -1,0,0
+job_hunte,54,80,0 duplicate(HntTrap2) 73-1 -1,0,1
+job_hunte,55,80,0 duplicate(HntTrap2) 73-2 -1,0,1
+job_hunte,55,80,0 duplicate(HntTrap2) 73-3 -1,0,0
+job_hunte,55,78,0 duplicate(HntTrap2) 73-4 -1,0,0
+job_hunte,64,82,0 duplicate(HntTrap2) 74-1 -1,0,1
+job_hunte,65,82,0 duplicate(HntTrap2) 74-2 -1,0,1
+job_hunte,64,80,0 duplicate(HntTrap2) 74-3 -1,0,0
+job_hunte,65,80,0 duplicate(HntTrap2) 74-4 -1,0,0
+job_hunte,66,78,0 duplicate(HntTrap2) 75-1 -1,0,0
+job_hunte,66,79,0 duplicate(HntTrap2) 75-2 -1,0,0
+job_hunte,67,78,0 duplicate(HntTrap2) 75-3 -1,0,0
+job_hunte,67,79,0 duplicate(HntTrap2) 75-4 -1,0,0
+job_hunte,74,78,0 duplicate(HntTrap2) 76-1 -1,0,0
+job_hunte,74,79,0 duplicate(HntTrap2) 76-2 -1,0,0
+job_hunte,75,78,0 duplicate(HntTrap2) 76-3 -1,0,0
+job_hunte,75,79,0 duplicate(HntTrap2) 76-4 -1,0,0
+job_hunte,78,80,0 duplicate(HntTrap2) 77-1 -1,0,0
+job_hunte,78,81,0 duplicate(HntTrap2) 77-2 -1,0,0
+job_hunte,79,80,0 duplicate(HntTrap2) 77-3 -1,0,0
+job_hunte,79,81,0 duplicate(HntTrap2) 77-4 -1,0,0
+job_hunte,82,78,0 duplicate(HntTrap2) 78-1 -1,0,0
+job_hunte,82,79,0 duplicate(HntTrap2) 78-2 -1,0,0
+job_hunte,83,78,0 duplicate(HntTrap2) 78-3 -1,0,0
+job_hunte,83,79,0 duplicate(HntTrap2) 78-4 -1,0,0
+job_hunte,94,78,0 duplicate(HntTrap2) 79-1 -1,0,0
+job_hunte,94,79,0 duplicate(HntTrap2) 79-2 -1,0,0
+job_hunte,95,78,0 duplicate(HntTrap2) 79-3 -1,0,0
+job_hunte,95,79,0 duplicate(HntTrap2) 79-4 -1,0,0
+job_hunte,101,80,0 duplicate(HntTrap2) 80-1 -1,1,0
+job_hunte,101,81,0 duplicate(HntTrap2) 80-2 -1,1,0
+job_hunte,103,81,0 duplicate(HntTrap2) 80-3 -1,0,0
+job_hunte,103,80,0 duplicate(HntTrap2) 80-4 -1,0,0
+job_hunte,104,78,0 duplicate(HntTrap2) 81-1 -1,0,0
+job_hunte,104,79,0 duplicate(HntTrap2) 81-2 -1,0,0
+job_hunte,105,78,0 duplicate(HntTrap2) 81-3 -1,0,0
+job_hunte,105,79,0 duplicate(HntTrap2) 81-4 -1,0,0
+job_hunte,110,78,0 duplicate(HntTrap2) 82-1 -1,0,0
+job_hunte,110,79,0 duplicate(HntTrap2) 82-2 -1,0,0
+job_hunte,111,78,0 duplicate(HntTrap2) 82-3 -1,0,0
+job_hunte,111,79,0 duplicate(HntTrap2) 82-4 -1,0,0
+job_hunte,114,80,0 duplicate(HntTrap2) 83-1 -1,0,0
+job_hunte,114,81,0 duplicate(HntTrap2) 83-2 -1,0,0
+job_hunte,115,80,0 duplicate(HntTrap2) 83-3 -1,0,0
+job_hunte,115,81,0 duplicate(HntTrap2) 83-4 -1,0,0
+job_hunte,124,78,0 duplicate(HntTrap2) 84-1 -1,0,0
+job_hunte,124,79,0 duplicate(HntTrap2) 84-2 -1,0,0
+job_hunte,125,78,0 duplicate(HntTrap2) 84-3 -1,0,0
+job_hunte,125,79,0 duplicate(HntTrap2) 84-4 -1,0,0
+job_hunte,126,82,0 duplicate(HntTrap2) 85-1 -1,0,0
+job_hunte,126,83,0 duplicate(HntTrap2) 85-2 -1,0,0
+job_hunte,127,82,0 duplicate(HntTrap2) 85-3 -1,0,0
+job_hunte,127,83,0 duplicate(HntTrap2) 85-4 -1,0,0
+job_hunte,52,68,0 duplicate(HntTrap2) 86-1 -1,0,1
+job_hunte,53,68,0 duplicate(HntTrap2) 86-2 -1,0,1
+job_hunte,52,66,0 duplicate(HntTrap2) 86-3 -1,0,0
+job_hunte,53,66,0 duplicate(HntTrap2) 86-4 -1,0,0
+job_hunte,54,70,0 duplicate(HntTrap2) 87-1 -1,0,1
+job_hunte,55,70,0 duplicate(HntTrap2) 87-2 -1,0,1
+job_hunte,54,68,0 duplicate(HntTrap2) 87-3 -1,0,0
+job_hunte,55,68,0 duplicate(HntTrap2) 87-4 -1,0,0
+job_hunte,59,66,0 duplicate(HntTrap2) 88-1 -1,1,0
+job_hunte,59,67,0 duplicate(HntTrap2) 88-2 -1,1,0
+job_hunte,61,67,0 duplicate(HntTrap2) 88-3 -1,0,0
+job_hunte,61,66,0 duplicate(HntTrap2) 88-4 -1,0,0
+job_hunte,68,68,0 duplicate(HntTrap2) 89-1 -1,0,1
+job_hunte,69,68,0 duplicate(HntTrap2) 89-2 -1,0,1
+job_hunte,68,66,0 duplicate(HntTrap2) 89-3 -1,0,0
+job_hunte,69,66,0 duplicate(HntTrap2) 89-4 -1,0,0
+job_hunte,76,66,0 duplicate(HntTrap2) 90-1 -1,0,0
+job_hunte,76,67,0 duplicate(HntTrap2) 90-2 -1,0,0
+job_hunte,77,66,0 duplicate(HntTrap2) 90-3 -1,0,0
+job_hunte,77,67,0 duplicate(HntTrap2) 90-4 -1,0,0
+job_hunte,82,68,0 duplicate(HntTrap2) 91-1 -1,0,0
+job_hunte,82,69,0 duplicate(HntTrap2) 91-2 -1,0,0
+job_hunte,83,68,0 duplicate(HntTrap2) 91-3 -1,0,0
+job_hunte,83,69,0 duplicate(HntTrap2) 91-4 -1,0,0
+job_hunte,96,66,0 duplicate(HntTrap2) 92-1 -1,0,0
+job_hunte,96,67,0 duplicate(HntTrap2) 92-2 -1,0,0
+job_hunte,97,66,0 duplicate(HntTrap2) 92-3 -1,0,0
+job_hunte,97,67,0 duplicate(HntTrap2) 92-4 -1,0,0
+job_hunte,100,68,0 duplicate(HntTrap2) 93-1 -1,0,0
+job_hunte,100,69,0 duplicate(HntTrap2) 93-2 -1,0,0
+job_hunte,101,68,0 duplicate(HntTrap2) 93-3 -1,0,0
+job_hunte,101,69,0 duplicate(HntTrap2) 93-4 -1,0,0
+job_hunte,107,66,0 duplicate(HntTrap2) 94-1 -1,1,0
+job_hunte,107,67,0 duplicate(HntTrap2) 94-2 -1,1,0
+job_hunte,109,67,0 duplicate(HntTrap2) 94-3 -1,0,0
+job_hunte,109,66,0 duplicate(HntTrap2) 94-4 -1,0,0
+job_hunte,117,69,0 duplicate(HntTrap2) 95-1 -1,1,0
+job_hunte,117,68,0 duplicate(HntTrap2) 95-2 -1,1,0
+job_hunte,119,69,0 duplicate(HntTrap2) 95-3 -1,0,0
+job_hunte,119,68,0 duplicate(HntTrap2) 95-4 -1,0,0
+job_hunte,124,66,0 duplicate(HntTrap2) 96-1 -1,0,0
+job_hunte,124,67,0 duplicate(HntTrap2) 96-2 -1,0,0
+job_hunte,125,66,0 duplicate(HntTrap2) 96-3 -1,0,0
+job_hunte,125,67,0 duplicate(HntTrap2) 96-4 -1,0,0
+job_hunte,126,70,0 duplicate(HntTrap2) 97-1 -1,0,0
+job_hunte,126,71,0 duplicate(HntTrap2) 97-2 -1,0,0
+job_hunte,127,70,0 duplicate(HntTrap2) 97-3 -1,0,0
+job_hunte,127,71,0 duplicate(HntTrap2) 97-4 -1,0,0
diff --git a/npc/jobs/2-1/knight.txt b/npc/jobs/2-1/knight.txt
new file mode 100644
index 000000000..6498ca2a8
--- /dev/null
+++ b/npc/jobs/2-1/knight.txt
@@ -0,0 +1,2502 @@
+//===== rAthena Script =======================================
+//= Knight Job Quest
+//===== By: ==================================================
+//= PGRO TEAM (Aegis).
+//= Converted by kobra_k88
+//= Further bugfixed and tested by Lupus
+//===== Current Version: =====================================
+//= 3.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Job Change quest for Knight class.
+//===== Additional Comments: =================================
+//= 1.0 Fully working. Please comment out any pre-existing warps for the
+//= test rooms in any other files so that the ones specified here can work.
+//= 1.1 Fixed a major bug. Now using the initnpctimer command,
+//= donpcevent, and new waitingroom event commands. No more addtimer
+//= spamming. No longer have to talk to the npc to take the test. Just enter the chat room.
+//= 1.2 More bug fixes. Changed global variable names to unique ones.
+//= Added second set of items to first test. Added Awake pots award for job change.
+//= 1.3 Added Baby Class support [Lupus]
+//= 1.5 Fixed possible EXP abuse [Lupus]
+//= 1.6 Added a func which prevent advanced classes passing
+//= 2nd Job Quests again. It also guides adv classes where
+//= to go. [Lupus]
+//= 2.0 Changed numbers to constants. [Vicious]
+//= 2.1 Merged JFunc [Lupus]
+//= 2.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 2.3 Several bugfixes with the help of Barron-Monster. [L0ne_W0lf]
+//= 2.4 Minor fixes to timer#knt. [L0ne_W0lf]
+//= 2.5 Fixes a small bug with making claymores. [L0ne_W0lf]
+//= Corrected usages of killmonster and killmonsterall.
+//= 2.6 Corrected an improper areawarp destination. [L0ne_W0lf]
+//= 2.7 Deleted unused variables. [Samuray22]
+//= 2.7a Corrected a Typo error ";;". [Samuray22]
+//= 2.8 Now uses enable and disable waitingroomevent. [L0ne_W0lf]
+//= 2.9 Added Quest Log commands. [Kisuka]
+//= 3.0 Removed the need for use of 'goto.' [L0ne_W0lf]
+//= 3.1 Modified the quest to renewal. [Vali] (Thanks to Muad_Dib for the necessary info).
+//= 3.2 More Renewal updates and some optimization. [Euphy]
+//============================================================
+
+prt_in,88,101,4 script Chivalry Captain#knt 56,{
+ mes "[Captain Herman]";
+ if (Upper == 1) {
+ mes "Hm? You're... What is it about you? I've been an honorable Knight for a long time, but I cannot understand this feeling I'm getting from you...";
+ next;
+ mes "[Captain Herman]";
+ mes "May god bless your body and soul, warrior. I hope you will show your courage and protect those who are weaker than you.";
+ close;
+ }
+ if (BaseJob != Job_Swordman) {
+ if (BaseJob == Job_Knight) {
+ mes "Ah, a member of our Chivalry.";
+ mes "I hope you are living up to my expectations. We have vowed to be strong for our kingdom, even if death is upon us...";
+ close;
+ }
+ else if (BaseClass == Job_Novice) {
+ mes "Welcome,";
+ mes "this is the";
+ mes "Prontera Chivalry.";
+ mes "What brings you here?";
+ next;
+ switch(select("I want to change my job to Swordman.:I want to change my job to a Knight.:Just visiting.")) {
+ case 1:
+ mes "[Captain Herman]";
+ mes "A-ha~";
+ mes "A Swordman, you say?";
+ mes "I'm sorry, "+((Sex)?"lad":"lass")+", but you've";
+ mes "come to the wrong place!";
+ next;
+ mes "[Captain Herman]";
+ mes "This isn't the Swordsman guild, it's the Prontera Chivalry! If you wish to become a Swordman, visit the Swordman Guild located in Izlude.";
+ close;
+ case 2:
+ mes "[Captain Herman]";
+ mes "Ah, I see that you have great ambition. But you must first become a Swordman before becoming";
+ mes "a Knight. One step at a time...";
+ next;
+ mes "[Captain Herman]";
+ mes "First, visit the Swordman guild in Izlude. Then, come visit us again once you have become a well experienced Swordman.";
+ close;
+ case 3:
+ mes "[Captain Herman]";
+ mes "Aha~";
+ mes "You must have lots of free time. Why don't you go hunt some monsters instead of wandering about aimlessly?";
+ close;
+ }
+ }
+ else {
+ mes "Welcome. We, the proud Knights of the Prontera Chivalry, will give our lives for king and country! Please enjoy your stay.";
+ close;
+ }
+ }
+ if (KNIGHT_Q == 0) {
+ mes "Welcome, this is";
+ mes "the Prontera Chivalry.";
+ mes "What brings you here?";
+ next;
+ if (select("I want to change my job to a Knight.:Just visiting.") == 1) {
+ mes "[Captain Herman]";
+ mes "Ohh...";
+ mes "A young "+((Sex)?"man":"lady")+" who wishes";
+ mes "to become a Knight!";
+ mes "Our Prontera Chivalry";
+ mes "will assist you.";
+ next;
+ mes "[Captain Herman]";
+ mes "First of all, I am the captain of the Prontera Chivalry, Herman Phon Efesirsus. I'm pleased to meet young people eager to join the Prontera Chivalry.";
+ next;
+ mes "[Captain Herman]";
+ mes "We only accept Swordmen";
+ mes "who are at least Job Level 40.";
+ mes "We cannot consider applicants that are not yet experienced enough to become Knights.";
+ next;
+ mes "[Captain Herman]";
+ mes "Once you apply, and we find";
+ mes "you eligible, we will begin the job change procedure. Would you";
+ mes "like to apply now?";
+ next;
+ if (select("Yes, I would like to apply.:I'd like to think about it please.") == 1) {
+ mes "[Captain Herman]";
+ if (JobLevel < 40) {
+ mes "Ah, you are not yet ready to become a Knight! Didn't I specifically mention the Job Level 40 requirement?";
+ next;
+ mes "[Captain Herman]";
+ mes "Of course I understand your strong desire to join us, but now is not the time. Go out and fight some more monsters. We will be here waiting.";
+ close;
+ }
+ if (SkillPoint) {
+ mes "Ah...!";
+ mes "You cannot change jobs if you have unused skill points remaining. Return when you have used";
+ mes "all of your skill points.";
+ close;
+ }
+ set KNIGHT_Q,1;
+ setquest 9000;
+ mes "Let me see...";
+ mes "Your name is";
+ mes strcharinfo(0) + "...";
+ mes "Is that right?";
+ next;
+ mes "[Captain Herman]";
+ mes "Let me explain the job change procedure. You must visit a series of Knights and pass each";
+ mes "of their tests.";
+ next;
+ mes "[Captain Herman]";
+ mes "Once all the tests are completed, every Knight involved in your testing will gather and discuss your performance.";
+ next;
+ mes "[Captain Herman]";
+ mes "The Knights must unanimously approve of you before you can join the Prontera Chivalry. If only one person objects, you must";
+ mes "start over.";
+ next;
+ mes "[Captain Herman]";
+ mes "But I believe if you persist with an earnest heart, you shall be acknowledged by the Knights and ultimately recognized as a member of our Chivalry.";
+ next;
+ mes "[Captain Herman]";
+ mes "So, let's not waste any more time talking! Go and meet these Knights and begin their tests. Once you have completed all of the tests, come back to me.";
+ close;
+ }
+ mes "[Captain Herman]";
+ mes "Oh...!";
+ mes "Well, I don't want to pressure you. Take your time and think it over. Return when you are ready to";
+ mes "change jobs, for we will be waiting.";
+ close;
+ }
+ mes "[Captain Herman]";
+ mes "Come to think of it, aren't you a Swordman? It looks like you've encountered many foes in battle.";
+ next;
+ mes "[Captain Herman]";
+ mes "You should consider changing jobs to a Knight. Come and talk to me if you are interested.";
+ next;
+ mes "[Captain Herman]";
+ mes "Please take";
+ mes "your time in";
+ mes "looking around.";
+ mes "Good day.";
+ close;
+ }
+ else if (KNIGHT_Q == 1) {
+ mes "Mmm?";
+ mes strcharinfo(0) + ",";
+ mes "what can I do for you?";
+ mes "Ah, you don't know";
+ mes "who to visit?";
+ next;
+ mes "[Captain Herman]";
+ mes "I believe the Knights in charge of testing have set an order in which you must visit them. I suppose it helps the testing process.";
+ next;
+ mes "[Captain Herman]";
+ mes "First, go and visit";
+ mes "Sir Andrew for your first test. Don't be too nervous, he'll explain everything once you talk to him.";
+ close;
+ }
+ else if (KNIGHT_Q == 2) callsub L_Mission,0;
+ else if (KNIGHT_Q == 3) callsub L_Mission,0;
+ else if (KNIGHT_Q == 4) {
+ callsub L_Mission,1;
+ mes "It appears that you have finished one test. Let's see. Sir Andrew, who must this Swordman visit next?";
+ next;
+ mes "[Sir Andrew]";
+ mes "I said to";
+ mes "visit Sir Siracuse.";
+ mes "Funny, I thought I told";
+ mes "you. Did I forget...?";
+ next;
+ mes "[Captain Herman]";
+ mes "Did you hear?";
+ mes "Go to Sir Siracuse and take his test. Once you complete his test, do not forget who you're supposed to visit next as well.";
+ close;
+ }
+ else if (KNIGHT_Q == 5) callsub L_Mission,0;
+ else if (KNIGHT_Q == 6) {
+ callsub L_Mission,1;
+ mes "Let's see...";
+ mes "You've completed two tests.";
+ mes "Sir Siracuse, who must this Swordman visit next?";
+ next;
+ mes "[Sir Siracuse]";
+ mes "Oh...!";
+ mes "Um, who was next...?";
+ mes "Right! Sir Windsor!";
+ next;
+ mes "[Captain Herman]";
+ mes "Head over to";
+ mes "Sir Windsor Benedict for your next test. Listen carefully to the Knights in charge of testing so that you don't feel lost, alright?";
+ close;
+ }
+ else if (KNIGHT_Q == 7) callsub L_Mission,0;
+ else if (KNIGHT_Q == 8) {
+ callsub L_Mission,1;
+ mes "Sir Windor...?";
+ mes "Who must this";
+ mes "Swordman visit";
+ mes "next?";
+ next;
+ mes "[Sir Windsor]";
+ mes "...";
+ next;
+ mes "[Sir Windsor]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Sir Windsor]";
+ mes "...Amy Beatrice.";
+ next;
+ mes "[Captain Herman]";
+ mes "Ah, go and visit";
+ mes "Lady Amy and take her test. Make sure you pay attention to who you must go to for your next test.";
+ close;
+ }
+ else if (KNIGHT_Q == 9) callsub L_Mission,0;
+ else if (KNIGHT_Q == 10) {
+ callsub L_Mission,1;
+ mes "Let's see...";
+ mes "Lady Amy, who";
+ mes "must this Swordman";
+ mes "visit next?";
+ next;
+ mes "[Lady Amy]";
+ mes "Oh...";
+ mes "I said to visit";
+ mes "Sir Edmond!";
+ mes "Tee hee~";
+ next;
+ mes "[Captain Herman]";
+ mes "Now, go and speak";
+ mes "to Sir Edmond. He will";
+ mes "be in charge of your";
+ mes "next test.";
+ close;
+ }
+ else if (KNIGHT_Q == 11) callsub L_Mission,0;
+ else if (KNIGHT_Q == 12) {
+ callsub L_Mission,1;
+ mes "Don't you only have to visit one more person? The Knight in";
+ mes "charge of the final test";
+ mes "is Sir Gray Prospheiro.";
+ next;
+ mes "[Sir Edmond]";
+ mes "This world operates according";
+ mes "to the law of cause and effect.";
+ mes "All will be revealed in the end.";
+ next;
+ mes "[Captain Herman]";
+ mes "Be alert and do";
+ mes "your best, as this";
+ mes "is the last test.";
+ next;
+ mes "[Captain Herman]";
+ mes "Return to me";
+ mes "after you have";
+ mes "completed the";
+ mes "final test.";
+ close;
+ }
+ else if (KNIGHT_Q == 13) {
+ mes "Finish the last test.";
+ mes "Once that is complete, all the Knights involved in your testing shall gather, and we will evaluate your performance.";
+ close;
+ }
+ else if (KNIGHT_Q == 14) {
+ if (SkillPoint) {
+ mes "Oh...!";
+ mes "You cannot change jobs if you have unused skill points remaining. Return once you have distributed all your skill points.";
+ close;
+ }
+ mes "Oh, have you completed all the tests? But not everyone who completes the tests can";
+ mes "become a Knight.";
+ next;
+ mes "[Captain Herman]";
+ mes "During the test we see how loyal, honorable and strong you are. We also see if you were courteous and if you know the value of modesty and reverence.";
+ next;
+ mes "[Captain Herman]";
+ mes "Through this process, I have also observed your actions. All seven of our opinions will be reflected in the decision of your job change.";
+ next;
+ mes "[Captain Herman]";
+ mes "Then...";
+ mes "We shall listen";
+ mes "to everyone's thoughts!";
+ mes "Andrew, what do you think?";
+ next;
+ mes "[Sir Andrew]";
+ if (JobLevel == 50) {
+ mes "What can I say?";
+ mes "I approve!";
+ mes "Having lived as";
+ mes "a Swordsman up";
+ mes "until now";
+ mes "is enough.";
+ }
+ else {
+ mes "This one has";
+ mes "gathered items";
+ mes "that are troublesome";
+ mes "to obtain. I approve!";
+ mes "I believe "+((Sex)?"":"s")+"he will continue to be loyal after becoming a Knight.";
+ }
+ next;
+ mes "[Captain Herman]";
+ mes "Hmm.";
+ mes "What a nice review.";
+ mes "Siracuse, what are your thoughts?";
+ next;
+ mes "[Sir Siracuse]";
+ mes "Heh, very well. Not quite what";
+ mes "I would want, but hopefully will become better in the future.";
+ next;
+ mes "[Sir Siracuse]";
+ mes "After becoming a Knight, you must build a good reputation through honor. Ehh... I approve.";
+ next;
+ mes "[Captain Herman]";
+ mes "Okay...";
+ mes "Windsor,";
+ mes "what about you?";
+ next;
+ mes "[Sir Windsor]";
+ mes "...";
+ next;
+ mes "[Sir Windsor]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Sir Windsor]";
+ mes "....Approved.";
+ next;
+ mes "[Captain Herman]";
+ mes "I don't think";
+ mes "he disapproves.";
+ mes "Then, let's listen";
+ mes "to Amy's opinion.";
+ next;
+ mes "[Lady Amy]";
+ if (sex) {
+ mes "Mmm~ He's so polite!";
+ mes "He'll grow to be a wonderful Knight. And he's got such cute widdle cheeeeks~ Hee hee!";
+ }
+ else {
+ mes "Mmm~ She should be great!";
+ mes "She's very courteous and also very cute, so a few more points! Heh~";
+ mes "I shouldn't be saying things like this!";
+ }
+ next;
+ mes "[Captain Herman]";
+ mes "Well...";
+ mes "A strange review,";
+ mes "but I believe";
+ mes "she approves.";
+ mes "Edmond, speak";
+ mes "your mind.";
+ next;
+ mes "[Sir Edmond]";
+ if (sex) {
+ mes "He seems a little rough, but something bright shines within him. With polish and refinement, his true value will shine forth";
+ mes "as the sun.";
+ }
+ else {
+ mes "It's difficult to see, but there is a spiritual beauty within her. With polish and refinement, her true value will glow as resplendently";
+ mes "as the moon.";
+ }
+ next;
+ mes "[Captain Herman]";
+ mes "Lastly...";
+ mes "Gray. I would like";
+ mes "to hear your thoughts.";
+ next;
+ mes "[Gray]";
+ mes "A young "+((Sex)?"gentleman":"lady")+" coming here with the determination to become a Knight is enough...";
+ next;
+ mes "[Captain Herman]";
+ mes "Everyone";
+ mes "has approved.";
+ mes "No one has opposed.";
+ mes "Then I shall tell";
+ mes "you my opinion.";
+ next;
+ mes "[Captain Herman]";
+ mes "My decision is...";
+ next;
+ mes "[Captain Herman]";
+ mes "I approve.";
+ next;
+ mes "[Captain Herman]";
+ mes "You may not have finished all the tests perfectly, but you have all the necessary qualities to become";
+ mes "a Knight.";
+ next;
+ completequest 9012;
+ callfunc "Job_Change",Job_Knight;
+ callfunc "F_ClearJobVar"; // Clears all job variables for the current player
+ mes "[Captain Herman]";
+ mes "I hereby declare";
+ mes "you a member of";
+ mes "the Prontera Chivalry.";
+ mes "Protect the weak and";
+ mes "live with honor.";
+ next;
+ getitem 656,7; //Awakening_Potion
+ mes "[Captain Herman]";
+ mes "Oh...";
+ mes "We have prepared a small gift to congratulate you on your job change. Please use it when you are in battle as you honorably protect others.";
+ next;
+ mes "[Captain Herman]";
+ mes "Go forth!";
+ mes "The future of";
+ mes "Rune-Midgard";
+ mes "rests on your";
+ mes "shoulders!";
+ close;
+ }
+L_Mission:
+ mes "Mmm?";
+ mes "Swordman " + strcharinfo(0) + ".";
+ mes "How are the tests?";
+ if (getarg(0)) {
+ mes "Ah~ You do not know";
+ mes "who to visit next?";
+ next;
+ mes "[Captain Herman]";
+ return;
+ } else {
+ mes "It may be difficult,";
+ mes "but do your best.";
+ close;
+ }
+}
+
+prt_in,75,107,4 script Sir Andrew#knt 65,{
+ mes "[Sir Andrew]";
+ if (BaseJob != Job_Swordman) {
+ if (BaseJob == Job_Knight) {
+ mes "You must be";
+ mes "a member of";
+ mes "the Chivalry.";
+ mes "How are you doing?";
+ next;
+ mes "[Sir Andrew]";
+ mes "You must work diligently to gather food as well as save zeny to buy equipment. Save everything you";
+ mes "find in battle, even the smallest Jellopy.";
+ next;
+ mes "[Sir Andrew]";
+ mes "But it's not good";
+ mes "to be too greedy.";
+ mes "After all, we are Knights.";
+ close;
+ }
+ else if (BaseClass == Job_Novice) {
+ mes "Hey there,";
+ mes "little Novice.";
+ mes "Welcome to the";
+ mes "Prontera Chivalry.";
+ next;
+ mes "[Sir Andrew]";
+ mes "You might that you're";
+ mes "weak right now, but someday";
+ mes "you'll become stronger.";
+ next;
+ mes "[Sir Andrew]";
+ mes "Dream of a bright future, and go look forward on the path that you choose to take.";
+ close;
+ }
+ else {
+ mes "We, the members of the";
+ mes "Prontera Chivalry, are putting our best effort in protecting peace in this world.";
+ next;
+ mes "[Sir Andrew]";
+ mes "Even during the battles we face each and every day, we dream of";
+ mes "a bright future that is to come.";
+ close;
+ }
+ }
+ if (KNIGHT_Q == 0) {
+ mes "We, the members of the";
+ mes "Prontera Chivalry, are putting our best effort in protecting peace in this world.";
+ next;
+ mes "[Sir Andrew]";
+ mes "Even during the battles we face each and every day, we dream of";
+ mes "a bright future that is to come.";
+ close;
+ }
+ else if (KNIGHT_Q == 1) {
+ mes "Good day.";
+ mes "May I help you";
+ mes "with something?";
+ next;
+ if (select("I would like to take the test.:Oh, nothing.") == 1) {
+ mes "[Sir Andrew]";
+ mes "Ah...";
+ mes "You wish";
+ mes "to become a Knight.";
+ mes "Your name is";
+ mes strcharinfo(0) + ",";
+ mes "correct?";
+ next;
+ mes "[Sir Andrew]";
+ mes "I am a Knight of";
+ mes "the Prontera Chivalry,";
+ mes "Andrew Shylock.";
+ mes "I am in charge of";
+ mes "your first test.";
+ next;
+ mes "[Sir Andrew]";
+ mes "I will be testing your sense of loyalty. Every Knight must possess this virtue. For this exam, you will be gathering prizes from";
+ mes "the battlefield.";
+ next;
+ if (JobLevel == 50) {
+ mes "[Sir Andrew]";
+ mes "Mmm...?";
+ mes "Hold on there.";
+ mes "You look like you've";
+ mes "mastered being";
+ mes "a Swordsman.";
+ next;
+ mes "[Sir Andrew]";
+ mes "Impressive...!";
+ mes "On second thought,";
+ mes "I don't think your";
+ mes "loyalty needs to";
+ mes "be tested.";
+ next;
+ mes "[Sir Andrew]";
+ mes "Please go to my fellow Knight, Sir Siracuse, as he will give you your next test. Well done in mastering the Swordman job.";
+ set KNIGHT_Q,4;
+ changequest 9000,9003;
+ close;
+ }
+ mes "[Sir Andrew]";
+ mes "Without";
+ mes "further ado,";
+ mes "let's begin!";
+ mes "Go and gather the";
+ mes "following items...";
+ next;
+ mes "[Sir Andrew]";
+ switch(rand(1,2)) {
+ //Elder_Pixie's_Beard, Wing_Of_Red_Bat, Orcish_Voucher, Moth_Dust, Reptile_Tongue, Wild_Boar's_Mane
+ case 1: setarray .@items[0], 1040,5, 7006,5, 931,5, 1057,5, 903,5, 1028,5, 2; break;
+ //Short_Leg, Heart_Of_Mermaid. Blossom_Of_Maneater, Flesh_Of_Clam, Old_Frying_Pan, Snail's_Shell
+ case 2: setarray .@items[0], 1042,5, 950,5, 1032,5, 966,5, 7031,5, 946,5, 3; break;
+ }
+ set KNIGHT_Q,.@items[12];
+ if (KNIGHT_Q == 2) changequest 9000,9001;
+ else changequest 9000,9002;
+ mes "^236B8E"+.@items[1]+" "+getitemname(.@items[0])+"^000000,";
+ mes "^236B8E"+.@items[3]+" "+getitemname(.@items[2])+"^000000,";
+ mes "^236B8E"+.@items[5]+" "+getitemname(.@items[4])+"^000000,";
+ mes "^236B8E"+.@items[7]+" "+getitemname(.@items[6])+"^000000,";
+ mes "^236B8E"+.@items[9]+" "+getitemname(.@items[8])+"^000000 and";
+ mes "^236B8E"+.@items[11]+" "+getitemname(.@items[10])+"^000000,";
+ next;
+ mes "[Sir Andrew]";
+ mes "I shall be";
+ mes "waiting here for";
+ mes "you to bring the";
+ mes "items I've listed.";
+ mes "See you soon~";
+ close;
+ }
+ else {
+ mes "[Sir Andrew]";
+ mes "Well, then...";
+ mes "Good day.";
+ close;
+ }
+ }
+ else if (KNIGHT_Q == 2 || KNIGHT_Q == 3) {
+ mes "Welcome back~";
+ mes "Did you gather";
+ mes "all the items?";
+ mes "Let's check and see...";
+ next;
+ switch(KNIGHT_Q) {
+ //Elder_Pixie's_Beard, Wing_Of_Red_Bat, Orcish_Voucher, Moth_Dust, Reptile_Tongue, Wild_Boar's_Mane
+ case 2: setarray .@items[0], 1040,5, 7006,5, 931,5, 1057,5, 903,5, 1028,5, 0; break;
+ //Short_Leg, Heart_Of_Mermaid. Blossom_Of_Maneater, Flesh_Of_Clam, Old_Frying_Pan, Snail's_Shell
+ case 3: setarray .@items[0], 1042,5, 950,5, 1032,5, 966,5, 7031,5, 946,5, 0; break;
+ }
+ if (countitem(.@items[0]) >= .@items[1] && countitem(.@items[2]) >= .@items[3] && countitem(.@items[4]) >= .@items[5] && countitem(.@items[6]) >= .@items[7] && countitem(.@items[8]) >= .@items[9] && countitem(.@items[10]) >= .@items[11]) {
+ mes "[Sir Andrew]";
+ mes "Perfect! We appreciate your effort in gathering these items. Thesee will be used to support the Chivalry's finances.";
+ next;
+ delitem .@items[0],.@items[1];
+ delitem .@items[2],.@items[3];
+ delitem .@items[4],.@items[5];
+ delitem .@items[6],.@items[7];
+ delitem .@items[8],.@items[9];
+ delitem .@items[10],.@items[11];
+ if (KNIGHT_Q == 2) changequest 9001,9003;
+ else changequest 9002,9003;
+ set KNIGHT_Q,4;
+ mes "[Sir Andrew]";
+ mes "Please visit my fellow Knight, Sir Siracuse, and continue the tests with the dedication and loyalty you've shown to me this day.";
+ close;
+ }
+ mes "[Sir Andrew]";
+ mes "Wait, wait...";
+ mes "I think you're";
+ mes "still missing some";
+ mes "items. In case you";
+ mes "forgot, let me";
+ mes "remind you...";
+ next;
+ mes "[Sir Andrew]";
+ mes "^236B8E"+.@items[1]+" "+getitemname(.@items[0])+"^000000,";
+ mes "^236B8E"+.@items[3]+" "+getitemname(.@items[2])+"^000000,";
+ mes "^236B8E"+.@items[5]+" "+getitemname(.@items[4])+"^000000,";
+ mes "^236B8E"+.@items[7]+" "+getitemname(.@items[6])+"^000000,";
+ mes "^236B8E"+.@items[9]+" "+getitemname(.@items[8])+"^000000 and";
+ mes "^236B8E"+.@items[11]+" "+getitemname(.@items[10])+"^000000,";
+ next;
+ mes "[Sir Andrew]";
+ mes "Now, please take this test seriously and with sincerity.";
+ mes "Now, I'll be waiting for you";
+ mes "to complete this task.";
+ close;
+ }
+ else if (KNIGHT_Q == 4) {
+ mes "Did you have something you needed to ask me? You should go and take the next test. Hurry, Sir Siracuse is waiting for you~";
+ close;
+ }
+ else if (KNIGHT_Q == 14) {
+ mes "You must have finished all the tests. Good job! You should go see our Captain so that we can all give our evaluation.";
+ close;
+ }
+ else {
+ mes "Did you have something you needed to ask me? You should go and take your next test. Do your best.";
+ mes "I know you can do it!";
+ close;
+ }
+}
+
+prt_in,71,91,0 script Sir Siracuse#knt 65,{
+ mes "[Sir Siracuse]";
+ if (BaseJob != Job_Swordman) {
+ if (BaseJob == Job_Knight) {
+ mes "Hey there!";
+ mes "How are you doing?";
+ mes "The Chivalry's been";
+ mes "doing pretty well.";
+ next;
+ mes "[Sir Siracuse]";
+ mes "We've been";
+ mes "testing new members,";
+ mes "but not all of them";
+ mes "show as much promise";
+ mes "as you.";
+ next;
+ mes "[Sir Siracuse]";
+ mes "I hope these new recruits all behave themselves, and don't";
+ mes "bring shame to the Chivalry.";
+ next;
+ mes "[Sir Siracuse]";
+ mes "If you catch any of the new guys acting in a way unbecoming of a Knight, scold them for me please?";
+ close;
+ }
+ else if (Baseclass == Job_Novice) {
+ mes "Oh?";
+ mes "What is a Novice";
+ mes "doing here?";
+ next;
+ mes "[Sir Siracuse]";
+ mes "Are you interested in becoming a Knight? You just can't change into a Knight from a Novice, you know.";
+ next;
+ mes "[Sir Siracuse]";
+ mes "First, you have";
+ mes "to become a well";
+ mes "experienced Swordman";
+ mes "before you can consider";
+ mes "becoming a Knight.";
+ close;
+ }
+ else {
+ mes "Offense and defense.";
+ mes "Is there a way to have both without compromising one or the other?";
+ next;
+ mes "[Sir Siracuse]";
+ mes "Two-handed weapons greatly";
+ mes "improve your offense but decrease your defenses. Is there something that can overcome this weakness?";
+ next;
+ mes "[Sir Siracuse]";
+ mes "A weapon or some sort";
+ mes "of technique like that";
+ mes "would help Knights greatly...";
+ close;
+ }
+ }
+ if (KNIGHT_Q == 0) {
+ mes "Offense and defense.";
+ mes "Is there a way to have both without compromising one or the other?";
+ next;
+ mes "[Sir Siracuse]";
+ mes "Two-handed weapons greatly";
+ mes "improve your offense but decrease your defenses. Is there something that can overcome this weakness?";
+ next;
+ mes "[Sir Siracuse]";
+ mes "A weapon or some sort";
+ mes "of technique like that";
+ mes "would help Knights greatly...";
+ close;
+ }
+ else if (KNIGHT_Q == 1) {
+ mes "Eh?";
+ mes "Do you have";
+ mes "something to";
+ mes "ask me?";
+ next;
+ if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) {
+ mes "[Sir Siracuse]";
+ mes "Oh, to become";
+ mes "a Knight? Come to";
+ mes "think of it, aren't";
+ mes "you the "+((Sex)?"guy":"girl")+" that";
+ mes "just applied?";
+ next;
+ mes "[Sir Siracuse]";
+ mes "Let's see...";
+ mes "Your name was";
+ mes strcharinfo(0) + ".";
+ next;
+ mes "[Sir Siracuse]";
+ mes "But, before you come to me, you must visit the others. The way";
+ mes "I see it, you haven't proven that you know the basics. But I'll";
+ mes "reconsider once you";
+ mes "pass the first test.";
+ close;
+ }
+ mes "[Sir Siracuse]";
+ mes "Hmmm...?";
+ mes "Alright.";
+ mes "It's just that";
+ mes "you had that";
+ mes "look on your";
+ mes "face.";
+ close;
+ }
+ else if (KNIGHT_Q == 2 || KNIGHT_Q == 3) {
+ mes "Eh?";
+ mes "Do you have";
+ mes "something to";
+ mes "ask me?";
+ next;
+ if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) {
+ mes "[Sir Siracuse]";
+ mes "Hahaha~!";
+ mes "Aren't you supposed to be taking Andrew's test? You can't just skip that, you know! All of our tests are important.";
+ next;
+ mes "[Sir Siracuse]";
+ mes "Speak to Sir Andrew first.";
+ mes "My test for you will come after you've finished his test.";
+ close;
+ }
+ mes "[Sir Siracuse]";
+ mes "Hmmm...?";
+ mes "Alright.";
+ mes "It's just that";
+ mes "you had that";
+ mes "look on your";
+ mes "face.";
+ close;
+ }
+ else if (KNIGHT_Q == 4 || KNIGHT_Q == 5) {
+ if (KNIGHT_Q == 4) {
+ mes "Oh?";
+ mes "Do you have";
+ mes "something to";
+ mes "ask me?";
+ next;
+ if (select("Sir Andrew sent me to take your test.:Oh, nothing.") == 1) {
+ mes "[Sir Siracuse]";
+ mes "I see, you've passed the first test. Very well, I'll make some time for you. Let me introduce myself. My name is James Siracuse.";
+ next;
+ mes "[Sir Siracuse]";
+ mes "This test will measure how much you know about Knighthood. More importantly, I want to know your thoughts about honor.";
+ next;
+ mes "[Sir Siracuse]";
+ mes "Don't be nervous, I won't keep you too long. These will be quick questions. Plus, you still have to see the others, right?";
+ next;
+ mes "[Sir Siracuse]";
+ mes "Well then,";
+ mes "let's begin.";
+ mes "Please answer";
+ mes "promptly.";
+ next;
+ }
+ else {
+ mes "[Sir Siracuse]";
+ mes "Hmmm...?";
+ mes "Alright.";
+ mes "It's just that";
+ mes "you had that";
+ mes "look on your";
+ mes "face.";
+ close;
+ }
+ }
+ else if (KNIGHT_Q == 5) {
+ mes "What...";
+ mes "You again?";
+ next;
+ if (select("I wish to take the test again.:Oh, nothing.") == 1) {
+ mes "[Sir Siracuse]";
+ mes "Is that right?";
+ mes "Are you sure you're";
+ mes "prepared this time?";
+ next;
+ mes "[Sir Siracuse]";
+ mes "Alright then,";
+ mes "here we go again...";
+ next;
+ }
+ else {
+ mes "[Sir Siracuse]";
+ mes "Hmmm...?";
+ mes "Alright.";
+ mes "It's just that";
+ mes "you had that";
+ mes "look on your";
+ mes "face.";
+ close;
+ }
+ }
+ mes "[Sir Siracuse]";
+ mes "A Knight must possess great strength, defense, speed, and the skill to wield a Two-Handed Sword. Which of the following weapons are not affected by the Two Hand Quicken skill?";
+ next;
+ if (select("Katana:Slayer:Broadsword:Flamberge") != 4) {
+ set KNIGHT_Q,5;
+ mes "[Sir Siracuse]";
+ mes "Wrong!";
+ mes "That's a Two-Handed Sword!";
+ mes "Are you sure you want to be a Knight? You don't even know the basics...";
+ next;
+ mes "[Sir Siracuse]";
+ mes "If you're not sure about anything, go into town and ask any Knight. You need to learn more about Knights before applying for the job!";
+ close;
+ }
+ mes "[Sir Siracuse]";
+ mes "Good, now let me ask about some skills. Which of the following is not necessary to learn Bowling Bash?";
+ next;
+ if (select("Two Handed Sword Mastery Lv.5:Magnum Break Lv.3:Provoke Lv.10:Bash Lv.10") != 3) {
+ set KNIGHT_Q,5;
+ mes "[Sir Siracuse]";
+ mes "Wrong!";
+ mes "You need that to learn Bowling Bash! You should learn more about the Knight class before applying for the job!";
+ close;
+ }
+ mes "[Sir Siracuse]";
+ mes "Knights can also use Spears, unlike other jobs, and have skills related to Spears as well. What skills are not necessary to learn the skill Brandish Spear?";
+ next;
+ if (select("Pierce Lv.5:Spear Stab Lv.3:Spear Boomerang Lv.3:Peco Peco Ride Lv.1") != 3) {
+ set KNIGHT_Q,5;
+ mes "[Sir Siracuse]";
+ mes "Wrong! You need to learn that to learn Brandish Spear! How can you not know about Knights if you want to become one?";
+ next;
+ mes "[Sir Siracuse]";
+ mes "If you aren't sure about anything, go into town and ask any Knight";
+ mes "for help. Come back after you've learned more about Knights.";
+ close;
+ }
+ mes "[Sir Siracuse]";
+ mes "Some Spears also have magical attributes, just like spells. Of the following, which can attack a Nightmare, which has the Ghost attribute?";
+ next;
+ if (select("Zephyrus:Lance:Bill Guisarme:Crescent Scythe") != 1) {
+ set KNIGHT_Q,5;
+ mes "[Sir Siracuse]";
+ mes "Wrong! You'll be doing absolutely no damage with that type of Spear! Come back after you've learned more about Knights!";
+ next;
+ mes "[Sir Siracuse]";
+ mes "If you have a question, just ask any Knight in town. This is basic knowledge for us!";
+ close;
+ }
+ mes "[Sir Siracuse]";
+ mes "When you become a Knight you can ride a Peco Peco. However, your attack speed decreases once you're mounted on a Peco Peco.";
+ next;
+ mes "[Sir Siracuse]";
+ mes "But, you can counter this speed decrease as you learn the Cavalier Mastery skill. What percentage of your normal attack speed will you have after learning Level 3 Cavalier Mastery?";
+ next;
+ if (select("70 % of normal attack speed:80 % of normal attack speed:90 % of normal attack speed:100 % of normal attack speed") != 2) {
+ set KNIGHT_Q,5;
+ mes "[Sir Siracuse]";
+ mes "Wrong!";
+ mes "Don't bother riding a Peco Peco if you don't know about Cavalier Mastery!";
+ next;
+ mes "[Sir Siracuse]";
+ mes "You better come back after you've learned a little more about Knights!";
+ close;
+ }
+ mes "[Sir Siracuse]";
+ mes "Good, good...";
+ mes "I'm pretty sure you know a decent amount about Knights. Now, let me ask you some personal questions about Knights.";
+ next;
+ mes "[Sir Siracuse]";
+ mes "What should you do when you run into a Novice asking for help in town?";
+ next;
+ switch(select("Tell the Novice of a reasonable hunting area.:Let the Novice fight while you take the damage.:Give the Novice a bunch of Zeny and items.")) {
+ case 1:
+ mes "[Sir Siracuse]";
+ mes "Of course, even a Novice needs to learn how to be independent. Giving good guidance to Novices is one of the best things we can do.";
+ next;
+ break;
+ case 2:
+ set KNIGHT_Q,5;
+ mes "[Sir Siracuse]";
+ mes "You have the wrong idea. Do you really believe that is helping the Novice? Give a man a fish, he will eat for a day. Teach him to fish, he will eat for a lifetime!";
+ close;
+ case 3:
+ set KNIGHT_Q,5;
+ mes "[Sir Siracuse]";
+ mes "Do you really believe that this will truly help the poor Novice? It's generous but, they will not know the true value of zeny and items until they earn it themselves.";
+ close;
+ }
+ mes "[Sir Siracuse]";
+ mes "Alright...";
+ mes "Now, how should";
+ mes "you act within";
+ mes "a party?";
+ next;
+ switch(select("Protect everyone in the front of the battle.:Gather monsters and destroy them at once.:Get as many items possible, at all cost.")) {
+ case 1:
+ mes "[Sir Siracuse]";
+ mes "That's it! Our strength and attacks are very important in a party. All Knights should engage in a battle with that mindset.";
+ next;
+ break;
+ case 2:
+ set KNIGHT_Q,5;
+ mes "[Sir Siracuse]";
+ mes "Are you crazy? Don't you realize the flaw in that kind of thinking? You can't control large mobs. What if they kill you? Who will protect the innocent?";
+ close;
+ case 3:
+ set KNIGHT_Q,5;
+ mes "[Sir Siracuse]";
+ mes "I see your greed and we will have none of it here! It seems you do not truly care for others!";
+ mes "Get lost!";
+ close;
+ }
+ mes "[Sir Siracuse]";
+ mes "Lastly...";
+ mes "what's the most";
+ mes "important value";
+ mes "a Knight must have?";
+ next;
+ switch(select("Honor:Wealth:Status")) {
+ case 1:
+ mes "[Sir Siracuse]";
+ mes "Right, above all else, Knights must be honorable! We live and die for honor! Always keep that in mind.";
+ next;
+ break;
+ case 2:
+ set KNIGHT_Q,5;
+ mes "[Sir Siracuse]";
+ mes "You're scum! You strive to become a Knight for personal wealth? Get lost! We will not accept someone like you in our Chivalry!";
+ close;
+ case 3:
+ set KNIGHT_Q,5;
+ mes "[Sir Siracuse]";
+ mes "So you're trying to become famous through the Chivalry? That's pathetic. We won't accept someone like you in our Chivalry!";
+ close;
+ }
+ set KNIGHT_Q,6;
+ changequest 9003,9004;
+ mes "[Sir Siracuse]";
+ mes "Well then,";
+ mes "this is the";
+ mes "end of my test.";
+ next;
+ mes "[Sir Siracuse]";
+ mes "For your next";
+ mes "test, please go";
+ mes "see Sir Windsor.";
+ mes "He's very quiet,";
+ mes "but don't let that";
+ mes "get to you.";
+ close;
+ }
+ else if (KNIGHT_Q == 6) {
+ mes "Oh?";
+ mes "Do you have";
+ mes "something to";
+ mes "ask me?";
+ next;
+ if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) {
+ mes "[Sir Siracuse]";
+ mes "Hey...";
+ mes "You already took my test, didn't you? You're done here. You should go visit Sir Windsor now...";
+ close;
+ }
+ mes "[Sir Siracuse]";
+ mes "Hmmm...?";
+ mes "Alright.";
+ mes "It's just that";
+ mes "you had that";
+ mes "look on your";
+ mes "face.";
+ close;
+ }
+ else if (KNIGHT_Q == 14) {
+ mes "Mmm...?";
+ mes "You finished";
+ mes "everyone else's";
+ mes "tests as well?";
+ next;
+ mes "[Sir Siracuse]";
+ mes "Well then,";
+ mes "go and see the";
+ mes "captain. We'll all";
+ mes "be there to evaluate";
+ mes "your performance.";
+ close;
+ }
+ else {
+ mes "Hey again.";
+ mes "Did you need something?";
+ mes "Sorry, but I'm busy at the moment. You should go and finish the rest of your tests.";
+ close;
+ }
+}
+
+prt_in,79,94,4 script Sir Windsor#knt 733,{
+ mes "[Sir Windsor]";
+ mes "...";
+ next;
+ mes "[Sir Windsor]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Sir Windsor]";
+ if (BaseJob != Job_Swordman) {
+ if (BaseJob == Job_Knight) mes "Protect.";
+ else if (BaseClass == Job_Novice) {
+ mes "...Go play";
+ mes "outside.";
+ }
+ else mes "...Hmpf.";
+ close;
+ }
+ if (KNIGHT_Q == 0) {
+ mes "...What?";
+ close;
+ }
+ else if (KNIGHT_Q >= 1 && KNIGHT_Q <= 5) {
+ mes "...What?";
+ next;
+ if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) {
+ mes "[Sir Windsor]";
+ mes "...";
+ next;
+ mes "[Sir Windsor]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Sir Windsor]";
+ mes "...It's not my turn.";
+ close;
+ }
+ mes "[Sir Windsor]";
+ mes "...";
+ close;
+ }
+ else if (KNIGHT_Q == 6 || KNIGHT_Q == 7) {
+ if (KNIGHT_Q == 6) {
+ set .@mes$,"Sir Siracuse sent me to you.:Oh, nothing.";
+ mes ".....What?";
+ next;
+ }
+ else {
+ set .@mes$,"I want to try again!:...";
+ next;
+ }
+ if (select(.@mes$) == 1) {
+ mes "[Sir Windsor]";
+ mes "...";
+ next;
+ set KNIGHT_Q,7;
+ if (checkquest(9004) != -1) {
+ changequest 9004,9005;
+ }
+ mes "[Sir Windsor]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Sir Windsor]";
+ if (KNIGHT_Q == 6)
+ mes "...Follow me.";
+ else {
+ mes "...Fine.";
+ next;
+ mes "[Sir Windsor]";
+ mes "...This way.";
+ }
+ close2;
+ if(checkquest(9006) == -1) changequest 9005,9006;
+ warp "job_knt",89,101;
+ end;
+ }
+ mes "[Sir Windsor]";
+ mes "...";
+ close;
+ }
+ else if (KNIGHT_Q == 14) {
+ mes "...Talk to";
+ mes "the captain.";
+ close;
+ }
+ else {
+ mes "...You're";
+ mes "done here.";
+ close;
+ }
+}
+
+// Test 2 part 1
+//==========================================================
+job_knt,89,106,4 script Knight Windsor#knt 733,{
+ mes "[Sir Windsor]";
+ mes "...";
+ next;
+ mes "[Sir Windsor]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Sir Windsor]";
+ mes "...Question?";
+ next;
+ set .@i, select("What kind of test is this?:How do I take the test?:I'd like to leave.:No.");
+ mes "[Sir Windsor]";
+ mes "...";
+ if (.@i == 4) close;
+ next;
+ mes "[Sir Windsor]";
+ mes "...";
+ mes "......";
+ switch(.@i) {
+ case 1:
+ next;
+ mes "[Sir Windsor]";
+ mes "...You fight monsters.";
+ next;
+ mes "[Sir Windsor]";
+ mes "...Kill them all.";
+ next;
+ mes "[Sir Windsor]";
+ mes "...";
+ next;
+ mes "[Sir Windsor]";
+ mes "...Three stages.";
+ mes "Beat them all.";
+ next;
+ mes "[Sir Windsor]";
+ mes "......3 minutes";
+ mes "for each stage.";
+ next;
+ mes "[Sir Windsor]";
+ mes "..........";
+ close;
+ case 2:
+ next;
+ mes "[Sir Windsor]";
+ mes "...Go in the";
+ mes "waiting room.";
+ next;
+ mes "[Sir Windsor]";
+ mes "...Then it";
+ mes "will begin.";
+ next;
+ mes "[Sir Windsor]";
+ mes "...";
+ next;
+ mes "[Sir Windsor]";
+ mes "...You have to wait";
+ mes "if someone is testing.";
+ next;
+ mes "[Sir Windsor]";
+ mes "...You can go in";
+ mes "after that person.";
+ next;
+ mes "[Sir Windsor]";
+ mes "...";
+ close;
+ case 3:
+ close2;
+ warp "prt_in",80,100;
+ end;
+ }
+}
+
+job_knt,89,106,4 script Windsor Benedict#knt 733,{
+OnInit:
+ disablenpc "Windsor Benedict#knt";
+ waitingroom "Waiting Room",20,"Windsor Benedict#knt::OnStartArena",1;
+ enablewaitingroomevent;
+ end;
+
+OnStartArena:
+ killmonster "job_knt", "Knight1::OnMyMobDead";
+ killmonster "job_knt", "Knight2::OnMyMobDead";
+ killmonster "job_knt", "Knight3::OnMyMobDead";
+ warpwaitingpc "job_knt",43,146;
+ donpcevent "Knight1::OnEnable";
+ disablewaitingroomevent;
+ end;
+
+OnStart:
+ enablewaitingroomevent;
+ end;
+}
+
+- script Knight1 -1,{
+OnInit:
+ disablenpc "Knight1";
+ end;
+
+OnEnable:
+ enablenpc "Knight1";
+ if (!checkre(0)) {
+ set .MyMobs,12;
+ monster "job_knt",39,150,"Dustiness",1114,1,"Knight1::OnMyMobDead";
+ monster "job_knt",47,150,"Dustiness",1114,1,"Knight1::OnMyMobDead";
+ monster "job_knt",39,142,"Dustiness",1114,1,"Knight1::OnMyMobDead";
+ monster "job_knt",47,142,"Dustiness",1114,1,"Knight1::OnMyMobDead";
+ }
+ else
+ set .MyMobs,8;
+ monster "job_knt",43,137,"Piere",1160,1,"Knight1::OnMyMobDead";
+ monster "job_knt",43,137,"Andre",1095,1,"Knight1::OnMyMobDead";
+ monster "job_knt",43,137,"Deniro",1105,1,"Knight1::OnMyMobDead";
+ monster "job_knt",43,155,"Piere",1160,1,"Knight1::OnMyMobDead";
+ monster "job_knt",43,155,"Andre",1095,1,"Knight1::OnMyMobDead";
+ monster "job_knt",43,155,"Deniro",1105,1,"Knight1::OnMyMobDead";
+ monster "job_knt",35,146,"Argos",1100,1,"Knight1::OnMyMobDead";
+ monster "job_knt",52,146,"Argos",1100,1,"Knight1::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "job_knt", "Knight1::OnMyMobDead";
+ disablenpc "Knight1";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mes "[Sir Windsor]";
+ mes "...";
+ next;
+ mes "[Sir Windsor]";
+ mes "...On to";
+ mes "the next level.";
+ close2;
+ warp "job_knt",43,52;
+ donpcevent "Knight1::OnDisable";
+ donpcevent "Knight2::OnEnable";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer180000:
+ donpcevent "Knight1::OnDisable";
+ end;
+
+OnTimer181000:
+ areawarp "job_knt", 24, 126, 63, 165, "prt_in",80,100;
+ end;
+
+OnTimer182000:
+ stopnpctimer;
+ donpcevent "Knight1::OnDisable";
+ donpcevent "Windsor Benedict#knt::OnStart";
+ end;
+}
+
+// Test 2 part 2
+//==========================================================
+- script Knight2 -1,{
+OnInit:
+ disablenpc "Knight2";
+ end;
+
+OnEnable:
+ enablenpc "Knight2";
+ if (!checkre(0)) {
+ set .MyMobs,12;
+ monster "job_knt",43,42,"Desert Wolf",1106,1,"Knight2::OnMyMobDead";
+ monster "job_knt",43,62,"Desert Wolf",1106,1,"Knight2::OnMyMobDead";
+ monster "job_knt",60,68,"Anacondaq",1030,1,"Knight2::OnMyMobDead";
+ monster "job_knt",27,68,"Anacondaq",1030,1,"Knight2::OnMyMobDead";
+ monster "job_knt",60,35,"Anacondaq",1030,1,"Knight2::OnMyMobDead";
+ monster "job_knt",27,35,"Anacondaq",1030,1,"Knight2::OnMyMobDead";
+ }
+ else
+ set .MyMobs,6;
+ monster "job_knt",53,52,"Frilldora",1119,1,"Knight2::OnMyMobDead";
+ monster "job_knt",34,52,"Frilldora",1119,1,"Knight2::OnMyMobDead";
+ monster "job_knt",58,52,"Drainliar",1111,1,"Knight2::OnMyMobDead";
+ monster "job_knt",58,52,"Drainliar",1111,1,"Knight2::OnMyMobDead";
+ monster "job_knt",29,52,"Drainliar",1111,1,"Knight2::OnMyMobDead";
+ monster "job_knt",29,52,"Drainliar",1111,1,"Knight2::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "job_knt", "Knight2::OnMyMobDead";
+ disablenpc "Knight2";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mes "[Sir Windsor]";
+ mes "...Hmm.";
+ next;
+ mes "[Sir Windsor]";
+ mes "...One stage left.";
+ close2;
+ warp "job_knt",143,152;
+ donpcevent "Knight2::OnDisable";
+ donpcevent "Knight3::OnEnable";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer180000:
+ donpcevent "Knight2::OnDisable";
+ end;
+
+OnTimer181000:
+ areawarp "job_knt", 24, 32, 63, 71, "prt_in",80,100;
+ end;
+
+OnTimer182000:
+ stopnpctimer;
+ donpcevent "Knight2::OnDisable";
+ donpcevent "Windsor Benedict#knt::OnStart";
+ end;
+}
+
+// Test 2 part 3
+//==========================================================
+- script Knight3 -1,{
+OnInit:
+ disablenpc "Knight3";
+ end;
+
+OnEnable:
+ enablenpc "Knight3";
+ if (!checkre(0)) {
+ set .MyMobs,7;
+ monster "job_knt",147,167,"Goblin Archer",1258,1,"Knight3::OnMyMobDead";
+ monster "job_knt",136,158,"Steam Goblin",1280,1,"Knight3::OnMyMobDead";
+ }
+ else
+ set .MyMobs,5;
+ monster "job_knt",136,152,"Goblin",1122,1,"Knight3::OnMyMobDead";
+ monster "job_knt",150,152,"Goblin",1123,1,"Knight3::OnMyMobDead";
+ monster "job_knt",143,145,"Goblin",1124,1,"Knight3::OnMyMobDead";
+ monster "job_knt",143,167,"Goblin",1125,1,"Knight3::OnMyMobDead";
+ monster "job_knt",139,167,"Goblin",1126,1,"Knight3::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "job_knt", "Knight3::OnMyMobDead";
+ disablenpc "Knight3";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mes "[Sir Windsor]";
+ mes "...";
+ next;
+ mes "[Sir Windsor]";
+ mes "...Very good.";
+ next;
+ mes "[Sir Windsor]";
+ mes "...Go talk to";
+ mes "Amy Beatrice now.";
+ close2;
+ set KNIGHT_Q,8;
+ if(checkquest(9007) == -1) {
+ changequest 9006,9007;
+ }
+ warp "prt_in",80,100;
+ donpcevent "Knight3::OnDisable";
+ donpcevent "Windsor Benedict#knt::OnStart";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer180000:
+ donpcevent "Knight3::OnDisable";
+ end;
+
+OnTimer181000:
+ areawarp "job_knt", 124, 132, 163, 171, "prt_in",80,100;
+ end;
+
+OnTimer182000:
+ stopnpctimer;
+ donpcevent "Knight3::OnDisable";
+ donpcevent "Windsor Benedict#knt::OnStart";
+ end;
+}
+
+// Test 3 (Manners)
+//==========================================================
+prt_in,69,107,6 script Lady Amy#knt 728,{
+ mes "[Lady Amy]";
+ if (BaseJob != Job_Swordman) {
+ if (BaseJob == Job_Knight) {
+ mes "Oh...!";
+ mes "I wonder, why";
+ mes "have you come";
+ mes "to visit me?";
+ next;
+ mes "[Lady Amy]";
+ mes "You're not having";
+ mes "trouble as a Knight,";
+ mes "are you? Well, I think";
+ mes "you're doing well~";
+ next;
+ mes "[Lady Amy]";
+ mes "Of course~";
+ mes "You're a member of";
+ mes "the Prontera Chivalry~";
+ close;
+ }
+ else if (BaseClass == Job_Novice) {
+ mes "Aww~";
+ mes "What a cute";
+ mes "little Novice!";
+ mes "Soooooo cute!";
+ next;
+ mes "[Lady Amy]";
+ mes "Heh heh...";
+ mes "Are you interested";
+ mes "in becoming a Knight";
+ mes "later on? You'd be";
+ mes "a great Knight~";
+ next;
+ mes "[Lady Amy]";
+ mes "Remember, you're";
+ mes "going to be a Knight,";
+ mes "alright? Promise?";
+ close;
+ }
+ else {
+ mes "Welcome to";
+ mes "the Prontera Chivalry~";
+ next;
+ mes "[Lady Amy]";
+ mes "We're only Knights,";
+ mes "but hope you enjoy";
+ mes "your stay here.";
+ mes "Heh heh~";
+ close;
+ }
+ }
+ if (KNIGHT_Q == 0) {
+ mes "Ooh, you're";
+ mes "a Swordsman...?";
+ mes "Did you come to";
+ mes "change jobs to";
+ mes "a Knight?";
+ next;
+ mes "[Lady Amy]";
+ mes "To apply, talk";
+ mes "to the captain";
+ mes "all the way over";
+ mes "there. Hee hee~";
+ close;
+ }
+ else if (KNIGHT_Q >= 1 && KNIGHT_Q <= 7) {
+ mes "Hmmm?";
+ mes "Why did you";
+ mes "come to Amy?";
+ next;
+ if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) {
+ mes "[Lady Amy]";
+ mes "Mmm~";
+ mes "You applied to change jobs! Okay! You'll soon be a Knight with that kind of determination!";
+ next;
+ mes "[Lady Amy]";
+ mes "But...";
+ mes "You have to go";
+ mes "to the other Knights";
+ mes "before talking to Amy.";
+ next;
+ mes "[Lady Amy]";
+ mes "I'd love to test";
+ mes "you from the beginning,";
+ mes "but I'm not allowed to.";
+ mes "Hee hee~";
+ close;
+ }
+ mes "[Lady Amy]";
+ mes "Aww~";
+ mes "Alright...";
+ close;
+ }
+ else if ((KNIGHT_Q == 8) || (KNIGHT_Q == 9)){
+ if (KNIGHT_Q == 8) {
+ mes "Hmmm?";
+ mes "Why did you";
+ mes "come to Amy?";
+ next;
+ if (select("Sir Windsor told me to--:Oh, nothing.") == 1) {
+ if(checkquest(9008) == -1) changequest 9007,9008;
+ mes "[Lady Amy]";
+ mes "Oh!";
+ mes "No need to say";
+ mes "anything more.";
+ mes "Welcome! It's time";
+ mes "to take Amy's test!";
+ next;
+ mes "[Lady Amy]";
+ mes "My name is Amy Beatrice,";
+ mes "a proud Lady Knight of the Prontera Chivalry. Amy's test will test your etiquette as a Knight~";
+ next;
+ mes "[Lady Amy]";
+ mes "I'll tell you a story and you choose an answer whenever";
+ mes "I ask a question. Your etiquette will be judged on your answers.";
+ next;
+ mes "[Lady Amy]";
+ mes "So listen carefully";
+ mes "and answer as if you're";
+ mes "already a Knight, okay?";
+ next;
+ mes "[Lady Amy]";
+ mes "Then,";
+ mes "let's begin!";
+ next;
+ }
+ else {
+ mes "[Lady Amy]";
+ mes "Aww...";
+ mes "Alright~";
+ close;
+ }
+ }
+ else if (KNIGHT_Q == 9) {
+ mes "Hmmm?";
+ mes "Why did you";
+ mes "come to Amy?";
+ next;
+ if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) {
+ mes "[Lady Amy]";
+ mes "Mmm~?";
+ mes "Have you learned";
+ mes "what you did wrong";
+ mes "last time? If you";
+ mes "fail again, I'm going";
+ mes "to be mad!";
+ next;
+ mes "[Lady Amy]";
+ mes "So listen carefully";
+ mes "and answer as if you";
+ mes "are a Knight.";
+ mes "Well then,";
+ mes "let's begin!";
+ next;
+ mes "[Lady Amy]";
+ mes "You are a Knight and you are looking for a party in Morroc.";
+ mes "How would you go about doing so?";
+ next;
+ }
+ else {
+ mes "[Lady Amy]";
+ mes "Aww...";
+ mes "Alright~";
+ close;
+ }
+ }
+ mes "You are a Knight and you are looking for a party in Morroc.";
+ mes "How would you go about doing so?";
+ next;
+ if (select("Shout out that you are looking for a party.:Open a chat room and wait.:Look for people seeking Knights.") != 1)
+ set .@knight_t,.@knight_t+10;
+ mes "[Lady Amy]";
+ mes "You have formed a party with equal leveled players. There's a Priest, a Wizard, a Hunter, an Assassin, and a Blacksmith...";
+ next;
+ mes "[Lady Amy]";
+ mes "The six of you decide to go hunt and have decided to go to the Pyramids.";
+ next;
+ mes "[Lady Amy]";
+ mes "You reach Level 4";
+ mes "of the Pyramids";
+ mes "with your party.";
+ mes "What should you do?";
+ next;
+ if (select("Check out the area and plan ahead.:Gather monsters for your party members.:Lead the party slowly at the front.") != 2)
+ set .@knight_t,.@knight_t+10;
+ mes "[Lady Amy]";
+ mes "But some rude players came with a group of monsters and disappeared! What should you do?";
+ next;
+ if (select("Keep the monsters from reaching the party.:Defend while the party retreats.:Run away on your Peco Peco.") == 2)
+ set .@knight_t,.@knight_t+10;
+ mes "[Lady Amy]";
+ mes "Luckily, you all lived through the crisis. But as you walk, you find a person, who is not in your party, collapsed on the ground.";
+ next;
+ mes "[Lady Amy]";
+ mes "The person is asking politely for help. What should you do?";
+ next;
+ if (select("Ask your party's Priest to help.:Say you will help for Zeny.:Ignore and move on.") == 1)
+ set .@knight_t,.@knight_t+10;
+ mes "[Lady Amy]";
+ mes "You must bid farewell to your party members because you must go somewhere else.";
+ next;
+ mes "[Lady Amy]";
+ mes "But you find";
+ mes "a rare item during";
+ mes "the battle. What";
+ mes "should you do?";
+ next;
+ if(select("Give it to who deserves it the most.:Pretend like nothing happened and keep it.:Decide with party who gets it.") != 2)
+ set .@knight_t,.@knight_t+10;
+ mes "[Lady Amy]";
+ mes "You end up with the item and you go to Prontera to sell it. There are many people with shops and chat rooms opened selling items.";
+ next;
+ mes "[Lady Amy]";
+ mes "What should you";
+ mes "do to sell your item?";
+ next;
+ if (select("Shout out loud to everyone.:Open a chat room and wait.:Inquire if there is anyone that is interested.") == 3)
+ set .@knight_t,.@knight_t+10;
+ mes "[Lady Amy]";
+ mes "While you are waiting,";
+ mes "someone comes and begs";
+ mes "for items and zeny.";
+ mes "What do you do?";
+ next;
+ if (select("Give them some Zeny and items.:Simply ignore them.:Give suggestions for a place to hunt.") == 3)
+ set .@knight_t,.@knight_t+10;
+ mes "[Lady Amy]";
+ mes "Now you decide to go to the Hidden Temple by yourself. You happily ride on your Peco Peco.";
+ next;
+ mes "[Lady Amy]";
+ mes "But you run into";
+ mes "someone that is lost.";
+ mes "What should you do?";
+ next;
+ if(select("Tell the person how to reach the exit.:Lead the person to the exit.:Give a Butterfly Wing.") != 3)
+ set .@knight_t,.@knight_t+10;
+ mes "[Lady Amy]";
+ mes "You've been hunting for a while, and now you're low on HP!";
+ mes "It's red now, which is very dangerous.";
+ next;
+ mes "[Lady Amy]";
+ mes "Ah, then a Priest";
+ mes "happens to walk by.";
+ mes "How would you ask";
+ mes "the Priest for a Heal?";
+ next;
+ if (select("Would it be possible to get a heal please?:Can I have a heal?:Heal plz!!") == 1)
+ set .@knight_t,.@knight_t+10;
+ mes "[Lady Amy]";
+ mes "You are now very";
+ mes "exhausted and it's time";
+ mes "to go back to town.";
+ next;
+ mes "[Lady Amy]";
+ mes "You then find";
+ mes "a rare item on";
+ mes "the street.";
+ mes "What should";
+ mes "you do?";
+ next;
+ if (select("Pick it up and keep it.:Ask around to find the owner.:Simply walk by.") != 1)
+ set .@knight_t,.@knight_t+10;
+ mes "[Lady Amy]";
+ mes "Okay,";
+ mes "that was the";
+ mes "end of my test!";
+ next;
+ mes "[Lady Amy]";
+ if (.@knight_t == 100) {
+ set KNIGHT_Q,10;
+ changequest 9008,9009;
+ mes "Well done, that kind of mentality is needed for a Knight! For your next test, visit Sir Edmond, please~";
+ next;
+ mes "[Lady Amy]";
+ mes "I'll have nice comments about you for the captain. Do well on the tests you have left, okay?";
+ close;
+ }
+ else if (.@knight_t == 90) {
+ set KNIGHT_Q,10;
+ changequest 9008,9009;
+ mes "Well, it wasn't perfect,";
+ mes "but I think you know enough";
+ mes "about etiquette to be";
+ mes "a fine Knight.";
+ next;
+ mes "[Lady Amy]";
+ mes "Now, it's time for you to go to Sir Edmond for your next test. Do well on the rest of your tests. You better promise~";
+ close;
+ }
+ set KNIGHT_Q,9;
+ mes "Mmm...";
+ mes "To be honest, I don't think your attitude is good enough to be a Knight quite yet.";
+ next;
+ mes "[Lady Amy]";
+ mes "If you really act like that, everyone will think Knights are rude! Think about how you answered my questions and come again later.";
+ next;
+ mes "[Lady Amy]";
+ mes "If you want,";
+ mes "I'll let you";
+ mes "retake the test, okay?";
+ close;
+ }
+ else if (KNIGHT_Q == 10) {
+ mes "Hmmm?";
+ mes "Why did you";
+ mes "come to Amy?";
+ next;
+ mes "[Lady Amy]";
+ mes "You have to go to";
+ mes "Sir Edmond for your";
+ mes "next test, okay?";
+ close;
+ }
+ else if (KNIGHT_Q == 14) {
+ mes "Wow~";
+ mes "Now it's time for";
+ mes "everyone to decide";
+ mes "on your job change!";
+ next;
+ mes "[Lady Amy]";
+ mes "Let's go talk to our";
+ mes "captain. Don't worry";
+ mes "too much. It should";
+ mes "be okay.";
+ close;
+ }
+ else {
+ mes "Hmmm?";
+ mes "Why did you";
+ mes "come to Amy?";
+ next;
+ mes "[Lady Amy]";
+ mes "You still have";
+ mes "other tests to take.";
+ mes "Hurry and finish~";
+ close;
+ }
+}
+
+// Test 4 (patience)
+//==========================================================
+prt_in,70,99,6 script Sir Edmond#knt 734,{
+ mes "[Sir Edmond]";
+ if (BaseJob != Job_Swordman) {
+ if (BaseJob == Job_Knight) {
+ mes "Think of your";
+ mes "mind as if it were";
+ mes "flowing water.";
+ next;
+ mes "[Sir Edmond]";
+ mes "Flowing water";
+ mes "avoids obstacles,";
+ mes "going on its way...";
+ next;
+ mes "[Sir Edmond]";
+ mes "Knights must be";
+ mes "able to pass things,";
+ mes "like calm water, in";
+ mes "any situation.";
+ close;
+ }
+ else if (BaseClass == Job_Novice) {
+ mes "Trees with deep roots don't sway with the wind. The fact that powerful skills must be built on strong basics is immutable...";
+ next;
+ mes "[Sir Edmond]";
+ mes "Your future";
+ mes "can even be";
+ mes "decided now...";
+ close;
+ }
+ else {
+ mes "Everything in this world exists in harmony. Living without disrupting this harmony is the right way to live...";
+ close;
+ }
+ }
+ if (KNIGHT_Q == 0) {
+ mes "Those with ominous thoughts will only dream such dreams. It's better to have no dreams at all than to have dreams of sadness and despair.";
+ close;
+ }
+ else if (KNIGHT_Q >= 1 && KNIGHT_Q <= 9) {
+ mes "What is it...";
+ mes "Wandering Swordman?";
+ next;
+ if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) {
+ mes "[Sir Edmond]";
+ mes "A seed must first be nestled";
+ mes "in the earth before the seed may sprout. Then, the sprout must grow leaves before its buds blossom into flowers...";
+ next;
+ mes "[Sir Edmond]";
+ mes "If not...";
+ mes "The flower will";
+ mes "be incomplete.";
+ next;
+ mes "[Sir Edmond]";
+ mes "Go to the others";
+ mes "first, so that you";
+ mes "may find your path...";
+ close;
+ }
+ mes "[Sir Edmond]";
+ mes "The life that you";
+ mes "want will soon be";
+ mes "before your eyes.";
+ mes "Everything will";
+ mes "come in perfect";
+ mes "order.";
+ close;
+ }
+ else if (KNIGHT_Q == 10) {
+ mes "What is it...";
+ mes "Wandering Swordman.";
+ next;
+ if (select("Lady Amy sent me.:Oh, nothing.") == 1) {
+ mes "[Sir Edmond]";
+ mes "It is now time to take my test. Please do your best, as you have done on the other tests.";
+ next;
+ mes "[Sir Edmond]";
+ mes "My name is";
+ mes "Edmond Groster.";
+ mes "I am a member of";
+ mes "the Prontera Chivalry.";
+ next;
+ mes "[Sir Edmond]";
+ mes "Knights are in the position for others to follow. Therefore, you must modestly think about the world's order and have the personality to fit the role you will play.";
+ next;
+ mes "[Sir Edmond]";
+ mes "You must not make careless decisions. Your will should bend as the reeds or be as firm as stone when the situation calls for it.";
+ next;
+ mes "[Sir Edmond]";
+ mes "You must not kill monsters without reason and not take joy in doing so. Take this time to quietly think about this on your own...";
+ next;
+ mes "[Sir Edmond]";
+ mes "Then, we shall";
+ mes "begin the test.";
+ mes "Keep in mind";
+ mes "the quality of";
+ mes "reverence.";
+ close2;
+ set KNIGHT_Q,11;
+ changequest 9009,9010;
+ warp "job_knt",143,57;
+ end;
+ }
+ mes "[Sir Edmond]";
+ mes "The life you want";
+ mes "will soon be before";
+ mes "your eyes.";
+ close;
+ }
+ else if (KNIGHT_Q == 11) {
+ mes "What is it...";
+ mes "Wandering Swordman?";
+ next;
+ if (select("I'm sorry, I didn't mean to...:Oh, nothing.") == 1) {
+ mes "[Sir Edmond]";
+ mes "You were too careless in the last test. A Knight's sword exists to protect others, not to torment weaker monsters.";
+ next;
+ mes "[Sir Edmond]";
+ mes "In a world where everything exists in harmony, you can't have humans continuously destroying without purpose. This principle applies to the real world, not to this test alone.";
+ next;
+ mes "[Sir Edmond]";
+ mes "The test";
+ mes "shall begin.";
+ mes "Show me your";
+ mes "patience...";
+ close2;
+ warp "job_knt",143,57;
+ end;
+ }
+ mes "[Sir Edmond]";
+ mes "The life that you";
+ mes "want will soon be";
+ mes "before your eyes.";
+ mes "Everything will";
+ mes "come in perfect";
+ mes "order.";
+ close;
+ }
+ else if (KNIGHT_Q == 12 || KNIGHT_Q == 13) {
+ mes "I have seen your character for myself. It is now time for you to take the last test. Go and speak";
+ mes "to Sir Gray...";
+ close;
+ }
+ else {
+ mes "Go and speak";
+ mes "to our captain.";
+ mes "The time has come";
+ mes "for all of us to";
+ mes "evaluate your";
+ mes "performance.";
+ close;
+ }
+}
+
+job_knt,1,1,1 script Timer#knt 107,{
+OnTimer300000:
+ enablenpc "Warp#knt";
+ end;
+
+OnTimer300500:
+ donpcevent "Timer#knt::OnDisable";
+ disablenpc "Warp#knt";
+ end;
+
+OnTimer301500:
+ stopnpctimer;
+ donpcevent "Timer#knt::OnEnable";
+ end;
+
+OnInit:
+OnEnable:
+ enablenpc "Timer#knt";
+ monster "job_knt",141,57,"Poring",1002,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",145,57,"Poring",1002,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",143,55,"Poring",1002,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",143,59,"Poring",1002,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",141,55,"Lunatic",1063,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",141,59,"Lunatic",1063,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",145,55,"Lunatic",1063,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",145,59,"Lunatic",1063,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",139,57,"Chonchon",1011,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",147,57,"Chonchon",1011,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",143,53,"Chonchon",1011,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",143,61,"Chonchon",1011,1,"Timer#knt::OnMyMobDead";
+ //These monsters were out of bounds. Adjusted to put them in bounds.
+ monster "job_knt",165,54,"Mushroom",1182,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",165,57,"Mushroom",1182,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",122,54,"Mushroom",1182,1,"Timer#knt::OnMyMobDead";
+ monster "job_knt",122,57,"Mushroom",1182,1,"Timer#knt::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonster "job_knt","Timer#knt::OnMyMobDead";
+ disablenpc "Timer#knt";
+ disablenpc "Warp#knt";
+ end;
+
+OnMyMobDead:
+ warp "prt_fild05",353,251;
+ end;
+}
+
+job_knt,145,57,1 script Warp#knt 107,22,22,{
+OnInit:
+ disablenpc "Warp#knt";
+ end;
+OnTouch:
+ set KNIGHT_Q,12;
+ changequest 9010,9011;
+ warp "prt_in",80,100;
+ end;
+}
+
+// Test 5, and creates Claymores for knights
+//==========================================================
+prt_in,87,92,4 script Sir Gray#knt 119,{
+ mes "[Sir Gray]";
+ if (BaseJob != Job_Swordman) {
+ if (BaseJob == Job_Knight) {
+ mes "The glint of light";
+ mes "that shines off this blade cannot be put into words. This is the weapon every Knight must have.";
+ next;
+ mes "[Sir Gray]";
+ mes "Yes...";
+ mes "^3355FFClaymore^000000!";
+ mes "Every Knight";
+ mes "would want one!";
+ next;
+ switch(select("About ^3355FFClaymore^000000:Buy Claymore:End Conversation")) {
+ case 1:
+ mes "[Sir Gray]";
+ mes "Claymore, one of the best among the famous swords you can attain in Rune-Midgarts's Prontera!! Its value is priceless when considered by a Knight.";
+ next;
+ mes "[Sir Gray]";
+ mes "Now, the Prontera Chivalry is making these fabulous Claymores. For Knights, they are only ^3355FF74,000^000000 Zeny.";
+ next;
+ mes "[Sir Gray]";
+ mes "But not only that, you need";
+ mes "1 ^3355FFSteel^000000 because of the Claymore's characteristics. If you like, I can create one for you. For the honor of the Prontera Chivalry!";
+ close;
+ case 2:
+ set .@now_weight,MaxWeight-Weight;
+ if (.@now_weight < 1800) {
+ mes "[Sir Gray]";
+ mes "Oh no...";
+ mes "It seems that you are carrying too many things. You don't have enough space for a heavy Claymore in your inventory.";
+ next;
+ mes "[Sir Gray]";
+ mes "Why don't you";
+ mes "go and organize";
+ mes "your items first.";
+ close;
+ }
+ else {
+ if ((Zeny > 73999) && (countitem(999) > 0) && (BaseJob == Job_Knight)) {
+ mes "[Sir Gray]";
+ mes "You are ready!";
+ mes "You must know the";
+ mes "true value of";
+ mes "a Claymore!";
+ mes "I shall make";
+ mes "it right now!!";
+ next;
+ mes "[Sir Gray]";
+ mes "The basics of";
+ mes "making the Claymore";
+ mes "is easy. Watch~!";
+ next;
+ mes "^3355FF*Stir Stir*^000000";
+ mes "^3355FF*Ooncha Ooncha*^000000";
+ next;
+ mes "[Sir Gray]";
+ mes "Okay, it's ready!";
+ mes "Every Knight's pride:";
+ mes "a fine ^3355FFClaymore^000000.";
+ mes "You attained a reliable item.";
+ mes "It'll be a good companion on your adventures.";
+ delitem 999,1; //Steel
+ set Zeny, Zeny - 74000;
+ getitem 1163,1; //Claymore
+ close;
+ }
+ mes "[Sir Gray]";
+ mes "I realize you may really want a Claymore, but I can't make it without the materials.";
+ mes "^3355FF74,000 zeny^000000 and ^3355FF1 Steel!^000000.";
+ next;
+ mes "[Sir Gray]";
+ mes "Come back when";
+ mes "you have everything";
+ mes "ready. I shall be";
+ mes "waiting...";
+ close;
+ }
+ case 3:
+ mes "[Sir Gray]";
+ mes "Any Knight should be able to wield a Claymore as if it were an extension of their body. I used to look forward to brandishing my Claymore in battle...";
+ close;
+ }
+ }
+ else if (BaseClass == Job_Novice) {
+ mes "Believe it";
+ mes "or not, I was";
+ mes "once a Novice";
+ mes "as well.";
+ next;
+ mes "[Sir Gray]";
+ mes "I never really planned to become a Knight, but I did decide to become a strong person. Somehow, along my journeys, I ended up joining the Prontera Chivalry. Ha ha ha!";
+ close;
+ }
+ mes "Young one,";
+ mes "use your time";
+ mes "wisely.";
+ next;
+ mes "[Sir Gray]";
+ mes "No point in";
+ mes "harboring regret";
+ mes "once time has passed.";
+ close;
+ }
+ if (KNIGHT_Q == 0) {
+ mes "Young one,";
+ mes "use your time";
+ mes "wisely.";
+ next;
+ mes "[Sir Gray]";
+ mes "No point in";
+ mes "harboring regret";
+ mes "once time has passed.";
+ close;
+ }
+ else if ((KNIGHT_Q == 12) || (KNIGHT_Q == 13)) {
+ if (KNIGHT_Q == 12) {
+ mes "Oh...";
+ mes "A young Swordman.";
+ mes "Yes, what can";
+ mes "I do for you?";
+ next;
+ if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) {
+ mes "[Sir Gray]";
+ mes "Hoho, I see.";
+ mes "So you took";
+ mes "everyone else's";
+ mes "test?";
+ next;
+ mes "[Sir Gray]";
+ mes "Then shall";
+ mes "we begin mine?";
+ mes "It's not really";
+ mes "a test though.";
+ next;
+ mes "[Sir Gray]";
+ mes "Let's talk";
+ mes "casually,";
+ mes "shall we?";
+ next;
+ mes "[Sir Gray]";
+ mes "First...";
+ mes "Why did you";
+ mes "decide to become";
+ mes "a Knight?";
+ next;
+ }
+ else {
+ mes "[Sir Gray]";
+ mes "Take care!";
+ close;
+ }
+ }
+ else if (KNIGHT_Q == 13) {
+ mes "Ah, you again.";
+ mes "What brings you";
+ mes "to me?";
+ next;
+ if (select("I've been thinking a lot.:Oh, nothing.") == 1) {
+ mes "[Sir Gray]";
+ mes "Is that so...";
+ mes "I wonder if you";
+ mes "truly have...";
+ next;
+ mes "[Sir Gray]";
+ mes "Then...";
+ mes "Like last time,";
+ mes "I will ask again...";
+ next;
+ mes "[Sir Gray]";
+ mes "First...";
+ mes "Why did you";
+ mes "decide to become";
+ mes "a Knight?";
+ next;
+ }
+ else {
+ mes "[Sir Gray]";
+ mes "Take care!";
+ mes "Health is";
+ mes "every man's";
+ mes "treasure!";
+ close;
+ }
+ }
+ switch(select("To become stronger...:To help my guild...:Because I'm unsatisfied with myself right now...")) {
+ case 1:
+ mes "[Sir Gray]";
+ mes "To become stronger, you say?";
+ mes "Yes, Knights are indeed strong.";
+ mes "But why gain strength?";
+ next;
+ mes "[Sir Gray]";
+ mes "Is it to show off to others? To attain fame? Or do you have a diferent reason? What do you think is so good about gaining strength as a Knight?";
+ next;
+ switch(select("Gain wealth and fame.:I can protect myself.:I can protect others.")) {
+ case 1:
+ set .@knight_t,.@knight_t+10;
+ mes "[Sir Gray]";
+ mes "Of course, wealth and fame have their place in the world. But we as Knights must live for higher virtues.";
+ next;
+ break;
+ case 2:
+ mes "[Sir Gray]";
+ mes "Good thinking. You must first be able to protect yourself in order to protect others. To this end, you must constantly train, and never give in to laziness.";
+ next;
+ break;
+ case 3:
+ mes "[Sir Gray]";
+ mes "Ah, a wonderful idea. A Knight's strength must be used to protect the weak and defend righteousness.";
+ next;
+ mes "[Sir Gray]";
+ mes "Sadly, there are a few Knights who shame us by forgetting the ideals that should be basic to Knighthood...";
+ next;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Sir Gray]";
+ mes "Ah, to help your guild, or maybe even your party. Our wise and benevolent King Tristram the 3rd gave us these golden words...";
+ next;
+ mes "[Sir Gray]";
+ mes "^8B7500Beyond the calm river, lies a dangerous waterfall. Therefore, you must always be prepared for everything...^000000";
+ next;
+ mes "[Sir Gray]";
+ mes "So how do you";
+ mes "think you can";
+ mes "help your guild?";
+ next;
+ switch(select("My guild needs me.:I can help gather funds for my guild.:I can protect my guild members.")) {
+ case 1:
+ mes "[Sir Gray]";
+ mes "Anyone, anywhere in this world,";
+ mes "has a place where they are needed. Never neglect someone in need, even if he is not a guild member.";
+ next;
+ break;
+ case 2:
+ set .@knight_t,.@knight_t+10;
+ mes "[Sir Gray]";
+ mes "Of course wealth is important.";
+ mes "But we Knights must live for higher virtues.";
+ next;
+ break;
+ case 3:
+ mes "[Sir Gray]";
+ mes "Ah, a wonderful idea. A Knight's strength must be used to protect the weak and defend righteousness.";
+ next;
+ mes "[Sir Gray]";
+ mes "Sadly, there are a few Knights who shame us by forgetting the ideals that should be basic to Knighthood...";
+ next;
+ break;
+ }
+ break;
+ case 3:
+ set .@knight_t,.@knight_t+5;
+ mes "[Sir Gray]";
+ mes "Satisfaction, you say.";
+ mes "It seems like you are";
+ mes "already a fine Swordman.";
+ mes "Is there a particular reason you wish to be a Knight?";
+ next;
+ mes "[Sir Gray]";
+ mes "I don't know about";
+ mes "Swordmen, but Knights do not allow self-indulgence. There are those so obsessed with gaining strength that they cannot control themselves.";
+ next;
+ mes "[Sir Gray]";
+ mes "So...";
+ mes "What part of yourself";
+ mes "are you not satisfied";
+ mes "with right now?";
+ next;
+ switch(select("Skills.:Goal.:Appearance.")) {
+ case 1:
+ set .@knight_t,.@knight_t+5;
+ mes "[Sir Gray]";
+ mes "Skill is something you gain with experience as a Knight. It cannot be your highest goal. Otherwise, you'll never be satisfied as a Knight.";
+ next;
+ break;
+ case 2:
+ set .@knight_t,.@knight_t-5;
+ mes "[Sir Gray]";
+ mes "I see...";
+ mes "Always having a goal is very important. You may be full of ideas upon becoming a Knight, but that may change with time.";
+ next;
+ break;
+ case 3:
+ set .@knight_t,.@knight_t+5;
+ mes "[Sir Gray]";
+ mes "Oh no...";
+ mes "What you see isn't what really counts. A Swordman may be stronger than a Knight, and even Knight may grow weak if he becomes lazy.";
+ next;
+ break;
+ }
+ break;
+ }
+ mes "[Sir Gray]";
+ mes "I understand your thoughts,";
+ mes "but there are those who wish to";
+ mes "become Knights without thinking.";
+ next;
+ mes "[Sir Gray]";
+ mes "Those are the ones who instigate problems and shame the honor of Knights, bringing irreversible results.";
+ next;
+ mes "[Sir Gray]";
+ mes "The same goes for you as well. Once you become a Knight, you can never become a Swordman again. The duties and responsibilities of a Knight will always be with you.";
+ next;
+ mes "[Sir Gray]";
+ mes "If you become a Knight right away, what are you going to do first?";
+ next;
+ switch(select("I am going to go straight to battle.:There are those waiting for me.:I will learn more about Knights.")) {
+ case 1:
+ mes "[Sir Gray]";
+ mes "Battle...?";
+ mes "And then?";
+ next;
+ switch(select("I will grow within a short period of time.:I would like to test my ability as a Knight.:I would like to go to more challenging places.")) {
+ case 1:
+ set .@knight_t,.@knight_t+10;
+ mes "[Sir Gray]";
+ mes "Don't be in too much of a hurry to become strong. Even if you become";
+ mes "a Knight, you are still yourself.";
+ next;
+ break;
+ case 2:
+ mes "[Sir Gray]";
+ mes "Testing yourself is a good thing. It's okay to be happy about how you change, but don't forget about the true qualities of being a Knight.";
+ next;
+ break;
+ case 3:
+ mes "[Sir Gray]";
+ mes "Even if you become a Knight, you are not changing your inner self. No need to overwork yourself.";
+ mes "Relax and take things step by step.";
+ next;
+ break;
+ }
+ break;
+ case 2:
+ mes "[Sir Gray]";
+ mes "Who is";
+ mes "waiting for you?";
+ next;
+ switch(select("My friends.:My Guild members.:My Lover.")) {
+ case 1:
+ mes "[Sir Gray]";
+ mes "I see, they would share in the joy of your achievements. Don't ever lose your kind heart, and always give help to your friends.";
+ next;
+ break;
+ case 2:
+ mes "[Sir Gray]";
+ mes "Those who would share in your happiness and hardship. As a Knight, you must always protect them.";
+ next;
+ break;
+ case 3:
+ mes "[Sir Gray]";
+ mes "Oh, youth!";
+ mes "Becoming a Knight";
+ mes "for your beloved!";
+ mes "Always protect "+((Sex)?"her":"him")+"...";
+ mes "Even at the sacrifice";
+ mes "of your own life!";
+ next;
+ mes "[Sir Gray]";
+ mes "Also...";
+ mes "Love them forever.";
+ mes "Sincere affection";
+ mes "is hard to find.";
+ next;
+ break;
+ }
+ break;
+ case 3:
+ mes "[Sir Gray]";
+ mes "Good attitude...";
+ mes "What do you plan";
+ mes "on learning?";
+ next;
+ switch(select("Comfortable places for Knights to go...:The different paths of a Knight...:Ways to get more money as a Knight...")) {
+ case 1:
+ set .@knight_t,.@knight_t+5;
+ mes "[Sir Gray]";
+ mes "There are many places that are comfortable or uncomfortable in this world. However Knights must";
+ mes "be able to survive anywhere.";
+ next;
+ break;
+ case 2:
+ mes "[Sir Gray]";
+ mes "There are many similar Knights outside in the world. Think of them as your seniors and ask many questions.";
+ next;
+ break;
+ case 3:
+ set .@knight_t,.@knight_t+15;
+ mes "[Sir Gray]";
+ mes "Oh no. Do you hold wealth as a priority of being a Knight? We're not meant to be that way. Come again when you have thought";
+ mes "more about it...";
+ next;
+ break;
+ }
+ break;
+ }
+ mes "[Sir Gray]";
+ mes "Oh no, we've been";
+ mes "talking too much...";
+ mes "I apologize for";
+ mes "keeping you here";
+ mes "for so long.";
+ next;
+ if (.@knight_t == 0) {
+ set KNIGHT_Q,14;
+ mes "[Sir Gray]";
+ mes "I enjoyed talking with you. You remind me of myself as a young recruit. Shall we talk to the captain and decide on your";
+ mes "job change?";
+ next;
+ mes "[Sir Gray]";
+ mes "Don't worry too";
+ mes "much, I have a very";
+ mes "high opinion of you.";
+ mes "Now, go~";
+ close;
+ }
+ else if (.@knight_t == 5) {
+ set KNIGHT_Q,14;
+ mes "[Sir Gray]";
+ mes "I enjoyed speaking with you. You can think about the principles of Knighthood more once you become a Knight.";
+ next;
+ mes "[Sir Gray]";
+ mes "Then, shall we go to the captain and decide on your job change? Don't worry too much. You are good enough to be a Knight!";
+ close;
+ }
+ else if (.@knight_t == 10) {
+ set KNIGHT_Q,14;
+ changequest 9011,9012;
+ mes "[Sir Gray]";
+ mes "I enjoyed talking with you. Although, there were some";
+ mes "things that bothered me...";
+ next;
+ mes "[Sir Gray]";
+ mes "You should go";
+ mes "to the captain";
+ mes "so we can decide";
+ mes "on your job change.";
+ next;
+ mes "[Sir Gray]";
+ mes "Don't worry too much, coming to take my test means the others have acknowledged you as well.";
+ mes "Go now...!";
+ close;
+ }
+ else {
+ set KNIGHT_Q,13;
+ mes "[Sir Gray]";
+ mes "Conversing";
+ mes "with young ones";
+ mes "is always enjoyable...";
+ next;
+ mes "[Sir Gray]";
+ mes "But it seems as though your dream is elsewhere, or that your focus is hazy. Spend more time as a Swordman, and come back";
+ mes "to me later.";
+ next;
+ mes "[Sir Gray]";
+ mes "If you truly wish to become a Knight, you must change your outlook first. Then, we shall see.";
+ close;
+ }
+ }
+ else if (KNIGHT_Q == 14) {
+ mes "I told you";
+ mes "to go to";
+ mes "the captain.";
+ next;
+ mes "[Sir Gray]";
+ mes "Everyone will";
+ mes "carefully make";
+ mes "their decision,";
+ mes "so go now!";
+ close;
+ }
+ else {
+ mes "Oh...";
+ mes "A young Swordman.";
+ mes "What can I do for you?";
+ next;
+ if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) {
+ mes "[Sir Gray]";
+ mes "Hoho~";
+ mes "There are many";
+ mes "other younger";
+ mes "Knights in here.";
+ next;
+ mes "[Sir Gray]";
+ mes "If you talk";
+ mes "to all of them,";
+ mes "I may review";
+ mes "you as well.";
+ close;
+ }
+ mes "[Sir Gray]";
+ mes "Take care!";
+ mes "Health is";
+ mes "every man's";
+ mes "treasure!";
+ close;
+ }
+}
diff --git a/npc/jobs/2-1/priest.txt b/npc/jobs/2-1/priest.txt
new file mode 100644
index 000000000..8aadc429b
--- /dev/null
+++ b/npc/jobs/2-1/priest.txt
@@ -0,0 +1,1882 @@
+//===== rAthena Script =======================================
+//= Priest Quest
+//===== By: ==================================================
+//= Translated By: Pgro Team (OwNaGe)(Aegis)
+//= Converted by: kobra_k88.
+//= Further bugfixed and tested by Lupus
+//===== Current Version: =====================================
+//= 2.6
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Job Change quest for Priest class.
+//===== Additional Comments: =================================
+//= Fully working. Changed the way Priests enter the test room to help Acos.
+//= Must use this with the included Acolyte quest to work properely.
+//= 1.3 Added Baby Class support, fixed 3 wrong constants bugs [Lupus]
+//= 1.5 Fixed possible EXP abuse [Lupus]
+//= 1.6 Added a func which prevent advanced classes passing
+//= 2nd Job Quests again. It also guides adv classes where
+//= to go. [Lupus]
+//= 2.0 Changed numbers to constants. [Vicious]
+//= 2.1 Merged JFunc [Lupus]
+//= 2.1a Fixed typo [KarLaeda]
+//= 2.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 2.3 Several bugfixes with the help of Barron-Monster. [L0ne_W0lf]
+//= 2.3a More bug fixes. [L0ne_W0lf]
+//= 2.4 Changed Marthilda to Mathilda. [L0ne_W0llf]
+//= 2.4a Deleted unused variables. [Samuray22]
+//= 2.4b Corrected a Typo error ";;". [Samuray22]
+//= 2.5 Added Quest Log commands. [Kisuka]
+//= 2.6 Removed the need for use of 'goto.' [L0ne_W0lf]
+//==========================================================
+
+prt_church,16,41,4 script High Bishop#prst 60,{
+ // Uncomment the following 'if' statement to allow High Priests to assist Acolytes with the job change quest.
+ // Officially High Priests are blocked from helping by an indiscriminate check if you are a transcended character.
+ //if (Class == Job_High_Priest) set .@AllowHPAssist,1;
+ if (Upper == 1 && .@AllowHPAssist != 1) {
+ mes "[Bishop Paul]";
+ mes "Hm...?";
+ mes "Ah, I sense that you are a warrior that has been to Valhalla. You who have been reborn... We are here to look after you.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Do not let evil conquer your soul. You have enough courage and power to overcome the hardest situation. May God bless you...";
+ close;
+ }
+ if (BaseJob != Job_Acolyte) {
+ if (BaseJob == Job_Priest) {
+ mes "[Bishop Paul]";
+ mes "Ah...";
+ if (sex)
+ mes "It is good to see you again, Brother " + strcharinfo(0) + ". Once again, God's grace has caused our paths to cross.";
+ else
+ mes "It is good to see you once again, Sister " + strcharinfo(0) + ". The grace of God has brought you once more before me.";
+ next;
+ mes "[Bishop Paul]";
+ mes "I'm pleased to see that you are continuing to lead the children of God on the right path. Is there anything I can help you with today?";
+ next;
+ switch(select("How is your health?:I want to help this Acolyte.:Father, I need your help.")) {
+ case 1:
+ mes "[Bishop Paul]";
+ mes "Thank you for your concern. I'm doing fine and am in good health. Please give my regards to your brothers and sisters.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Keep in mind that we are God's messengers on this Earth. Always remember that we must always help others.";
+ close;
+ case 2:
+ mes "[Bishop Paul]";
+ mes "Ah, that's a good idea. Helping young Acolytes should also be one of a Priest's priorities.";
+ next;
+ mes "[Bishop Paul]";
+ mes "However, there are certain things that an Acolyte must do alone. All Acolytes must complete their divine test by themselves.";
+ next;
+ mes "[Bishop Paul]";
+ mes "I hope you will assist your Acolyte friend in the second test, the spiritual training.";
+ next;
+ mes "[Bishop Paul]";
+ mes "You need to bring ^0000FF1 Rosary^000000 in order to accompany an Acolyte in spiritual training. If you have one of those, I can send you to the test area now.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Do you wish to help him out during the spiritual training?";
+ next;
+ if (select("Yes, I do.:Give me a second.") == 1) {
+ if (countitem(2608) > 0) {
+ mes "[Bishop Paul]";
+ mes "I will now send you to the training place for Acolytes. Please send my regards to Brother Peter...";
+ next;
+ mes "[Bishop Paul]";
+ mes "I hope you will assist this Acolyte in becoming a Priest.";
+ close2;
+ warp "job_prist",26,178;
+ end;
+ }
+ mes "[Bishop Paul]";
+ mes "Unfortunately you didn't bring a ^0000FFRosary^000000. You need one of those in order to be in the testing area.";
+ close;
+ }
+ mes "[Bishop Paul]";
+ mes "I see, take your time. Don't forget to bring a ^0000FFRosary^000000...";
+ close;
+ case 3:
+ mes "[Bishop Paul]";
+ mes "You must be strong. Have faith, as you are loved by God. I pray the wounds of the body are healed soon...";
+ next;
+ percentheal 90,0;
+ mes "[Bishop Paul]";
+ mes "God, please look after your poor children. Help them overcome their hardships and difficulties. Refresh their spirits...";
+ next;
+ percentheal 0,90;
+ mes "[Bishop Paul]";
+ mes "I hope my invocation has eased your pain. Now please go forth and spread God's message. May God be with you...";
+ close;
+ }
+ }
+ else if (BaseClass == Job_Novice) {
+ mes "[Bishop Paul]";
+ mes "May God be";
+ if (sex)
+ mes "with you, brother.";
+ else
+ mes "with you, sister.";
+ next;
+ mes "[Bishop Paul]";
+ mes "You are in";
+ mes "the Sanctuary.";
+ mes "What brings you here?";
+ next;
+ switch(select("I want to be an Acolyte.:I want to be a Priest.:Nothing, really.")) {
+ case 1:
+ mes "[Bishop Paul]";
+ mes "Oh I see...";
+ mes "If you wish to become an Acolyte, please visit the other room.";
+ break;
+ case 2:
+ mes "[Bishop Paul]";
+ mes "Oh I see. However, you must first become an Acolyte before becoming a Priest. Please visit the other room.";
+ break;
+ case 3:
+ mes "[Bishop Paul]";
+ mes "Please make yourself at home. On Earth, nowhere is safer than this Sanctuary.";
+ break;
+ }
+ next;
+ mes "[Bishop Paul]";
+ mes "May God bless you.";
+ close;
+ }
+ else {
+ mes "[Bishop Paul]";
+ mes "May God be";
+ if (sex)
+ mes "with you, brother.";
+ else
+ mes "with you, sister.";
+ next;
+ mes "[Bishop Paul]";
+ mes "What brings you here";
+ mes "to Prontera Sanctuary?";
+ next;
+ switch(select("Information about Priests.:Nothing.")) {
+ case 1:
+ mes "[Bishop Paul]";
+ mes "Priests have the authority to perform and administer religious rites.";
+ next;
+ mes "[Bishop Paul]";
+ mes "You must first be thoroughly disciplined as an Acolyte before you can be promoted to the position of Priest.";
+ next;
+ mes "[Bishop Paul]";
+ mes "When you reach Acolyte Job level 40, you will be able to apply for the Priest test.";
+ next;
+ mes "[Bishop Paul]";
+ mes "If you pass the test, you will be able to use more powerful skills that will be effective against Demon and Undead creatures...";
+ next;
+ mes "[Bishop Paul]";
+ mes "With all of your ability, you will play an important role in towns and dungeons.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Our duty and obligation as Priests is to devote ourselves to helping others without expecting reward.";
+ next;
+ mes "[Bishop Paul]";
+ mes "As we help others, we must not expect to treat us in a similar fashion. To be a great Priest is your choice and responsibility, not anyone else's.";
+ next;
+ mes "[Bishop Paul]";
+ mes "However, those who receive should be polite. You should give an outstanding example, but you should also have your limits as a human.";
+ next;
+ mes "[Bishop Paul]";
+ mes "I hope I explained enough of the class. Why don't you go outside and talk to some of the other Priests if you want to learn more about our way of life?";
+ next;
+ break;
+ case 2:
+ mes "[Bishop Paul]";
+ mes "Please make yourself at home. Nowhere on Earth is safer than the Prontera Sanctuary.";
+ next;
+ break;
+ }
+ mes "[Bishop Paul]";
+ mes "Well...";
+ mes "May God";
+ mes "bless you.";
+ close;
+ }
+ }
+ if (PRIEST_Q == 0) {
+ mes "[Bishop Paul]";
+ mes "May God bless";
+ if (sex)
+ mes "you, Brother.";
+ else
+ mes "you, Sister.";
+ mes "What brings";
+ mes "you to me?";
+ next;
+ switch(select("I want to be a Priest.:How are you, Father?")) {
+ case 1:
+ mes "[Bishop Paul]";
+ mes "I see. So you wish to be a Priest. God will be delighted by your decision and will bless you.";
+ next;
+ mes "[Bishop Paul]";
+ mes "I am Bishop Paul Cervantes, and am in charge of the Prontera Parish.";
+ mes "I am glad to meet a person as eager and devoted to God such as yourself.";
+ next;
+ mes "[Bishop Paul]";
+ mes "If you set your mind on becoming a Priest, you must undergo several tests. Only Acolytes who reach job level 40 are qualified for testing.";
+ next;
+ mes "[Bishop Paul]";
+ mes "If you satisfy the requirements, I suggest that you apply for the Priest job first. Do you wish to apply now?";
+ next;
+ if (select("Yes, I do.:I need some time to think about it...") == 1) {
+ if (JobLevel < 40) {
+ mes "[Bishop Paul]";
+ mes "You are not yet qualified to be a Priest. Please go out into the world and broaden your experiences.";
+ next;
+ mes "[Bishop Paul]";
+ mes "There are still things that you must learn as an Acolyte. However, I look forward to meeting you again very soon.";
+ close;
+ }
+ if (SkillPoint) {
+ mes "[Bishop Paul]";
+ mes "You have skill points left.";
+ mes "I strongly recommend that you use all of these skill points before you apply for the Priest job change test.";
+ close;
+ }
+ set PRIEST_Q,1;
+ setquest 8009;
+ mes "[Bishop Paul]";
+ if (sex)
+ mes "Now I will explain the Three Trials of Priesthood. These tribulations will bring you much suffering, but I hope you can complete them, Brother " + strcharinfo(0) + ".";
+ else
+ mes "Now I will explain the Three Trials of Priesthood. These tribulations will bring you much suffering, but I hope you can complete them, Sister " + strcharinfo(0) + ".";
+ next;
+ mes "[Bishop Paul]";
+ mes "For the First Trial, you will make a pilgrimage, and visit three acscetic Priests in a specific order.";
+ next;
+ mes "[Bishop Paul]";
+ mes "The Second Trial will consist of spiritual training. You must resist the temptations of Demons and the Undead.";
+ next;
+ mes "[Bishop Paul]";
+ mes "In the Final Trial, you will promise your devotion to God. Your willingness to sacrifice yourself will also be questioned.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Acolytes that have reached Job Level 50 will be exempt from the First Trial, the pilgrimage, as they have already demonstrated their enthusiasm and devotion.";
+ next;
+ if (JobLevel == 50) {
+ mes "[Bishop Paul]";
+ mes "I can see the great effort you have exerted to reach job level 50. You have been a loyal servant to God.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Now, you may go directly go to the Second Trial: Spiritual Training. For this training, you may bring a Priest with you.";
+ next;
+ mes "[Bishop Paul]";
+ mes "I have no doubt that you will do a good job by yourself. However, it will be easier with the aid of a Brother or Sister that has already become a Priest.";
+ next;
+ set PRIEST_Q,5;
+ changequest 8009,8011;
+ mes "[Bishop Paul]";
+ mes "Well, are you ready for the Spiritual Training?";
+ next;
+ if (select("I am ready.:Give me a minute.") == 1) {
+ mes "[Bishop Paul]";
+ mes "Good. I will send you to the training ground. When you get there, please speak to Brother Peter who is in charge of the training.";
+ next;
+ warp "job_prist",24,180;
+ end;
+ }
+ mes "[Bishop Paul]";
+ mes "No problem, take your time.";
+ mes "May God give you the strength to overcome your fears...";
+ close;
+ }
+ mes "[Bishop Paul]";
+ mes "Well, let me tell you the order of the ascetic Priests that you must visit for your pilgrimage.";
+ next;
+ mes "[Bishop Paul]";
+ mes "First, please visit Father";
+ mes "Rubalkabara who is Northeast";
+ mes "of the Prontera Ruins.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Second, please visit Sister Mathilda. She is located in";
+ mes "an area near Morroc, Southwest of Prontera.";
+ next;
+ mes "[Bishop Paul]";
+ mes "The third Priest you must visit is Father Yosuke. He is in a field Northwest of Prontera.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Well then, I wish you a safe journey. If you have any questions, please ask Sister Cecilia.";
+ next;
+ mes "[Bishop Paul]";
+ mes "When you return from your pilgrimage, I will let you know";
+ mes "of the next test.";
+ next;
+ mes "[Bishop Paul]";
+ mes "May God";
+ mes "bless you...";
+ changequest 8009,8010;
+ close;
+ }
+ mes "[Bishop Paul]";
+ mes "Please take your time.";
+ mes "You are always welcomed.";
+ mes "May God bless you...";
+ close;
+ case 2:
+ mes "[Bishop Paul]";
+ mes "I see...";
+ mes "I am doing fine";
+ mes "and am in good health.";
+ mes "Thank you for asking.";
+ next;
+ mes "[Bishop Paul]";
+ if (sex)
+ mes "I hope you will continue to go on your mission as God's servant, brother.";
+ else
+ mes "I hope you will continue to go on your mission as God's servant, sister.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Hopefully, our paths";
+ mes "will cross again.";
+ mes "May God bless you...";
+ close;
+ }
+ }
+ else if (PRIEST_Q == 1) {
+ mes "[Bishop Paul]";
+ mes "May I ask you the reason you're still here? You didn't forget your pilgrimage, did you?";
+ next;
+ if (select("Sorry father, I need to check the order.:No no no, not at all.") == 1) {
+ mes "[Bishop Paul]";
+ mes "Ah, I see. I will let you know the order of pilgrimage again, and hope that you will have a safe journey.";
+ next;
+ mes "[Bishop Paul]";
+ mes "First, meet Father Rubalkabara. He's at the Northeast of the Prontera ruins.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Then, remember to meet Sister Mathilda. She's somewhere near the town of Morroc, Southwest of Prontera.";
+ next;
+ mes "[Bishop Paul]";
+ mes "And lastly, please seek out Father Yosuke. He is in the a field Northwest of Prontera.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Well then, I shall pray for your safe journey. If you want more information, please ask Sister Cecilia.";
+ next;
+ mes "[Bishop Paul]";
+ mes "When you get back from the pilgrimage, I will let you know the next test.";
+ next;
+ mes "[Bishop Paul]";
+ mes "May God bless you...";
+ close;
+ }
+ mes "[Bishop Paul]";
+ mes "I see. But still, if you have any questions, you may wish to ask Sister Cecilia. She will address any of your concerns.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Well then, I shall pray for your safe journey. May God bless you...";
+ close;
+ }
+ else if (PRIEST_Q == 2) {
+ mes "[Bishop Paul]";
+ mes "I see you have returned from your meeting with Father Rubalkabara. How is he doing? I am worried about his health, since he's been there all alone... ";
+ next;
+ mes "[Bishop Paul]";
+ mes "For your next quest, you should meet Sister Mathilda. I shall be awaiting your safe return.";
+ close;
+ }
+ else if (PRIEST_Q == 3) {
+ mes "[Bishop Paul]";
+ mes "I see that you have returned from your journey to meet Sister Mathilda. She has been meditating in the hot, dry desert for a long time.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Finally, it is now time for you to meet Father Yosuke. He is doing penance somewhere around a field Northwest of Prontera. Please seek him out, and then return here to me.";
+ close;
+ }
+ else if (PRIEST_Q == 4) {
+ set PRIEST_Q,5;
+ changequest 8010,8011;
+ mes "[Bishop Paul]";
+ mes "You've accomplished";
+ mes "your pilgrimage.";
+ mes "Congratulations.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Now it is time to begin your spiritual training. As I mentioned before, you may bring a Priest to help you during this training.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Although you cannot receive their help throughout all of the testing, they can at least help you during the spiritual training.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Well, are you ready for";
+ mes "the spiritual training?";
+ next;
+ if (select("I'm ready.:Give me a minute.") == 1) {
+ mes "[Bishop Paul]";
+ mes "Good. I will send you to the training ground. When you get there, please speak to Brother Peter who is in charge of the training.";
+ next;
+ warp "job_prist",24,180;
+ end;
+ }
+ mes "[Bishop Paul]";
+ mes "No problem,";
+ mes "take your time.";
+ mes "May God grant you";
+ mes "the strength to";
+ mes "overcome your fears...";
+ close;
+ }
+ else if (PRIEST_Q == 5) {
+ mes "[Bishop Paul]";
+ mes "You seem confident about the spiritual training. Shall we begin?";
+ next;
+ if (select("I'm ready.:Give me a minute.") == 1) {
+ mes "[Bishop Paul]";
+ mes "Good. I will send you to the training ground. When you get there, please speak to Brother Peter who is in charge of the training.";
+ next;
+ warp "job_prist",24,180;
+ end;
+ }
+ mes "[Bishop Paul]";
+ mes "No problem,";
+ mes "take your time.";
+ mes "May God grant you";
+ mes "the strength to";
+ mes "overcome your fears...";
+ close;
+ }
+ else if (PRIEST_Q == 6) {
+ mes "[Bishop Paul]";
+ mes "You look tired and exhausted. However, you must endure even more suffering once you become a Priest.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Please endure these trials for the sake of your dream. Why don't you challenge the spiritual training again?";
+ next;
+ if (select("I'll try again.:Give me a minute.") == 1) {
+ mes "[Bishop Paul]";
+ mes "Good. I will send you to the training ground. Please ask for help from Brother Peter.";
+ next;
+ warp "job_prist",24,180;
+ end;
+ }
+ mes "[Bishop Paul]";
+ mes "No problem,";
+ mes "take your time.";
+ mes "May God grant you";
+ mes "the strength to";
+ mes "overcome your fears...";
+ close;
+ }
+ else if (PRIEST_Q == 7) {
+ mes "[Bishop Paul]";
+ mes "I am glad that you've done well with the spiritual training. Congratulations. You are now qualified to be called a Priest.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Now, you must go and swear your devotion to God with Sister Cecilia. Don't be nervous...";
+ next;
+ mes "[Bishop Paul]";
+ mes "Just answer honestly, and listen to the voice of God that speaks quietly in your heart.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Well then...";
+ mes "I will be here";
+ mes "waiting for you.";
+ close;
+ }
+ else if (PRIEST_Q == 8) {
+ mes "[Bishop Paul]";
+ mes "Hmm? You haven't made your oath yet...? Without the conviction of an oath to God, you may be tempted by evil at anytime.";
+ next;
+ mes "[Bishop Paul]";
+ mes "You should go to sister Cecilia and promise your devotion to God. Return here with honor, and listen to the voice of God that speaks quietly in your heart.";
+ close;
+ }
+ else if (PRIEST_Q == 9) {
+ if (SkillPoint) {
+ mes "[Bishop Paul]";
+ mes "You have remaining skills points. Please use these skill points to upgrade your skills, and then return to me.";
+ close;
+ }
+ mes "[Bishop Paul]";
+ mes "Congratulations, you have completed the trials required of all Priests. Let me promote you to the position of Priest right away.";
+ next;
+ mes "[Bishop Paul]";
+ mes "God, grant your power to your servant standing before you.";
+ changequest 8015,8016;
+ if (sex)
+ mes "Let him send your message throughout the ends of the earth.";
+ else
+ mes "Let her send your message throughout the ends of the earth.";
+ next;
+ mes "[Bishop Paul]";
+ mes "Make this servant of yours an instrument of your miraculous works...";
+ next;
+ set .@joblvl,JobLevel;
+ completequest 8016;
+ callfunc "Job_Change",Job_Priest;
+ callfunc "F_ClearJobVar"; // clears all job variables for the current player
+ mes "[Bishop Paul]";
+ mes "Now you are born again as a Priest. I congratulate you, and hope you will greatly help other people for the rest of your life.";
+ next;
+ mes "[Bishop Paul]";
+ if (.@joblvl < 50) {
+ getitem 1550,1; //Book
+ mes "This book is for you. I hope it will aid you in spreading God's message on earth.";
+ }
+ else {
+ getitem 1551,1; //Bible
+ mes "In commemoration of your job change, I am giving you a bible. This will lighten your way to the path of righteousness.";
+ }
+ next;
+ mes "[Bishop Paul]";
+ mes "You've shown great effort, and have made admirable progress in your personal quest for holiness. Please lead your life as a sincere Priest...";
+ close;
+ }
+}
+
+prt_church,27,24,1 script Sister Cecilia 79,{
+ mes "[Sister Cecilia]";
+ if (BaseJob != Job_Acolyte) {
+ if (BaseJob == Job_Priest) {
+ if (sex)
+ mes "May god bless you, brother. It brings my heart joy to see that you working hard to carry out the will of God.";
+ else
+ mes "May god bless you, sister. It brings my heart joy to see that you working hard to carry out the will of God.";
+ }
+ else if (Class == Job_Novice) {
+ if (sex)
+ mes "May god bless you, brother.";
+ else
+ mes "May god bless you, sister.";
+ mes "Prontera parish welcomes you.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Oh, you haven't chosen a job yet? Why don't you consider devoting your life to God?";
+ next;
+ mes "[Sister Cecilia]";
+ mes "You can lead a fulfilling life as an Acolyte, helping out other people in need.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "If you're interested, please ask the Priest in the other room. You won't ever regret the choice to become an Acolyte.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "When you reach Job level 40 as an Acolyte, you can be promoted to a Priest.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "But please...";
+ mes "Take your time, and decide what job will be the best for you.";
+ }
+ else {
+ if (sex)
+ mes "May god bless you, brother.";
+ else
+ mes "May god bless you, sister.";
+ mes "Welcome to Prontera parish. How may I help you?";
+ next;
+ if (select("Tell me more about Priests.:Nothing.") == 1) {
+ mes "[Sister Cecilia]";
+ mes "Messengers of God are usually known as Priests. After becoming an Acolyte, you can train with the goal of becoming a Priest.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Servants of God are prohibited to use weapons based on blades. For us, the meaning of battle with monsters is not in the killing, but in the enlightening of their souls.";
+ if (BaseJob == Job_Acolyte) {
+ next;
+ mes "[Sister Cecilia]";
+ mes "Well, it will be better that you meet Priests for yourself and speak with them. If you are ready to become a Priest, speak with Bishop Paul in this room.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "I believe he can give you specific requirement information about the Priest class. Yes, I think it's a good idea.";
+ }
+ close;
+ }
+ mes "[Sister Cecilia]";
+ mes "I see. Well, feel free to relax and make yourself at home. Nowhere on earth is safer than the Prontera Sanctuary.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "May God bless you...";
+ close;
+ }
+ }
+ if (PRIEST_Q == 0) {
+ if (sex)
+ mes "May God bless you, brother.";
+ else
+ mes "May God bless you, sister.";
+ mes "May I ask what brings you here?";
+ next;
+ switch(select("I wish to become a Priest.:Nothing.")) {
+ case 1:
+ mes "[Sister Cecilia]";
+ mes "I see. You've devoted yourself to God. Many Acolytes wish to become Priests to continue on their personal journey towards holiness.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Let me introduce myself. I am Cecilia Margarita, and I am in charge of part of the Priest job change process.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "I've been supporting many people in becoming Priests ever since I joined the Prontera Parish. That is one of my main responsibilities.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "In order to become a Priest, you must complete 3 trials. A pilgrimage, a session of spiritual training, and an oath of devotion to God.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "If you wish to become a servant of God, please apply for the Priest job with Bishop Paul, and complete all 3 trials.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "If you experience a problem during any of your trials, feel free to visit me. I will help you as much as I can.";
+ close;
+ case 2:
+ mes "[Sister Cecilia]";
+ mes "Make yourself at home. I insist that you recover and take a rest in this Sanctuary. May God bless you...";
+ close;
+ }
+ }
+ else if (PRIEST_Q == 1) {
+ mes "Ah, you've started your pilgrimage. Please do your best to accomplish this first trial.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "The first Priest you must meet is Father Rubalkabara. He is in the ruins Northeast of Prontera.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Travel one field North from Prontera, and then three fields East, and you will arrive at the ruins.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Of course, you can also head 1 field East from Prontera, then go 1 field north, and then go 2 fields East...";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Father Rubalkabara will be at the entrance of the Prontera Ruins. Be careful. That place is a habitat for aggressive Chocos.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "After meeting Father Rubalkabara, please visit Sister Mathilda and Father Yosuke. You can check your quest progress with me if you have any questions later.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Well then, have a good journey. Please don't give up to short lived tribulations, and I hope that you accomplish your goals.";
+ close;
+ }
+ else if (PRIEST_Q == 2) {
+ mes "Oh, you've met Father Rubalkabara. Now it's time for you to visit Sister Mathilda. She is near a town named Morroc.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "She has been training her religious discipline somewhere in a field North of Morroc. If you look around that field, you will be able to find her.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Of course, sometimes I want to devote myself to training like those other Priests, but I have my duty to assist those Acolytes applying for the Priest job.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "But I believe this is God's will, and that this is the work he has intended me to do as his servant. Have a safe journey, and come back safely.";
+ close;
+ }
+ else if (PRIEST_Q == 3) {
+ mes "Now, the final Priest that you must meet is Father Yosuke. I've heard that he is training near a lake located Northwest of Prontera.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "From Prontera, travel one field North, and then two fields towards the West. You may also travel two fields West first, and then travel one field to the North.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Although there are still two trials awaiting you, I have faith that you will be able to accomplish your goal of becoming a Priest...";
+ close;
+ }
+ else if (PRIEST_Q == 4) {
+ mes "Welcome. You demonstrated great effort to accomplish your first trial. Now, speak to Bishop Paul so that you can begin your next trial on your path to Priesthood.";
+ next;
+ mes "[Sister Cecilia]";
+ if (sex)
+ mes "Brother "+ strcharinfo(0) +"...";
+ else
+ mes "Sister "+ strcharinfo(0) +"...";
+ mes "The spiritual training is much more difficult than the pilgrimage, but I believe in you.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "I hope that you find someone who has already become a Priest to help during the spiritual training. Good luck, and have faith.";
+ close;
+ }
+ else if (PRIEST_Q == 5) {
+ mes "Oh, you haven't finished the spiritual training yet?";
+ next;
+ mes "[Sister Cecilia]";
+ mes "I cannot let you know the specific details, but as long as you believe in yourself and have faith in all that is good, you will succeed.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Please speak to Father Peter in the test hall for more details. He is a close friend of Bishop Paul and may give you some useful tips for the spiritual training.";
+ close;
+ }
+ else if (PRIEST_Q == 6) {
+ mes "Yes, I understand that you've been through a really difficult situation. However, do not give up and succumb to temptation. You must be able to resist evil to become a Priest.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "If you know somebody who has already become a Priest, ask them to help you during your spiritual training.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "May God give you guidance and protection. When you complete your training, please come back to me.";
+ close;
+ }
+ else if (PRIEST_Q == 7 || PRIEST_Q == 8) {
+ if (PRIEST_Q == 7) {
+ if(checkquest(8014) == -1) {
+ changequest 8013,8014;
+ }
+ mes "Welcome! I'm so glad to see you've come back! Now, there is one last trial left for you to complete.";
+ }
+ else if (PRIEST_Q == 8) {
+ mes "...";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Welcome back.";
+ mes "I hope that you've reflected on what you've said last time, and that you now have the attitude to become a Priest.";
+ }
+ next;
+ mes "[Sister Cecilia]";
+ if (sex)
+ mes "Brother "+ strcharinfo(0) +"...";
+ else
+ mes "Sister "+ strcharinfo(0) +"...";
+ mes "We will now begin your formal oath for the Priesthood. Make yourself comfortable, and just answer with your heart.";
+ next;
+ mes "[Sister Cecilia]";
+ if (sex)
+ mes "Brother "+ strcharinfo(0) +",";
+ else
+ mes "Sister "+ strcharinfo(0) +",";
+ mes "Are you willing";
+ mes "to give your life to God?";
+ next;
+ if (select("Yes.:No!") == 2) {
+ mes "[Sister Cecilia]";
+ mes "Aw...? How could you give me that kind of answer? I assume you're not ready to be a Priest yet...";
+ next;
+ set PRIEST_Q,8;
+ mes "[Sister Cecilia]";
+ mes "You should reflect a little more on the teachings of holiness and come back later. You can't be a Priest if your spirit is weak.";
+ close;
+ }
+ mes "[Sister Cecilia]";
+ mes "Will you take advantage of the holy abilities given by God for selfish, destructive or greedy ends?";
+ next;
+ if (select("Yes.:No.") == 1) {
+ mes "[Sister Cecilia]";
+ mes "Aw...? God won't grant you the power of holiness if your goals aren't just and pure. Meditate on your motivations for a while, and then come back to me.";
+ next;
+ set PRIEST_Q,8;
+ mes "[Sister Cecilia]";
+ mes "Think about the qualities that make Priests people of respect. You can't be a Priest if your spirit is not in accordance with God.";
+ close;
+ }
+ mes "[Sister Cecilia]";
+ mes "Will you help aid others, even complete strangers, in battles by easing their suffering?";
+ next;
+ if (select("Yes.:No.") == 2) {
+ mes "[Sister Cecilia]";
+ mes "No, no. You've got the wrong idea. God authorizes us to use his power to support his children. You must help people in danger: it is your obligation.";
+ next;
+ set PRIEST_Q,8;
+ mes "[Sister Cecilia]";
+ mes "Go and observe the adventurers that are fighting for peace in this world. They will teach you what you must do in order to help them.";
+ close;
+ }
+ mes "[Sister Cecilia]";
+ mes "Are you willing to sacrifice yourself for the sake of others?";
+ next;
+ if (select("Yes.:No.") == 2) {
+ mes "[Sister Cecilia]";
+ mes "How can you say no...? That's one of the basic principles of Priesthood. You must value the welfare of others over your own safety.";
+ next;
+ set PRIEST_Q,8;
+ mes "[Sister Cecilia]";
+ mes "Go and think about the value of suffering and the meaning of sacrifice. When you think you understand more about helping those in need, come back to me.";
+ close;
+ }
+ mes "[Sister Cecilia]";
+ mes "Will you repeatly say the same phrase in public in order to send God's message to his children?";
+ next;
+ if (select("Yes.:No.") == 1) {
+ mes "[Sister Cecilia]";
+ mes "No no no... You've got it wrong. Even though your purpose is to spread God's message, no one will eagerly accept what you say when you spam text.";
+ next;
+ set PRIEST_Q,8;
+ mes "[Sister Cecilia]";
+ mes "Remember...";
+ mes "You must be a moral person, and display maturity and respect to other players. This kind of attitude applies for all classes,";
+ mes "I believe.";
+ close;
+ }
+ mes "[Sister Cecilia]";
+ mes "Will you lure many monsters to help your party members level up?";
+ next;
+ if (select("Yes.:No.") == 1) {
+ mes "[Sister Cecilia]";
+ mes "No, you won't. Luring many monsters does more harm than good. There is no exception. That behavior is totally unacceptable.";
+ next;
+ set PRIEST_Q,8;
+ mes "[Sister Cecilia]";
+ mes "Even if it looks like you are aiding your party members, such action results in bad karma. Please reflect on that for a while.";
+ close;
+ }
+ mes "[Sister Cecilia]";
+ mes "Will you follow God, no matter what it takes, even if he demands you to kill yourself?";
+ next;
+ if (select("Yes.:No.") == 2) {
+ mes "[Sister Cecilia]";
+ mes "With that spirit, you can't be a Priest. If it is God's will to sacrifice yourself for a good purpose, you must carry out God's will as his servant.";
+ next;
+ set PRIEST_Q,8;
+ mes "[Sister Cecilia]";
+ mes "Besides, God has also given Priests the resurrection power. Think about the meaning of life and death again, and then come back to me.";
+ close;
+ }
+ mes "[Sister Cecilia]";
+ if (sex)
+ mes "Brother "+ strcharinfo(0) +"...";
+ else
+ mes "Sister "+ strcharinfo(0) +"...";
+ mes "You have demonstrated your devotion to God. Will you swear to adhere to his teachings for the rest of your days?";
+ next;
+ if (select("I do.:No.") == 1) {
+ set PRIEST_Q,9;
+ mes "[Sister Cecilia]";
+ mes "Now, you have completed your oath of Priesthood and accomplished all three trials required to become a Priest.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Now go to Bishop Paul. And remember, we are all brothers and sisters in the eyes of God. Peace be with you...";
+ close;
+ }
+ mes "[Sister Cecilia]";
+ mes "...";
+ next;
+ mes "[Sister Cecilia]";
+ mes "...";
+ mes "......";
+ next;
+ set PRIEST_Q,8;
+ changequest 8014,8015;
+ mes "[Sister Cecilia]";
+ mes "You've come so far...";
+ mes "Why would you want";
+ mes "to throw this all away...?";
+ close;
+ }
+ else if (PRIEST_Q == 9) {
+ mes "Congratulations.";
+ mes "You've completed all three trials required for the Priesthood. Bishop Paul is now waiting for you.";
+ next;
+ mes "[Sister Cecilia]";
+ mes "Peace be with you...";
+ close;
+ }
+}
+
+// 2nd Test
+//==========================================================
+job_prist,24,187,4 script Peter S. Alberto 110,{
+ mes "[Father Peter]";
+ if (BaseJob == Job_Priest) {
+ mes "Welcome!";
+ if (sex)
+ mes "Brother "+ strcharinfo(0) +"!";
+ else
+ mes "Sister "+ strcharinfo(0) +"!";
+ mes "So good to see you again!";
+ next;
+ mes "[Father Peter]";
+ mes "Are you here to help an Acolyte friend for the spiritual training? That's great~ I think you'll do a good job.";
+ next;
+ mes "[Father Peter]";
+ mes "Remember, no matter how much you want to help this Acolyte, this is not your quest.";
+ next;
+ mes "[Father Peter]";
+ mes "You may assist and lighten your friend's burden, but you take upon this task for yourself.";
+ next;
+ mes "[Father Peter]";
+ mes "So...";
+ mes "Are you gonna help him right now?";
+ next;
+ switch(select("Yes, I am.:Give me a minute.:I changed my mind.")) {
+ case 1:
+ mes "[Father Peter]";
+ mes "Go for it! As your Acolyte enters, the test will begin. Now, I will send you to the testing area.";
+ close2;
+ warp "job_prist",24,44;
+ end;
+ case 2:
+ mes "[Father Peter]";
+ mes "Hm...?";
+ mes "What for?";
+ mes "Well, so long as you arrive in time to help your friend, it will be okay.";
+ close;
+ case 3:
+ mes "[Father Peter]";
+ mes "Oh...?";
+ mes "Then please,";
+ mes "go ahead. God bless";
+ mes "you, and take care!";
+ close2;
+ warp "prontera",234,318;
+ end;
+ }
+ }
+ if (PRIEST_Q == 5) {
+ mes "Welcome~!";
+ mes "I congratulate you";
+ mes "for passing the first trail.";
+ next;
+ mes "[Father Peter]";
+ mes "My name is";
+ mes "Peter S. Alberto.";
+ mes "How is my buddy Paul?";
+ mes "Is he doing alright";
+ mes "these days?";
+ next;
+ mes "[Father Peter]";
+ mes "Oh, I keep forgetting that he was promoted to Bishop. I think I'm supposed to call him Bishop Paul, or 'His Excellency.' Haha~";
+ next;
+ mes "[Father Peter]";
+ mes "Anyway, let me give you a brief explanation of the spiritual training. Are you familiar with what the spiritual training is for Priests?";
+ next;
+ switch(select("Yes, I do.:Sorry...")) {
+ case 1:
+ mes "[Father Peter]";
+ mes "Haha, I like you! But it never hurts to have too much information. The more well informed you are, the more easily you'll pass the test!";
+ next;
+ break;
+ case 2:
+ mes "[Father Peter]";
+ mes "Oh, no need to be sorry. I'm here to give you the information you need anyway. So, don't worry.";
+ next;
+ break;
+ }
+ mes "[Father Peter]";
+ mes "In spiritual training, you will be defeating evil creatures. Creatures of the Undead and Demons are all evil. In choosing to serve darkness, they are our enemies!";
+ next;
+ mes "[Father Peter]";
+ mes "There are too many evil creatures that roam this world against the will of God. Innocents suffer as a result of their malignance.";
+ next;
+ mes "[Father Peter]";
+ mes "We, as Priests, are obligated to exterminate all those creatures, thus spreading love and peace.";
+ next;
+ mes "[Father Peter]";
+ mes "This training will test your ability to eliminate evil. Since this trial is pretty difficult to be accomplished by yourself,";
+ mes "I recommend getting help from a Priest if you can.";
+ next;
+ mes "[Father Peter]";
+ mes "If you are close to a Priest, you'd better ask him to assist you during this trial. Now, are you ready?";
+ next;
+ switch(select("I'm ready.:Please hold on.:I want to go back.")) {
+ case 1:
+ mes "[Father Peter]";
+ mes "Now, let the spiritual training begin. It's simple. Just kill them all. Show no mercy to the creatures of darkness!";
+ next;
+ mes "[Father Peter]";
+ mes "Now...";
+ mes "Go for it!";
+ close2;
+ changequest 8011,8012;
+ warp "job_prist",24,44;
+ donpcevent "Zombie_Generator#prst::OnEnable";
+ donpcevent "Peter S. Alberto::OnDisable";
+ donpcevent "Peter S. Alberto#2::OnEnable";
+ end;
+ case 2:
+ set PRIEST_Q,6;
+ mes "[Father Peter]";
+ mes "Hm? What is it you need?";
+ mes "Well, no problem. You can";
+ mes "afford to take your time.";
+ close;
+ case 3:
+ set PRIEST_Q,6;
+ mes "[Father Peter]";
+ mes "What...?";
+ mes "You wanna go back??";
+ next;
+ mes "[Father Peter]";
+ mes "I understand. I suppose you have some important reason or business that you must attend to. Come back whenever you can.";
+ close2;
+ warp "prontera",234,318;
+ end;
+ }
+ }
+ else if (PRIEST_Q == 6) {
+ mes "Are you ready this time?";
+ mes "Complete this trial quickly,";
+ mes "and become a Priest!";
+ next;
+ mes "[Father Peter]";
+ mes "Are you ready then?";
+ next;
+ switch(select("I'm ready.:Please hold on.:I want to go back.")) {
+ case 1:
+ mes "[Father Peter]";
+ mes "Now, let the spiritual training begin. For the glory of God, for peace on earth, and goodwill towards all men...";
+ next;
+ mes "[Father Peter]";
+ mes "Go...";
+ mes "Kill those";
+ mes "misbegotten creatures!";
+ close2;
+ if(checkquest(8012) == -1) {
+ changequest 8011,8012;
+ }
+ warp "job_prist",24,44;
+ donpcevent "Zombie_Generator#prst::OnEnable";
+ donpcevent "Peter S. Alberto::OnDisable";
+ donpcevent "Peter S. Alberto#2::OnEnable";
+ end;
+ case 2:
+ mes "[Father Peter]";
+ mes "Hm? What is it you need?";
+ mes "Well, no problem. You can";
+ mes "afford to take your time.";
+ close;
+ case 3:
+ mes "[Father Peter]";
+ mes "What...?";
+ mes "You wanna go back??";
+ next;
+ mes "[Father Peter]";
+ mes "I understand. I suppose you have some important reason or business that you must attend to. Come back whenever you can.";
+ close2;
+ warp "prontera",234,318;
+ end;
+ }
+ }
+ else {
+ mes "Go back!";
+ close2;
+ warp "prontera",234,318;
+ end;
+ }
+
+OnEnable:
+ enablenpc "Peter S. Alberto";
+ end;
+
+OnDisable:
+ disablenpc "Peter S. Alberto";
+ end;
+}
+
+job_prist,23,187,1 script Peter S. Alberto#2 110,{
+ mes "[Father Peter]";
+ if (BaseJob == Job_Priest) {
+ mes "Welcome!";
+ if (sex)
+ mes "Brother "+ strcharinfo(0) +"!";
+ else
+ mes "Sister "+ strcharinfo(0) +"!";
+ mes "So good to see you!";
+ next;
+ mes "[Father Peter]";
+ mes "Are you here to help an Acolyte friend for the spiritual training? That's great~ I think you'll do a good job.";
+ next;
+ mes "[Father Peter]";
+ mes "Well, another Acolyte is in the training ground right now. You'll need to wait a little bit longer...";
+ next;
+ mes "[Father Peter]";
+ mes "Please come back a little later. If this acolyte's done with the training, I will send you to the training area.";
+ close;
+ }
+ if (PRIEST_Q == 5) {
+ mes "Please hold on for a while. Another acolyte is in the training ground right now.";
+ next;
+ mes "[Father Peter]";
+ mes "If you want to take the test, please wait a while and talk to me again.";
+ close;
+ }
+ else if (PRIEST_Q == 6) {
+ mes "Please hold on for a while. Another acolyte is in the training ground right now.";
+ next;
+ mes "[Father Peter]";
+ mes "If you want to take the test, please wait a while and talk to me again.";
+ close;
+ }
+ else {
+ mes "Peace...";
+ mes "Be with you.";
+ close2;
+ warp "prontera",234,318;
+ end;
+ }
+
+OnInit:
+ disablenpc "Peter S. Alberto#2";
+ end;
+
+OnEnable:
+ enablenpc "Peter S. Alberto#2";
+ end;
+
+OnDisable:
+ disablenpc "Peter S. Alberto#2";
+ end;
+}
+
+- script Zombie_Generator#prst 110,{
+OnInit:
+ disablenpc "Zombie_Generator#prst";
+ end;
+
+OnEnable:
+ donpcevent "Zombie1_1::OnEnable";
+ donpcevent "Zombie2_1::OnEnable";
+ donpcevent "Zombie3_1::OnEnable";
+ donpcevent "Zombie4_1::OnEnable";
+ donpcevent "Zombie5_1::OnEnable";
+ initnpctimer;
+ end;
+
+Onm1:
+ set .MyMobs,13;
+ monster "job_prist",24,52,"Theft",1015,1,"Z_C#prst::OnMyMobDead";
+ monster "job_prist",18,52,"Want of Virtue",1015,1,"Z_C#prst::OnMyMobDead";
+ monster "job_prist",30,52,"Jealousy",1015,1,"Z_C#prst::OnMyMobDead";
+ end;
+
+Onm2:
+ monster "job_prist",21,62,"Fury",1015,1,"Z_C#prst::OnMyMobDead";
+ monster "job_prist",27,62,"Envy",1015,1,"Z_C#prst::OnMyMobDead";
+ end;
+
+Onm3:
+ monster "job_prist",24,72,"Arrogance",1015,1,"Z_C#prst::OnMyMobDead";
+ monster "job_prist",18,72,"Lewdness",1015,1,"Z_C#prst::OnMyMobDead";
+ monster "job_prist",30,72,"Sloth",1015,1,"Z_C#prst::OnMyMobDead";
+ end;
+
+Onm4:
+ monster "job_prist",21,82,"Gluttony",1015,1,"Z_C#prst::OnMyMobDead";
+ monster "job_prist",27,82,"Greed",1015,1,"Z_C#prst::OnMyMobDead";
+ end;
+
+Onm5:
+ monster "job_prist",24,92,"Despair",1015,1,"Z_C#prst::OnMyMobDead";
+ monster "job_prist",18,92,"Distrust",1015,1,"Z_C#prst::OnMyMobDead";
+ monster "job_prist",30,92,"Fear",1015,1,"Z_C#prst::OnMyMobDead";
+ end;
+
+OnDisable:
+ disablenpc "Zombie_Generator#prst";
+ killmonsterall "job_prist";
+ end;
+
+OnTimer300000:
+ areawarp "job_prist",8,34,39,109,"prontera",234,318;
+ end;
+
+OnTimer300500:
+ donpcevent "Zombie_Generator#prst::OnDisable";
+ end;
+
+OnTimer301500:
+ donpcevent "Zombie_Generator#prst::OnDisable";
+ donpcevent "Peter S. Alberto#2::OnDisable";
+ donpcevent "Peter S. Alberto::OnEnable";
+ end;
+
+OnTimer302000:
+ stopnpctimer;
+ end;
+}
+
+- script Z_C#prst -1,{
+ end;
+
+OnMyMobDead:
+ set getvariableofnpc(.MyMobs,"Zombie_Generator#prst"),getvariableofnpc(.MyMobs,"Zombie_Generator#prst") - 1;
+ end;
+}
+
+job_prist,24,44,0 script Zombie Info -1,1,1,{
+OnTouch:
+ if (BaseJob == Job_Priest) {
+ mes "[Father Peter]";
+ mes "When the Priest applicant enters, 5 minutes will be given to complete this trial. Proceed slowly and help your Acolyte.";
+ next;
+ mes "[Father Peter]";
+ mes "Enter through the warp at the end of the hall, where you will be lead to the next test hall.";
+ next;
+ mes "[Father Peter]";
+ mes "Remember...";
+ mes "This trial must be";
+ mes "completed within";
+ mes "5 minutes. Best of luck~";
+ close;
+ }
+ else if (BaseJob == Job_Acolyte){
+ mes "[Father Peter]";
+ mes "I will give you exactly 5 minutes! You must proceed slowly and eliminate the Zombies.";
+ next;
+ mes "[Father Peter]";
+ mes "Slay all the zombies and go through the warp at the end of the hall. Make sure that you kill them all.";
+ close;
+ }
+ end;
+}
+
+job_prist,24,52,0 script Zombie1_1 -1,14,1,{
+OnInit:
+ disablenpc "Zombie1_1";
+ end;
+
+OnTouch:
+ if (BaseJob == Job_Acolyte) {
+ donpcevent "Zombie_Generator#prst::Onm1";
+ donpcevent "Zombie1_1::OnDisable";
+ }
+ end;
+
+OnEnable:
+ enablenpc "Zombie1_1";
+ end;
+
+OnDisable:
+ disablenpc "Zombie1_1";
+ end;
+}
+
+job_prist,21,62,0 script Zombie2_1 -1,17,1,{
+OnInit:
+ disablenpc "Zombie2_1";
+ end;
+
+OnTouch:
+ if (BaseJob == Job_Acolyte) {
+ donpcevent "Zombie_Generator#prst::Onm2";
+ donpcevent "Zombie2_1::OnDisable";
+ }
+ end;
+
+OnEnable:
+ enablenpc "Zombie2_1";
+ end;
+
+OnDisable:
+ disablenpc "Zombie2_1";
+ end;
+}
+
+job_prist,24,72,0 script Zombie3_1 -1,14,1,{
+OnInit:
+ disablenpc "Zombie3_1";
+ end;
+
+OnTouch:
+ if (BaseJob == Job_Acolyte) {
+ donpcevent "Zombie_Generator#prst::Onm3";
+ donpcevent "Zombie3_1::OnDisable";
+ }
+ end;
+
+OnEnable:
+ enablenpc "Zombie3_1";
+ end;
+
+OnDisable:
+ disablenpc "Zombie3_1";
+ end;
+}
+
+job_prist,21,82,0 script Zombie4_1 -1,17,1,{
+OnInit:
+ disablenpc "Zombie4_1";
+ end;
+
+OnTouch:
+ if (BaseJob == Job_Acolyte) {
+ donpcevent "Zombie_Generator#prst::Onm4";
+ donpcevent "Zombie4_1::OnDisable";
+ }
+ end;
+
+OnEnable:
+ enablenpc "Zombie4_1";
+ end;
+
+OnDisable:
+ disablenpc "Zombie4_1";
+}
+
+job_prist,24,92,0 script Zombie5_1 -1,14,1,{
+OnInit:
+ disablenpc "Zombie5_1";
+ end;
+
+OnTouch:
+ if (BaseJob == Job_Acolyte) {
+ donpcevent "Zombie_Generator#prst::Onm5";
+ donpcevent "Zombie5_1::OnDisable";
+ }
+ end;
+
+OnEnable:
+ enablenpc "Zombie5_1";
+ end;
+
+OnDisable:
+ disablenpc "Zombie5_1";
+}
+
+job_prist,24,109,4 script prst1_1 45,3,3,{
+OnTouch:
+ set .@mobs,getvariableofnpc(.MyMobs,"Zombie_Generator#prst");
+ if (BaseJob == Job_Priest) warp "job_prist",168,17;
+ else if (BaseClass == Job_Acolyte && .@mobs < 1) {
+ warp "job_prist",168,17;
+ donpcevent "Zombie_Generator#prst::OnDisable";
+ donpcevent "Peter S. Alberto#2::OnDisable";
+ donpcevent "Peter S. Alberto::OnEnable";
+ donpcevent "Zombie_Generator#prst::OnDisable";
+ }
+ end;
+}
+
+// 3rd Test
+//==========================================================
+job_prist,168,45,4 script Deviruchi#prst 1109,8,1,{
+OnTouch:
+ if (BaseJob == Job_Priest) {
+ mes "[Deviruchi]";
+ mes "Whaaaaat...?";
+ mes "What are you";
+ mes "doing back here?";
+ next;
+ mes "[Deviruchi]";
+ mes "Well, look who's the ^660000BMOC^000000 now. That's '^660000B^000000ig ^660000M^000000an ^660000O^000000n ^660000C^000000ampus,' if you didn't know. By the way, I was being sarcastic. You know, if you didn't notice.";
+ next;
+ mes "[Deviruchi]";
+ mes "Are you really";
+ mes "happy being a Priest?";
+ mes "There's no possible way.";
+ next;
+ mes "[Deviruchi]";
+ mes "Alright, alright, for old time's sake, I'll let you pass me. But only this once. But I better not catch you again! This is evil turf, you hear?!";
+ close;
+ }
+ if (BaseClass == Job_Acolyte) {
+ mes "[Deviruchi]";
+ mes "Why...";
+ mes "Hello little Aco.";
+ next;
+ mes "[Deviruchi]";
+ mes "You must be here training hard to be a Priest. Funny, I know a lot of God's servants, actually. They tell me that it's really tough serving that God guy all the time. So... So ^666666tiring^000000 and ^666666unrewarding^000000.";
+ next;
+ mes "[Deviruchi]";
+ mes "I mean, people are always crying to Priests for help no matter where they are. And Priests never get anything in return...";
+ next;
+ mes "[Deviruchi]";
+ mes "It's tragic really, how unappreciated Priests are.";
+ mes "It's so clear that any job is better. Anything at all...";
+ next;
+ mes "[Deviruchi]";
+ mes "Wouldn't life be so much easier if you weren't a Priest? And it'd be so easy. All you'd have to do is quit right now...";
+ next;
+ if (select("You're right, I quit!:Out of my sight, demon!") == 1) {
+ mes "[Deviruchi]";
+ mes "^660000YES~!^000000 I mean...";
+ mes "Good for you!";
+ next;
+ mes "[Deviruchi]";
+ mes "Oh...?";
+ mes "Look at the ^660000time^000000.";
+ mes "You better get going.";
+ next;
+ mes "[Deviruchi]";
+ mes "BWAHAHAHAHAHAH!";
+ mes "GET THE JOKE!?";
+ close2;
+ warp "c_tower2",168,33;
+ end;
+ }
+ mes "[Deviruchi]";
+ mes "Out of your sight?";
+ mes "I guess I'm not the";
+ mes "cutest thing you've";
+ mes "ever seen, huh?";
+ next;
+ mes "[Deviruchi]";
+ mes "But how about this...? Now, isn't this an attractive sight? A nice, shiny new card. Mint condition. Not too many people have this you know. But I happen to have soooo many, my pockets hurt.";
+ next;
+ cutin "¹Ì½ºÆ®·¹½ºÄ«µå.bmp",4;
+ mes "[Deviruchi]";
+ mes "Isn't it everyone's dream to have one of these? Think about it, being a Priest can only bring you suffering...";
+ next;
+ if (select("You're right, I'll take it!:Silence!") == 1) {
+ mes "[Deviruchi]";
+ mes "Good choice!";
+ mes "This card can";
+ mes "can be yours...";
+ next;
+ cutin "¹Ì½ºÆ®·¹½ºÄ«µå.bmp",255;
+ mes "[Deviruchi]";
+ mes "Theoretically!";
+ mes "BWAHAHAHAHAHAHAHA!";
+ mes "Go and earn it yourself!";
+ close2;
+ warp "mjolnir_05",200,200;
+ end;
+ }
+ cutin "¹Ì½ºÆ®·¹½ºÄ«µå.bmp",255;
+ mes "[Deviruchi]";
+ mes "Did...";
+ mes "Did you just tell";
+ mes "me to shut up?";
+ mes "Oh my God...";
+ next;
+ mes "[Deviruchi]";
+ mes "Sorry...";
+ mes "Oh ^660000your^000000 God.";
+ mes "Fine, get going.";
+ mes "But you'll regret";
+ mes "your decision later!";
+ close;
+ }
+ end;
+}
+
+job_prist,168,80,4 script Doppelganger#prst 1046,8,1,{
+OnTouch:
+ if (BaseJob == Job_Priest) {
+ mes "[Doppelganger]";
+ mes "What are you doing here? You've already made your choice, there's no going back... Priest.";
+ next;
+ mes "[Doppelganger]";
+ mes "Besides, this is none of your business. Whether or not this Acolyte becomes a Priest isn't up to you. Now get out of here, before I get violent.";
+ close;
+ }
+ else if (BaseClass == Job_Acolyte) {
+ mes "[Doppelganger]";
+ mes "Hold on there, Acolyte.";
+ mes "I'm not like Deviruchi,";
+ mes "so I won't mince";
+ mes "words with you.";
+ next;
+ mes "[Doppelganger]";
+ mes "Now, why would you want to become a Priest? It's such a worthless, thankless job. If you want, I'll give you the chance to become a Novice. Then you can become something much better!";
+ next;
+ mes "[Doppelganger]";
+ mes "Of course, I'll let you redistribute your stat points by your base level. Now, isn't that a sweet deal...?";
+ next;
+ if (select("Deal, Deal!:No deal... Doppelganger.") == 1) {
+ mes "[Doppelganger]";
+ mes "Good choice~";
+ mes "I shall return your";
+ mes "job to a Novice";
+ mes "as you wish.";
+ next;
+ mes "[Doppelganger]";
+ mes "Now go!!";
+ mes "Never step into";
+ mes "the light again!";
+ close2;
+ warp "gef_dun02",210,177;
+ end;
+ }
+ mes "[Doppelganger]";
+ mes "I don't think you understood what I just offered. Think about it again. I mean, this is your one and only chance to undo your life mistakes. I mean, becoming an Acolyte?";
+ next;
+ mes "[Doppelganger]";
+ mes "Just don't become a Priest. I won't ask you more than once. Then you can choose a better job... perhaps a Swordman like me.";
+ next;
+ if (select("I don't want to be a Priest!:I'll never listen to you!") == 1) {
+ mes "[Doppelganger]";
+ mes "Excellent choice. Now, never return to this place. I shall return your job to Novice as you wish.";
+ next;
+ mes "[Doppelganger]";
+ mes "Now go!!";
+ mes "Never step into";
+ mes "the light again!";
+ close2;
+ warp "gef_dun02",210,177;
+ end;
+ }
+ mes "[Doppelganger]";
+ mes "Hmpf. I admire";
+ mes "your determination.";
+ mes "Okay, you can pass.";
+ mes "For now.";
+ next;
+ mes "[Doppelganger]";
+ mes "But if by chance we meet again,";
+ mes "I assure you... You won't be happy at all to see me.";
+ close;
+ }
+}
+
+job_prist,168,115,4 script Dark Lord#prst 1272,8,1,{
+OnTouch:
+ if (BaseJob == Job_Priest) {
+ mes "[Dark Lord]";
+ mes "^330033All is doom, darkness and despair! Those who love you will betray you, and all that will be left is grieving and fury!^000000";
+ next;
+ mes "[Dark Lord]";
+ mes "^330033To choose to become a servant of God is to choose eternal pain!";
+ mes "I shall personally see to that, mortal.^000000";
+ close;
+ }
+ else if (BaseClass == Job_Acolyte) {
+ mes "[Dark Lord]";
+ mes "^330033Halt, human.";
+ mes "Who has granted";
+ mes "you passage?^000000";
+ next;
+ mes "[Dark Lord]";
+ mes "^330033You still wish to become a Priest?! Fool! Then, I shall not let you pass. Go back. Otherwise, you will not survive.^000000";
+ next;
+ mes "[Dark Lord]";
+ mes "^330033It would be so easy for me to snap your fragile body in twain and grind your bones to dust.";
+ mes "Now, go back mortal!^000000";
+ next;
+ if (select("I'm so sorry. Spare me!:God will protect me.") == 1) {
+ mes "[Dark Lord]";
+ mes "^330033Don't ever come back!^000000";
+ close2;
+ warp "gl_church",145,170;
+ end;
+ }
+ mes "[Dark Lord]";
+ mes "^330033It is no use to feign strength and courage. You are completely helpless before me. Your skills are laughable, and your weapons are but mere toys compared to my power.^000000";
+ next;
+ mes "[Dark Lord]";
+ mes "^330033With just a wave of my hand, you will cease to exist. And no one will remember you. Tremble before the might of my infinite magic!^000000";
+ next;
+ if (select("I beg you, don't...!:Begone, vile fiend!") == 1) {
+ mes "[Dark Lord]";
+ mes "^330033Don't ever come back!^000000";
+ close2;
+ warp "gl_church",145,170;
+ end;
+ }
+ mes "[Dark Lord]";
+ mes "^330033Why...";
+ mes "Why don't you fear me?!";
+ mes "For a frail mortal, you";
+ mes "are quite annoying.^000000";
+ next;
+ mes "[Dark Lord]";
+ mes "^330033When next we meet, I will shall escort you to a realm of suffering where you shall spend years immersed in excruciating pain.";
+ mes "Mark my words...^000000";
+ close;
+ }
+}
+
+job_prist,168,150,4 script Baphomet#prst 736,8,1,{
+OnTouch:
+ if (BaseJob == Job_Priest) {
+ mes "[Baphomet]";
+ mes "I hate";
+ mes "Priests...";
+ next;
+ mes "[Baphomet]";
+ mes "I don't have any business with you, servant of God. Just pass through.";
+ close;
+ }
+ else if (BaseClass == Job_Acolyte) {
+ mes "[Baphomet]";
+ mes "Greetings.";
+ next;
+ mes "[Baphomet]";
+ mes "..."+ strcharinfo(0) +".";
+ next;
+ mes "[Baphomet]";
+ mes "Yes, human,";
+ mes "I know who you are.";
+ next;
+ mes "[Baphomet]";
+ mes "I also know that Deviruchi, Doppelganger and the Dark Lord have all failed to convince you to turn away from the Priesthood.";
+ mes "Now, I stand before";
+ mes "you to offer a deal.";
+ next;
+ mes "[Baphomet]";
+ mes "I can grant you any treasure you desire and infinite power at your fingertips. Powerful weapons that humans have never before seen...";
+ next;
+ mes "[Baphomet]";
+ mes "Mountains of zeny that you cannot possibly hope to spend in a lifetime. Though, who's to say that your lifespan should be limited? Fame, power, immortality: It can all be yours.";
+ next;
+ mes "[Baphomet]";
+ mes "I will be yours to summon at anytime. All other humans will dread making you their enemy. You will become the most powerful person in all of history!";
+ next;
+ mes "[Baphomet]";
+ mes "Cease this foolishness of pursuing the Priesthood. Make a contract with me. The entire world is yours for the taking.";
+ next;
+ if (select("Deal.:No, Baphomet. You lose.") == 1) {
+ mes "[Baphomet]";
+ mes "Then we shall form a contract. You won't ever regret this moment...";
+ next;
+ mes "[Baphomet]";
+ mes "Follow me.";
+ mes "We will make the";
+ mes "contract in my";
+ mes "sanctum of darkness.";
+ close2;
+ warp "glast_01",200,203;
+ end;
+ }
+ mes "[Baphomet]";
+ mes "Foolish human...";
+ mes "You have made your choice. I will leave you alone for now, then. However, your training won't be as easy as you think.";
+ next;
+ mes "[Baphomet]";
+ mes "I shall be preparing my troops for you. The day will come when I shall enjoy watching you writhe in agony as my fiends slowly devour you.";
+ close;
+ }
+}
+
+job_prist,168,180,4 script prst2_1 45,3,3,{
+OnTouch:
+ if (BaseJob == Job_Priest) warp "job_prist",98,40;
+ else if (BaseClass == Job_Acolyte) {
+ warp "job_prist",98,40;
+ donpcevent "Mummy_Generator::OnEnable";
+ }
+ end;
+}
+
+// 4th Test
+//==========================================================
+job_prist,1,2,1 script Mummy_Generator 110,1,1,{
+OnInit:
+ disablenpc "Mummy_Generator";
+ end;
+
+OnEnable:
+ donpcevent "Mummy1_1::OnEnable";
+ donpcevent "Mummy2_1::OnEnable";
+ donpcevent "Mummy3_1::OnEnable";
+ end;
+
+Onm1:
+ monster "job_prist",90,55,"Khamoz",1041,1;
+ monster "job_prist",105,55,"Amocsis",1041,1;
+ end;
+
+Onm2:
+ monster "job_prist",90,70,"Mentuhoteph",1041,1;
+ monster "job_prist",105,70,"Akenaten",1041,1;
+ end;
+
+Onm3:
+ monster "job_prist",90,85,"Mehnes",1041,1;
+ monster "job_prist",105,85,"Snepheru",1041,1;
+ end;
+
+OnDisable:
+ disablenpc "Mummy_Generator";
+ killmonsterall "job_prist";
+ end;
+}
+
+job_prist,90,55,0 script Mummy1_1 -1,15,1,{
+OnInit:
+ disablenpc "Mummy1_1";
+ end;
+
+OnTouch:
+ if (BaseJob == Job_Acolyte) {
+ donpcevent "Mummy_Generator::Onm1";
+ donpcevent "Mummy1_1::OnDisable";
+ }
+ end;
+
+OnEnable:
+ enablenpc "Mummy1_1";
+ end;
+
+OnDisable:
+ disablenpc "Mummy1_1";
+ end;
+}
+
+job_prist,90,70,0 script Mummy2_1 -1,15,1,{
+OnInit:
+ disablenpc "Mummy2_1";
+ end;
+
+OnTouch:
+ if (BaseJob == Job_Acolyte) {
+ donpcevent "Mummy_Generator::Onm2";
+ donpcevent "Mummy2_1::OnDisable";
+ }
+ end;
+
+OnEnable:
+ enablenpc "Mummy2_1";
+ end;
+
+OnDisable:
+ disablenpc "Mummy2_1";
+ end;
+}
+
+job_prist,90,85,0 script Mummy3_1 -1,15,1,{
+OnInit:
+ disablenpc "Mummy3_1";
+ end;
+
+OnTouch:
+ if (BaseJob == Job_Acolyte) {
+ donpcevent "Mummy_Generator::Onm3";
+ donpcevent "Mummy3_1::OnDisable";
+ }
+ end;
+
+OnEnable:
+ enablenpc "Mummy3_1";
+ end;
+
+OnDisable:
+ disablenpc "Mummy3_1";
+ end;
+}
+
+job_prist,98,105,4 script prst3_1 45,3,3,{
+OnTouch:
+ if (BaseJob == Job_Priest) {
+ warp "prt_church",15,36;
+ end;
+ }
+ else if (BaseClass == Job_Acolyte) {
+ set PRIEST_Q,7;
+ if(checkquest(8012) != -1) {
+ changequest 8012,8013;
+ }
+ warp "prt_church",16,37;
+ donpcevent "Mummy_Generator::OnDisable";
+ }
+ end;
+}
+
+// Functions
+//==========================================================
+function script F_FatherRub {
+ if (PRIEST_Q != 0) {
+ if (PRIEST_Q == 1) {
+ mes "Ah yes, so you're the young Acolyte who wishes to become a Priest.";
+ next;
+ mes "[Father Rubalkabara]";
+ mes "I've received the message from Bishop Paul. Since you made the pilgrimage, I hope you accomplish your goal of becoming a Priest.";
+ next;
+ mes "[Father Rubalkabara]";
+ mes "Also, if you have a chance, please visit this abbey again. It's a sacred place for our Church.";
+ next;
+ mes "[Father Rubalkabara]";
+ mes "Well then, please head to your next destination for your pilgrimage. Be safe in your travels.";
+ close2;
+ savepoint "prt_fild03",361,255;
+ set PRIEST_Q,2;
+ end;
+ }
+ else if (PRIEST_Q == 2) {
+ mes "Please be hurry to the next destination for your pilgrimage. I hope you become a Priest soon.";
+ close;
+ }
+ mes "May I ask why you have returned? Please go back and continue your religious practice.";
+ close;
+ }
+ mes "I have no idea what brought you here, but please excuse me.";
+ close;
+}
+
+function script F_MotherMart {
+ if (PRIEST_Q != 0) {
+ if (PRIEST_Q == 1) {
+ mes "Hmm...";
+ mes "It seems you're";
+ mes "training to become";
+ mes "a Priest.";
+ next;
+ mes "[Mother Mathilda]";
+ mes "However, at this point in your pilgrimage, I am not the person that you should be visiting.";
+ next;
+ mes "[Mother Mathilda]";
+ mes "Perhaps you should ask Bishop Paul or Sister Cecilia once again. Well, may God be with you...";
+ close;
+ }
+ else if (PRIEST_Q == 2) {
+ mes "Ah, are you";
+ mes "a Priest trainee...?";
+ mes "Welcome!";
+ next;
+ mes "[Mother Mathilda]";
+ mes "We Priests are obliged to spread the message of God to";
+ mes "the peoples of the Earth.";
+ next;
+ mes "[Mother Mathilda]";
+ mes "After you become a Priest, your travels may take you to the Morroc Pyramids. I hope that you may release the Undead there from the evil to which they are bound.";
+ next;
+ mes "[Mother Mathilda]";
+ mes "Well then...";
+ mes "I shall pray to";
+ mes "God for safety";
+ mes "on your journey.";
+ close2;
+ savepoint "moc_fild07",35,355;
+ set PRIEST_Q,3;
+ end;
+ }
+ else if (PRIEST_Q == 3) {
+ mes "Please leave soon, and";
+ mes "continue your training.";
+ close;
+ }
+ mes "May I ask you the reason you came back? Please continue your training.";
+ close;
+ }
+ mes "May God";
+ mes "be with you...";
+ close;
+}
+
+function script F_FatherYos {
+ if (PRIEST_Q != 0) {
+ if (PRIEST_Q == 1) {
+ mes "Hmm...";
+ mes "A Priest trainee, eh?";
+ next;
+ mes "[Father Yosuke]";
+ mes "Well, you got the wrong person. If you're supposed to meet up with me at all, it'd be later.";
+ next;
+ mes "[Father Yosuke]";
+ mes "But that's your own fault.";
+ mes "Now, go back to Church, kid.";
+ close;
+ }
+ else if (PRIEST_Q == 2) {
+ mes "Hmm...";
+ mes "A Priest trainee, eh?";
+ next;
+ mes "[Father Yosuke]";
+ mes "Well, you got the wrong person. If you're supposed to meet up with me at all, it'd be later.";
+ next;
+ mes "[Father Yosuke]";
+ mes "But that's your own fault. Go back to Church.";
+ close;
+ }
+ else if (PRIEST_Q == 3) {
+ mes "Hmm.";
+ mes "A Priest";
+ mes "trainee, eh? ";
+ mes "Welcome.";
+ next;
+ mes "[Father Yosuke]";
+ mes "I won't say";
+ mes "anything more.";
+ mes "Just devote your";
+ mes "life to God.";
+ next;
+ mes "[Father Yosuke]";
+ mes "Now go back to church.";
+ mes "Hereby, the first of";
+ mes "your trials is now";
+ mes "completed.";
+ close2;
+ savepoint "prt_fild00",206,230;
+ set PRIEST_Q,4;
+ end;
+ }
+ else if (PRIEST_Q == 4) {
+ mes "I told you to go back to church.";
+ mes "Or do you want to live with me here for the rest of your life...?";
+ close;
+ }
+ mes "Just go be a Priest. This isn't a playground for kids.";
+ close;
+ }
+ mes "...Acolyte, you don't have any business with me here.";
+ close;
+}
+
diff --git a/npc/jobs/2-1/wizard.txt b/npc/jobs/2-1/wizard.txt
new file mode 100644
index 000000000..39cbdb204
--- /dev/null
+++ b/npc/jobs/2-1/wizard.txt
@@ -0,0 +1,1985 @@
+//===== rAthena Script =======================================
+//= Wizard Job Quest
+//===== By: ==================================================
+//= (Aegis) Translated by yoshiki, converted by kobra_k88
+//= Further bugfixed and tested by Lupus
+//===== Current Version: =====================================
+//= 3.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Job Change quest for Wizard class.
+//===== Additional Comments: =================================
+//= 2.4 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 2.5 Several bugfixes with the help of Barron-Monster. [L0ne_W0lf]
+//= 2.5a More bugfixes care of Barron-Monster. [L0ne_W0lf]
+//= 2.5b Fixed tests calling on a non-existant label in "Room of x#Failed" npcs. [L0ne_W0lf]
+//= 2.5c Bug fixes. Cleaned up some NPCs slightly. [L0ne_W0lf]
+//= 2.6 Fixed Water Room not warping on time-up. [L0ne_W0lf]
+//= 2.7 Now uses enable and disable waitingroomevent. [L0ne_W0lf]
+//= Other minor fixes to various NPCs.
+//= 2.7a Added end; :D (bugreport:2038) [Yommy]
+//= 2.8 Fixed donpcevent to doevent. (bugreport:2311) [SoulBlaker]
+//= 2.9 Reverted the change of donpcevent to doevent. [L0ne_W0lf]
+//= Was probably cuased by a warp BEFORE a percentheal
+//= 3.0 Added Quest Log commands. [Kisuka]
+//= 3.1 Removed the need for use of 'goto.' [L0ne_W0lf]
+//= 3.2 Modified the quest to renewal. [Vali] (Thanks to Muad_Dib for the necessary info).
+//============================================================
+
+gef_tower,111,37,4 script Wizard Guildsman 70,{
+ if (Upper == 1) {
+ mes "[Catherine]";
+ mes "? Excuse me, I am wondering if we have met before...?";
+ mes "Hey~ you have changed a lot! So, what happened?";
+ next;
+ mes "[Catherine]";
+ mes "I feel you have become so much powerful, eh?";
+ mes "Congratulations and good luck with your life!";
+ close;
+ }
+ if (BaseJob != Job_Mage) {
+ if (BaseJob == Job_Wizard) {
+ mes "[Catherine]";
+ mes "Since you're already a Wizard, you don't have any more business with me...?";
+ mes "Now, excuse me.";
+ next;
+ mes "[Catherine]";
+ if (sex)
+ mes "Well, If you intended to ask me on a date... I appreciate it...hohoho.";
+ else
+ mes "Well, if you fix me up with a cute guy... I'd appreciate it...hohoho!.";
+ close;
+ }
+ else if (BaseClass == Job_Novice) {
+ mes "[Wizard Guildsman]";
+ mes "Oh my goodness, it's a novice~ ain't you the cutest little thing.";
+ mes "By the way honey, this place is for Wizards.";
+ next;
+ mes "[Wizard Guildsman]";
+ mes "If you are interested in magic,";
+ mes "Go visit the ^0000FFMage^000000 guild.";
+ }
+ else {
+ mes "[Wizard Guildsman]";
+ mes "Huh? what brings you to such a high place...?";
+ mes "If you don't have any specific business, please leave immediately.";
+ mes "This place is for Wizards, you know?";
+ }
+ next;
+ mes "[Wizard Guildsman]";
+ mes "Ok, then. Farewell.";
+ close;
+ }
+ if (WIZ_Q == 0) {
+ mes "[Wizard Guildsman]";
+ mes "Huh? What are you doing way up here...?";
+ mes "So what brings you here?";
+ next;
+ if (select("I want to become a Wizard.:...nothing.") == 1) {
+ mes "[Wizard Guildsman]";
+ mes "I see... Well, of course you want to become a Wizard, otherwise you wouldn't have walked up all those stairs right?";
+ mes "Anyways, I would like to welcome you. I will assist you in becoming a Wizard.";
+ next;
+ mes "[Wizard Guildsman]";
+ mes "My name is Catherine Medici. Just between me and you, I just became a Wizard too!";
+ mes "You can call me Cathy if you want. Hehehehehe~";
+ next;
+ mes "[Catherine]";
+ mes "Many people want to become Wizards, but only the patient and strong ones will eventually accomplish their goals.";
+ mes "In order to become a Wizard, one must undergo difficult quests.";
+ next;
+ mes "[Catherine]";
+ mes "Also only mages who have reached a job level of 40 or higher are qualified for these quests.";
+ mes "Lower level mages aren't experienced enough with magic to become Wizards...";
+ next;
+ mes "[Catherine]";
+ mes "Well, I will give you more information when you apply for the job.";
+ mes "So! Do you want to apply now?";
+ next;
+ if (select("Yes, I do.:On second thought, Let me think about it.") == 1) {
+ if (JobLevel < 40) {
+ mes "[Catherine]";
+ mes "Hey hey, weren't you listening to me?";
+ mes "I told you that you need to be at least job level 40 to sign up for the quest...";
+ next;
+ mes "[Catherine]";
+ mes "No need to hurry, go experience and ponder more about the world of magic.";
+ mes "When I deem you're qualified, I will accept your application.";
+ close;
+ }
+ if (SkillPoint) {
+ mes "[Catherine]";
+ mes "Umm... You're well qualified, but you have some unused skill points left.";
+ mes "You'd better learn more skills before applying again.";
+ close;
+ }
+ mes "[Catherine]";
+ mes "Very well then, I accept your application.";
+ mes "Your name is..." + strcharinfo(0) + ", isn't it? I am not sure if I pronounced it correctly?";
+ next;
+ mes "[Catherine]";
+ mes "The Wizard job change quest is divided into 3 parts.";
+ mes "1st part, gathering magic items.";
+ mes "2nd part, a written test.";
+ mes "The last part is a practical magic test.";
+ next;
+ mes "[Catherine]";
+ mes "Among one of these tests, we exempt those who are at job level 50.";
+ mes "It is enough to prove to us the effort it will take to become a Wizard if a mage has learned that much already.";
+ next;
+ if (JobLevel == 50) {
+ mes "[Catherine]";
+ mes "Hmm, come to think of it, you're at job level 50!?";
+ mes "You must have worked very hard. Your going to become a very powerful Wizard, I can feel it in you.";
+ next;
+ mes "[Catherine]";
+ mes "Ok. You already passed the 1st test then.";
+ mes "Don't get too laid back though, there are still 2 more tests left.";
+ next;
+ mes "[Catherine]";
+ mes "Go talk to the man in the corner and he will give you the remaining exams.";
+ mes "Be careful. We have lost many Mages due to the difficulty of the exams.";
+ set WIZ_Q,3;
+ setquest 9015;
+ close;
+ }
+ mes "[Catherine]";
+ mes "Then, since I have your application and everything else I need, I'll give you some info about the first test.";
+ mes "You can memorize this or write it down, doesn't matter. But remember it for sure.";
+ next;
+ mes "[Catherine]";
+ mes "The first test is collecting magic items.";
+ mes "The important part is that you must gather these items on your own.";
+ next;
+ set wizard_m1,rand(1,2);
+ mes "[Catherine]";
+ mes "The items you must collect are...";
+ if (rand(1)) {
+ set WIZ_Q,1;
+ setquest 9013;
+ mes "^3355FFRed Gemstone^000000 10 each,";
+ mes "^3355FFBlue Gemstone^000000 10 each,";
+ mes "^3355FFYellow Gemstone^000000 10 each,";
+ }
+ else {
+ set WIZ_Q,2;
+ setquest 9014;
+ mes "^3355FFCrystal Blue^000000 5 each,";
+ mes "^3355FFGreen Live^000000 5 each,";
+ mes "^3355FFRed Blood^000000 5 each,";
+ mes "^3355FFWind of Verdure^000000 5 each,";
+ }
+ mes "...is it too hard? No, any would be Wizard should be able to at least get these items.";
+ next;
+ mes "[Catherine]";
+ mes "Well, good luck.";
+ mes "I'll be happily waiting. ~Hehe.";
+ close;
+ }
+ mes "[Catherine]";
+ mes "Oh, ok then, take your time.";
+ mes "Since I'll always be here, accepting applications...*sigh*...anyways! ~Hehehehe.";
+ close;
+ }
+ mes "[Wizard Guildsman]";
+ mes "Geez, what a lame person.";
+ mes "You have no business here, hope you don't mind, now off you go!";
+ close;
+ }
+ else if (WIZ_Q == 1) {
+ mes "[Catherine]";
+ mes "Let me see, did you get all the items?";
+ mes "Then let's check...";
+ next;
+ if (countitem(716) > 9 && countitem(717) > 9 && countitem(715) > 9) {
+ mes "[Catherine]";
+ mes "Perfect! You got all the items. I like!~";
+ mes "These items will be put to great use in our guild. ~Hehehee.";
+ next;
+ delitem 716,10; //Red_Gemstone
+ delitem 717,10; //Blue_Gemstone
+ delitem 715,10; //Yellow_Gemstone
+ set WIZ_Q,3;
+ changequest 9013,9015;
+ mes "[Catherine]";
+ mes "Good for you! You passed the first test.";
+ mes "But there are still two more left, so don't get too relaxed.";
+ next;
+ mes "[Catherine]";
+ mes "Go talk to the guy in the corner for the rest of the tests.";
+ mes "It might be a bit hard, so be careful, I wouldn't want you ending up like most of the Mages that come for these exams...poor souls indeed, may they rest in peace. ~Hehehe.";
+ close;
+ }
+ mes "[Catherine]";
+ mes "Hey, what's this? Umm...I don't think you have everything yet!";
+ next;
+ mes "[Catherine]";
+ mes "It might've been tough coming all the way up here, what with this altitude and all, but go back and collect the items.";
+ mes "Life's short enough as it is, so stop wasting your time and gather the items I told you before.";
+ next;
+ mes "[Catherine]";
+ mes "^3355FFRed Gemstone^000000 10 each,";
+ mes "^3355FFBlue Gemstone^000000 10 each,";
+ mes "^3355FFYellow Gemstone^000000 10 each,";
+ mes "Don't forget this time, and bring all the items, ok?...";
+ close;
+ }
+ else if (WIZ_Q == 2) {
+ mes "[Catherine]";
+ mes "Did you get all the items?";
+ mes "Let's see... Do you have the right ones?...";
+ next;
+ if (countitem(991) > 4 && countitem(993) > 4 && countitem(990) > 4 && countitem(992) > 4) {
+ mes "[Catherine]";
+ mes "Perfect! Good job...I'm satisfied! ~Hehe";
+ mes "Our guild greatly appreciates these items and will use them wisely.";
+ next;
+ delitem 991,5; //Crystal_Blue
+ delitem 993,5; //Yellow_Live
+ delitem 990,5; //Boody_Red
+ delitem 992,5; //Wind_Of_Verdure
+ set WIZ_Q,3;
+ changequest 9014,9015;
+ mes "[Catherine]";
+ mes "Good. You've passed the first test now.";
+ mes "But you still have two more tests to go, so don't get too laid back, because it only gets harder from here. ~Hehehe";
+ next;
+ mes "[Catherine]";
+ mes "Go talk to that guy in the corner to take the rest of the tests.";
+ mes "It might be a bit hard, so be careful, I wouldn't want you ending up like most of the Mages that come for these exams...poor souls indeed, may they rest in peace. ~Hehehe.";
+ close;
+ }
+ mes "[Catherine]";
+ mes "Eh, what's this? I don't think you have everything?";
+ next;
+ mes "[Catherine]";
+ mes "I regret that you had to go through the trouble of coming all the way up here, but go get the right items again.";
+ mes "Stop wasting your time and get the items I initially requested. For goodness sakes...This is the easiest part of the exam.";
+ next;
+ mes "[Catherine]";
+ mes "^3355FFCrystsal Blue^000000 5 each,";
+ mes "^3355FFGreen Live^000000 5 each,";
+ mes "^3355FFRed Blood^000000 5 each,";
+ mes "^3355FFWind of Verdure^000000 5 each,";
+ mes "Don't forget them this time and gather the correct ones, ok? See you soon...";
+ close;
+ }
+ else if (WIZ_Q == 3) {
+ mes "[Catherine]";
+ mes "What is it? You didn't go talk to the guy in the corner?";
+ mes "You can't become a Wizard by just brining the items I requested, no no, that just wont do...";
+ next;
+ mes "[Catherine]";
+ mes "You can only prove yourself Wizard material after you take the two remaining tests.";
+ mes "I'll be waiting, so go now.";
+ close;
+ }
+ else if (WIZ_Q == 4) {
+ mes "[Catherine]";
+ mes "*sigh*...Poor thing, what a pity.";
+ mes "How can you think of trying to become a Wizard when you can't even answer those simple questions?";
+ next;
+ mes "[Catherine]";
+ mes "Let's see... Should I give you some hints as your senior?";
+ mes "But I'm a bit thirsty, so give me 1 Apple Juice, and we got a deal. ~Hehehe";
+ next;
+ switch(select("Give me some hints, please.:I want to try again on my own!")) {
+ case 1:
+ if (countitem(531) > 0) {
+ delitem 531,1; //Apple_Juice
+ mes "[Catherine]";
+ mes "Yummers, Apple Juice is the best...";
+ mes "Gulp gulp gulp... Haaaaaah... ~Hehe";
+ next;
+ mes "[Catherine]";
+ mes "Well then, I'll give you a hint for the second test.";
+ next;
+ mes "[Catherine]";
+ mes "He asks three types of questions.";
+ mes "Questions about Magic, Monsters...";
+ mes "and Magicians...also known as Mages.";
+ next;
+ mes "[Catherine]";
+ mes "It's up to him to decide which questions to ask.";
+ mes "*sigh*...He'd look much better if he cut his hair and shaved...";
+ mes "He always looks so grungy because he doesn't take care of himself...*sigh*...pity, he could be a regular lady killer. ~tehehehe";
+ next;
+ mes "[Catherine]";
+ mes "Anyways, as for the questions about magic...";
+ mes "They're usually about the spells you've learned.";
+ next;
+ mes "[Catherine]";
+ mes "If it's something you haven't learned or haven't experienced, or anything like that...";
+ mes "I heard there's a nice place you can refer to that's very well organized.";
+ next;
+ mes "[Catherine]";
+ mes "You just have to cast the spell, you know...the one that looks like a big bold *e* symbol.";
+ mes "The magic words are... iro.ragnarokonline.com ~Or so they say!";
+ mes "Strange spell, don't you think? I don't know how to make it work myself.";
+ next;
+ mes "[Catherine]";
+ mes "And about the monster questions.";
+ mes "Fighting them yourself and learning is the best way to go about that.";
+ next;
+ mes "[Catherine]";
+ mes "But you know in Prontera, there is a big library.";
+ mes "You can get information about most of the monsters in that library.";
+ mes "Going there and studying a bit more would work too.";
+ next;
+ mes "[Catherine]";
+ mes "Last, but not least, questions about Mages.";
+ mes "This is something that most others cannot teach you...";
+ mes "Because you are a Mage.";
+ next;
+ mes "[Catherine]";
+ mes "It's hard to know about others when you don't even know about yourself, right?";
+ mes "So if you get one of these questions, think about it carefully then answer.";
+ }
+ else {
+ mes "[Catherine]";
+ mes "Like I said, I'll think about it if you give me 1 Apple Juice.";
+ mes "If not... Well, you can think about it on your own. Hey I don't make the rules here i just follow em! Can't argue with this one though. ~tehehehe";
+ }
+ break;
+ case 2:
+ mes "[Catherine]";
+ mes "Yeah, you get the most satisfaction when you solve things on your own.";
+ mes "Go finish the rest of the tests with that spirit!";
+ }
+ next;
+ mes "[Catherine]";
+ mes "Well then, see you soon! *crosses fingers* dont end up like the others before you! May God rest thier souls...huh? Oh nothing! ~Hehehehe";
+ mes "Hurry, he's waiting for you!";
+ close;
+ }
+ else if (WIZ_Q == 5) {
+ mes "[Catherine]";
+ mes "Tehehehe~ I was listening all along.";
+ mes "Well done in answering all those questions. I want to give something, like a present...";
+ next;
+ mes "[Catherine]";
+ mes "You still have one more test to go, right?";
+ mes "Just a bit more and you will be qualified to be a Wizard, so I'll give you the present then. ~Hehe";
+ next;
+ mes "[Catherine]";
+ mes "See ya, well...hopefully!";
+ mes "He's waiting for you!";
+ close;
+ }
+ else if (WIZ_Q == 6) {
+ mes "[Catherine]";
+ mes "Eh, did you leave in the middle of the test?";
+ mes "You...*sigh*...I didn't think you would do such a dishonorable thing.";
+ next;
+ mes "[Catherine]";
+ if (sex) {
+ mes "Granted you're a mage, but how could a guy be so weak?!";
+ mes "Well, at least your alive still. Go back and try harder this time. ~tehehehe";
+ }
+ else {
+ mes "Don't pretend to be weak just because you're a girl. Look at me! I did it, and so can you. You can't ask for sympathy.";
+ mes "You came all this way to become a Wizard! Now come on, you can do it!!";
+ next;
+ mes "[Catherine]";
+ mes "I agree that it is difficult, but not to the point of giving up.";
+ mes "You of all people should find the strength and patience to complete this test!";
+ }
+ next;
+ mes "[Catherine]";
+ mes "So, try harder this time...";
+ mes "He's waiting!";
+ close;
+ }
+ else if (WIZ_Q == 7) {
+ if (JobLevel < 40) {
+ set WIZ_Q,0;
+ mes "[Catherine]";
+ mes "Hey, what don't you get it?";
+ mes "I said you must be at least job level 40 to change your job, got it?";
+ next;
+ mes "[Catherine]";
+ mes "There is nothing to be in hurry, so why don't you take your time for studying?";
+ mes "When the time comes, I will welcome you with open arms.";
+ close;
+ }
+ if (SkillPoint) {
+ mes "[Catherine]";
+ mes "Are you done with all the tests? Oh drats, it seems like you still have some skill points left.";
+ mes "Learn some other skills with your remaining points, and then come talk to me again.";
+ close;
+ }
+ mes "[Catherine]";
+ mes "Wooooooooooooow...you finished all the tests?!";
+ mes "Congratulations, congrats, congrats! Wooopiiieeeee! ~Hehehehehehe";
+ next;
+ mes "[Catherine]";
+ mes "Well, no need to wait, I congratulate you. I hearby deem you Wizard.";
+ next;
+ completequest 9018;
+ callfunc "Job_Change",Job_Wizard;
+ callfunc "F_ClearJobVar"; // clears all job variables for the current player
+ mes "[Catherine]";
+ mes "Since you're a Wizard now, act like a Wizard, got it?";
+ mes "Us wizards have to be careful since we possess the ultimate power of magic.";
+ next;
+ mes "[Catherine]";
+ mes "Don't go about casting spells in town for no reason, or bother others with spells that are in their own battle.";
+ mes "A Wizard's magic is meant for their own battles with monsters.";
+ next;
+ mes "[Catherine]";
+ mes "Go join parties with others and keep training.";
+ mes "And...oh, wait, I prepared a present for you, one sec.";
+ next;
+ mes "[Catherine]";
+ mes "rummage rummage...";
+ mes "shuffle shuffle...";
+ next;
+ getitem 505,6; //Blue_Potion
+ mes "[Catherine]";
+ mes "Here you go. I hope you'll make good use of it when you need it. ~tehehe";
+ mes "I gave them to you as a present, so don't go out and sell it. Use it for yourself, ok?";
+ next;
+ mes "[Catherine]";
+ mes "Well, then...*sight*...live a wonderful life as a Wizard, become the strongest out there!";
+ close;
+ }
+}
+
+gef_tower,102,24,2 script Gloomy Wizard 735,{
+ if (BaseJob != Job_Mage) {
+ if (BaseJob == Job_Wizard) {
+ mes "[Raulel]";
+ mes "*Cough* *cough* what do you want?";
+ mes "If you are a person that uses magic, then you need to make sure you are well informed about it.";
+ next;
+ mes "[Raulel]";
+ mes "Don't live dishonestly, or impolitely, or else one day you'll be caught in a spell you can't control, and BOOM, your dead!";
+ if (sex == 1) {
+ mes "If you don't want that to happen, then learn how to use spells properly!";
+ next;
+ mes "[Raulel]";
+ mes "You may live life crippled if you get obsessed with the love of Greater Magic. ~haha";
+ }
+ else {
+ mes "So learn how to use magic properly, or you would just be better off giving up on using magic.";
+ next;
+ mes "[Raulel]";
+ mes "If you don't want that, go hit on a guy or something! ~Hahahaha";
+ mes "If you don't pay attention to yourself, you'll be engulfed by magic one day...";
+ }
+ close;
+ }
+ else if (BaseJob == Job_Priest) {
+ mes "[Raulel]";
+ mes "Go away, one who works for the Church!";
+ mes "Magic repels Holy power, jeez...your messing up my aura.";
+ next;
+ mes "[Raulel]";
+ mes "And plus, *cough* *cough* my health isn't all that good right now either...";
+ mes "Don't come any closer, just leave!";
+ close;
+ }
+ else if (BaseClass == Job_Novice) {
+ mes "[Raulel]";
+ mes "Why did a little one like you come here?!";
+ mes "Get lost! ~Hahahahaha";
+ close2;
+ warp "geffen",120,110;
+ end;
+ }
+ mes "[Raulel]";
+ mes "*sneeze* *cough* Oooowww...my entire body is in pain. I feel like I'm trapped in a tub of ice water!";
+ next;
+ mes "[Raulel]";
+ mes "What do you want? Jeez...just get lost, won't you?";
+ close;
+ }
+ if (WIZ_Q == 0) {
+ mes "[Raulel]";
+ mes "*cough* *cough* *sneeze* I don't know who you are and what you do, but I don't have any business with you.";
+ next;
+ mes "[Raulel]";
+ mes "Go away! Get lost!";
+ close;
+ }
+ else if (WIZ_Q == 1 || WIZ_Q == 2) {
+ mes "[Raulel]";
+ mes "Hahahaha~ You're the one that wants to become a Wizard?!";
+ next;
+ mes "[Raulel]";
+ mes "*sneeze* If you just lived as you were, all you'd have to do was hunt a little and live the easy life...";
+ next;
+ mes "[Raulel]";
+ mes "*Cough* *cough* Let's see how well you live as a Wizard. ~Hahahahhaha";
+ close;
+ }
+ else if ((WIZ_Q == 3) || (WIZ_Q == 4)) {
+ if (WIZ_Q == 3) {
+ mes "[Raulel]";
+ mes "*Cough* *cough*...You must've passed the first test.";
+ mes "Ok, I'm the Wizard in charge of your testing from now on. My name is 'Raulel Asparagus'.";
+ next;
+ mes "[Raulel]";
+ mes "*sneeze* It's not too late yet, wouldn't you rather just go back to town and enjoy the peaceful life?";
+ next;
+ mes "[Raulel]";
+ mes "Hahahaha~ You don't know how dangerous it is...to deal with Greater Magic.";
+ next;
+ if (select("I want to live as a normal Mage.:I would like to continue with the tests.") == 1) {
+ mes "[Raulel]";
+ mes "Hahaha~ *sneeze* Good choice...*cough* *cough*~";
+ mes "Best not to even dream about life as a Wizard. Graa...Greaa...*sneeze* Greater Magic wasn't meant for humans to use!";
+ next;
+ mes "[Raulel]";
+ mes "Leave the top of this tower quietly and don't ever look back.";
+ mes "Just live peacefully with the powers that you have right now.";
+ close;
+ }
+ mes "[Raulel]";
+ mes "*sneeze* Hahahaha~ Now there's a foolish one here!";
+ mes "Well then, let's see how good you are. *cough* I want to see this with my own two eyes!";
+ next;
+ mes "[Raulel]";
+ mes "*sneeze* Then let's begin the test!";
+ mes "If you don't answer them all correctly, you fail. Hahahahahahahahaha~";
+ next;
+ mes "[Raulel]";
+ mes "I'll give you 10 questions so give me the right answers.";
+ mes "If you get something wrong, I won't tell you what it is!";
+ if(checkquest(9016) == -1) {
+ changequest 9015,9016;
+ }
+ next;
+ mes "[Raulel]";
+ mes "*Cough* *cough* Then here go the questions!";
+ }
+ else if (WIZ_Q == 4) {
+ mes "[Raulel]";
+ mes "Hahahaha~ Are you that desperate? *sneeze* What a pain in the arse...";
+ next;
+ mes "[Raulel]";
+ mes "Since you don't want to settle for a stable and peaceful life, I'll give you another chance...";
+ next;
+ mes "[Raulel]";
+ mes "If you miss one single question, then just give up. You wouldn't have any talent in being a Wizard! ~Hahahahaha";
+ next;
+ if (select("Because of you, I want to live as a normal Mage now.:I would like to continue with the tests.") == 1) {
+ mes "[Raulel]";
+ mes "Hahahaha~ Surprising, comming from you, that's a very wise choice...*cough* *cough*";
+ mes "If i were you, i would never, ever dream of becoming a Wizard again. Gre...Greaa...*sneeze* Greater Magic wasn't meant for humans to use.";
+ next;
+ mes "[Raulel]";
+ mes "Just leave the top of this tower quietly and never look back.";
+ mes "Live peacefully with the powers that you have right now.";
+ close;
+ }
+ mes "[Raulel]";
+ mes "Hahahahahahaha~ Now there's a foolish one right here!";
+ mes "Well then, let's see just how good you can be! *sneeze* I want to see this with my own two eyes.";
+ next;
+ mes "[Raulel]";
+ mes "Then let's begin the test!";
+ }
+ next;
+ switch(rand(1,3)) {
+ case 1:
+ mes "[Raulel]";
+ mes "1. Which of the following is not necessary to learn Fire Wall?";
+ next;
+ if (select("Fire Bolt Lv 4:Fire Ball Lv 5:Sight Lv 1:Napalm Beat Lv 4") == 4)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "2. Regaurdless of it's previous attribute, What does the monster's attribute change to when you cast Frost Diver on it?";
+ next;
+ if (select("Water:Earth:Fire:Wind") == 1)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "3. When you completely master Napalm Beat, what is the ratio of the increased MATK using that spell?";
+ next;
+ if (select("1.6 times:1.7 times:2 times:20 times") == 2)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "4. What item do you need when casting Stone Curse?";
+ next;
+ if (select("Red Blood:Blue Gemstone:Yellow Gemstone:Red Gemstone") == 4)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "5. Which of the following is not required to master Safety Wall?";
+ next;
+ if (select("Napalm Beat Lv 4:Soul Strike Lv 5:Increase SP Recovery Lv 6:Safety Wall Lv 7") == 3)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "6. Without the INT bonus, what amount of SP is recovered every 10 seconds when you have learned Increase SP Recovery Lv 7?";
+ next;
+ if (select("14:21:28:35") == 2)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "7. Using Energy Coat, when you have 50% of your SP remaining, how much SP is used when hit, and what percentage is damage reduced by?";
+ next;
+ if (select("Damage 18% SP1.5%:Damage 18% SP2%:Damage 24% SP1.5%:Damage 24% SP2%") == 2)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "8. How much SP is consumed and how many times can you avoid attacks when using Safety Wall Lv 6?";
+ next;
+ if (select("SP 40, 6 times:SP 35, 6 times:SP 40, 7 times:SP 35, 7 times") == 3)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "9. How much SP is needed when using Lv 10 Thunderstorm?";
+ next;
+ if (select("84:74:64:54") == 2)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "10. Which skill is most useful training in the Byalan Dungeon?";
+ next;
+ if (select("Lightning Bolt:Fire Bolt:Cold Bolt:Sight") == 1)
+ set .@wizard_t,.@wizard_t+10;
+ break;
+ case 2:
+ mes "[Raulel]";
+ mes "1. Which monster can you obtain a slotted Guard from?";
+ next;
+ if (select("Thief Bug:PecoPeco:Pupa:Kobold (Hammer)") == 3)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "2. Which of the following is the easiest monster for a low level Mage to hunt?";
+ next;
+ if (select("Flora:Giearth:Golem:Myst") == 1)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "3. Which monster will not be affected by Stone Curse?";
+ next;
+ if (select("Elder Willow:Evil Druid:Magnolia:Marc") == 2)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "4. When attacking a Lv 3 water attribute monster with a wind attribute weapon, what is the damage percentage?";
+ next;
+ if (select("125%:150%:175%:200%") == 4)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "5. If a Baby Desert Wolf and a Familiar fought, which one would win?";
+ next;
+ if (select("Baby Desert Wolf:Familiar:Neither:I don't know") == 1)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "6. Which of the following cannot be a Cute Pet?";
+ next;
+ if (select("Poporing:Roda Frog:Smokie:Poison Spore") == 2)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "7. Choose the monster that is weak against a fire attribute attack.";
+ next;
+ if (select("Dagger Goblin:Mace Goblin:Morningstar Goblin:Hammer Goblin") == 4)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "8. Which of the following has the highest defense?";
+ next;
+ if (select("Horn:Chonchon:Andre:Caramel") == 4)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "9. Choose the monster that's of a different species.";
+ next;
+ if (select("Poring:Mastering:Ghostring:Spore") == 3)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "10. Which of the following is not an Undead monster?";
+ next;
+ if (select("Drake:Megalodon:Deviace:Khalitzburg") == 3)
+ set .@wizard_t,.@wizard_t+10;
+ break;
+ case 3:
+ mes "[Raulel]";
+ mes "1. Which stat is the most important for a Mage?";
+ next;
+ if (select("INT:AGI:DEX:VIT") == 1)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "2. Which attribute does not have a 'Bolt' type attack?";
+ next;
+ if (select("Water:Earth:Fire:Wind") == 2)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "3. Choose the one that does not relate to a Mage.";
+ next;
+ if (select("Weak physical strength.:Attacks at a distance.:Good at selling stuff.:Magic Defense is high.") == 3)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "4. Which town is the home of Mages?";
+ next;
+ if (select("Prontera:Morroc:Alberta:Geffen") == 4)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "5. Which of the following cards has nothing to do with INT?";
+ next;
+ if (select("Andre Egg Card:Soldier Andre Card:Baby Desert Wolf Card:Elder Willow Card") == 2)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "6. What is the Mage good at compared to other job classes?";
+ next;
+ if (select("Exceptional Vocal Ability:Exceptional Acting Ability:Exceptional Dance Skills:Exceptional Magic Skills") == 4)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "7. What is the INT bonus at Job Lv 40 for a Mage?";
+ next;
+ if (select("8:7:6:5") == 4)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "8. Which item can a Mage not equip?";
+ next;
+ if (select("Knife:Boys Cap:Sandle:Eye of Dullahan") == 2)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "9. Which of the following is the catalyst when making the Mage test solution 3?";
+ next;
+ if (select("Blue Gemstone:Red Gemstone:Yellow Gemstone:Red Blood") == 1)
+ set .@wizard_t,.@wizard_t+10;
+ mes "[Raulel]";
+ mes "10. Which card is irrelevant to magic?";
+ next;
+ if (select("Marduk Card:Magnolia Card:Willow Card:Maya Card") == 2)
+ set .@wizard_t,.@wizard_t+10;
+ }
+ mes "[Raulel]";
+ if (WIZ_Q == 4) {
+ mes "Good job, you finished answered all the questions... Go buy yourself some potions or something if you have the Zeny. Haha...";
+ next;
+ mes "[Raulel]";
+ mes "Your score is... " + .@wizard_t + "points.....";
+ if (.@wizard_t == 100) {
+ set WIZ_Q,5;
+ changequest 9016,9017;
+ mes "Hahahahahahah~ Well done, you passed the second test.";
+ mes "It wasn't done in one try like mine was, but I'll let you slide...";
+ next;
+ mes "[Raulel]";
+ mes "*sneeze* Don't relax just yet, there's still the matter of the third and final test.";
+ mes "I advise you to rest a bit while the final test is prepared. Your gonna need it. Hahahahaha~";
+ close;
+ }
+ else if (.@wizard_t == 90) {
+ set WIZ_Q,5;
+ changequest 9016,9017;
+ mes "Hahaha~ Since you only missed one problem, you passed the second test.";
+ mes "It wasn't done in one try like mine was, but I'll let you slide...";
+ next;
+ mes "[Raulel]";
+ mes "*sneeze* Don't relax just yet, there's still the matter of the third and final test.";
+ mes "I advise you to rest a bit while the final test is prepared. Your gonna need it. Hahahahaha~";
+ close;
+ }
+ else if (.@wizard_t == 80) {
+ set WIZ_Q,5;
+ changequest 9016,9017;
+ mes "Sheez... You didn't do very well, but you passed the second test.";
+ mes "It wasn't done in one try like mine was, but I'll let you slide...";
+ next;
+ mes "[Raulel]";
+ mes "*sneeze* Don't relax just yet, there's still the matter of the third and final test.";
+ mes "I advise you to rest a bit while the final test is prepared. Your gonna need it. Hahahahaha~";
+ close;
+ }
+ else {
+ mes "You failed. Go study some more!";
+ next;
+ mes "[Raulel]";
+ mes "*cough* *cough* Did you really think you could become a Wizard with such a mediocre level like yours?";
+ mes "Get lost! If you were a Wizard right now, the monsters that I fight, would eat you up in no time!";
+ close;
+ }
+ }
+ mes "Hmmm...Good job, you finished answering all the questions, go buy yourself some potions or something, thats IF you have the Zeny. Hahahahahahahah~";
+ next;
+ mes "[Raulel]";
+ mes "Your score is... " + .@wizard_t + " points!";
+ if (.@wizard_t == 100) {
+ set WIZ_Q,5;
+ changequest 9016,9017;
+ mes "*cough* *Cough* Well done, you passed the second test.";
+ next;
+ mes "[Raulel]";
+ mes "Hahahaha~ Don't relax just yet, there's still the third test.";
+ mes "*sneeze* I advise you to rest a bit while the final test is prepared...Hahahahah~";
+ close;
+ }
+ else if (.@wizard_t == 90) {
+ set WIZ_Q,5;
+ changequest 9016,9017;
+ mes "Hahahaha~ I'll let you slide by since you only missed one problem. You passed the second test.";
+ next;
+ mes "[Raulel]";
+ mes "Hahahaha~ Don't relax just yet, there's still the third test.";
+ mes "*sneeze* I advise you to rest a bit while the final test is prepared...Hahahahah~";
+ close;
+ }
+ else {
+ set WIZ_Q,4;
+ mes "You failed. I will let you come back again...after you've learned more relating to the type of questions I've asked you.";
+ next;
+ mes "[Raulel]";
+ mes "Tisk...not enough, not enough! Did you really think you could become a Wizard with the little bit of knowledge you have?";
+ mes "Get lost! If you were a Wizard right now, the monsters I deal with would eat you up in no time!";
+ close;
+ }
+ }
+ else if (WIZ_Q == 5) {
+ mes "[Raulel]";
+ mes "Ok, hope you got plenty of rest. Hahahahahah~";
+ mes "Then let's begin the last test.";
+ next;
+ mes "[Raulel]";
+ mes "Should I explain a little about this final test? It is difficult, I will not hide that from you...";
+ next;
+ if (select("No, it's ok, I'm ready.:I would like to listen.") == 1) {
+ mes "[Raulel]";
+ mes "What a rash person. Your the type that rushes into battle without thinking, what in the world are you doing here instead of with the Prontera Chivalry? Heck, go for it! *cough* Not my fault if you end up dying.";
+ mes "Just consider yourself a glass cannon...because the monsters are going to break you into pieces. Hahahahahahahahaha~";
+ next;
+ set WIZ_Q,6;
+ savepoint "geffen",120,107;
+ mes "[Raulel]";
+ mes "Then, as you wish. I'll send you there right now.";
+ mes "Oh, if you see a white light at the end of a tunnel, that means your pathetic cause you failed! Hahahahahah~";
+ close2;
+ warp "job_wiz",57,154;
+ end;
+ }
+ mes "[Raulel]";
+ mes "What a devoted person. Very well, I'll explain.";
+ mes "No matter how hard this last test may seem, if you do as I say, you can finish it quickly and easily.";
+ next;
+ mes "[Raulel]";
+ mes "The final test has a total of 3 parts.";
+ mes "The order is Water Room, Earth Room, Fire Room. In each room, there are monsters of that particular attribute.";
+ next;
+ mes "[Raulel]";
+ mes "You'll find out what monsters will be there once you go in. If you use attacks with the *sneeze*";
+ mes "right attribute, it shouldn't be too hard. Hahaha~";
+ next;
+ mes "[Raulel]";
+ mes "Once you defeat all the monsters within the given time in any one room...";
+ mes "you'll be moved to the next room.";
+ next;
+ mes "[Raulel]";
+ mes "After these three rooms are clear, the testing is over.";
+ mes "You will become a Wizard which is controlled by Greater Magic Powers! Know this...There is no returning to an easy life.";
+ next;
+ mes "[Raulel]";
+ mes "Hahaha~ You look frightened. You know, it's not too late to turn back and live an easy life.";
+ mes "If you want, I can send you back to town right now... What do you want to do?";
+ next;
+ if (select("Continue testing.:I want to go back because I have butterflies in my stomach.") == 1) {
+ set WIZ_Q,6;
+ savepoint "geffen",120,107;
+ mes "[Raulel]";
+ mes "You are indeed, very determined. Ok! Hahahahahaha~";
+ mes "*Cough* *cough* As you wish, we shall begin the final test!";
+ close2;
+ warp "job_wiz",57,154;
+ end;
+ }
+ set WIZ_Q,6;
+ mes "[Raulel]";
+ mes "Good thinking. This is a better choice for you. Hahahahah~";
+ mes "Go back and live a easy life, Greater Magic is a force that should not be wield by types like yourself.";
+ close2;
+ warp "geffen",120,110;
+ end;
+ }
+ else if (WIZ_Q == 6) {
+ if (WIZ_Q2 == 6) {
+ mes "[Raulel]";
+ mes "Hahahahahaha~ I've never seen anyone so...sooo...*sneeze* tenacious as you.";
+ mes "So you want to try again eh? Even though I've ridiculed you for your failures before??";
+ next;
+ mes "[Raulel]";
+ mes "Ok then, here's a proposition. Since you're probably worn out as it is, and I can clearly see the lust for Greater Magic burning in your eyes...";
+ mes "Hahahahaha~ yeah! Go bring me a ^3355FFWorn Out Scroll^000000.";
+ next;
+ set WIZ_Q2,WIZ_Q2+1;
+ mes "[Raulel]";
+ mes "If not, you can take the test again...";
+ mes "Well, I'll send you to take the test for now. Hahahaha~";
+ close2;
+ warp "job_wiz",57,154;
+ end;
+ }
+ else if (WIZ_Q2 > 6) {
+ mes "[Raulel]";
+ mes "Oh! So you're back? Hahahahaha~";
+ mes "*Cough* Cough* Do you want to take the test again? Or did you bring the ^3355FFWorn Out Scroll^000000?";
+ next;
+ if (select("Continue the test.:Worn Out Scroll...") == 1) {
+ savepoint "geffen",120,107;
+ mes "[Raulel]";
+ mes "Hahaha~ Ok, at least you have some spirit.";
+ mes "I'll send you in again, try dying once more will yah? Hahahahahahahahaha~";
+ close2;
+ warp "job_wiz",57,154;
+ end;
+ }
+ if (countitem(618) > 0) {
+ delitem 618,1; //Worn_Out_Scroll
+ mes "[Raulel]";
+ mes "Hahahahahahahaha~ *Cough* *cough* So you ended up bringing one of these eh? Good job...";
+ mes "I think I can continue my research with this...";
+ next;
+ set WIZ_Q2,0;
+ set WIZ_Q,7;
+ mes "[Raulel]";
+ mes "Even though your not Grade A Wizard material, I can tell your serious about wanting the Greater Magic. I'll tell Catherine that you passed. Hahahahahahahahah~";
+ mes "You went through a lot of trouble here, and that is the true purpose for us selecting Wizards. Only those who will devote themselves to the art will ever become Wizards. Good luck to you. Become much Stronger. Hahahahahaha~";
+ close;
+ }
+ }
+ mes "[Raulel]";
+ mes "*sneeze* What? You want to take the test again?";
+ mes "Geez...you already failed the battle test! Hahahahahahahaha~ So you like magic that much, eh?";
+ next;
+ mes "[Raulel]";
+ mes "Since your so weak that you can't finish this final test on your own...you need a separate test to help you out.";
+ mes "*Cough* If you can't pass the battle test, then do a good job with this one. Hahahahahahah~";
+ next;
+ mes "[Raulel]";
+ mes "Well, you better answer these problems if you plan on becoming a Wizard. Hahahahahahaha~";
+ next;
+ mes "[Raulel]";
+ mes "1. Choose the monster with a different attribute than the others.";
+ next;
+ if (select("Mantis:Cornutus:Giearth:Caramel") == 2)
+ set .@wizard_t,.@wizard_t+20;
+ mes "[Raulel]";
+ mes "2. Choose the monster that is not a looting one.";
+ next;
+ if (select("Yoyo:Magnolia:Metaller:Zerom") == 4)
+ set .@wizard_t,.@wizard_t+20;
+ mes "[Raulel]";
+ mes "3. Which of these monsters does not recognize casting?";
+ next;
+ if (select("Marina:Vitata:Scorpion:Giearth") == 1)
+ set .@wizard_t,.@wizard_t+20;
+ mes "[Raulel]";
+ mes "4. Choose the spell that would be efficient against a Marine Sphere.";
+ next;
+ if (select("Cold Bolt:Fire Bolt:Lightning Bolt:Stone Curse") == 3)
+ set .@wizard_t,.@wizard_t+20;
+ mes "[Raulel]";
+ mes "5. Choose the monster that can move.";
+ next;
+ if (select("Hydra:Madragora:Greatest General:Frilldora") == 4)
+ set .@wizard_t,.@wizard_t+20;
+ mes "[Raulel]";
+ mes "*pfft* Do it right, so I don't have to ask again.";
+ next;
+ mes "[Raulel]";
+ mes "You got " + .@wizard_t + " points.";
+ if (.@wizard_t == 100) {
+ mes "Hahahahahaha~ *Cough* *cough* If you can answer all these questions correctly, how is it you can't do well in battles??";
+ next;
+ }
+ else if (.@wizard_t == 80) {
+ mes "Eh, soso...";
+ mes "I'll let you retake the test.";
+ next;
+ }
+ else {
+ mes "You failed! Go study some more!";
+ next;
+ mes "[Raulel]";
+ mes "You lack something...*sneez*...like intelligence. That's why you keep on failing. Hahahahahahahaha~";
+ close;
+ }
+ if (select("Begin the test please.:Can I get another explanation?") == 1) {
+ mes "[Raulel]";
+ mes "Nobody is going to help you become a Wizard. Hahahahahahahaha~";
+ mes "*Cough* *cough* No point in crying after dying...";
+ next;
+ percentheal 100,100;
+ mes "[Raulel]";
+ mes "Then, as you wish. I'll send you to fight.";
+ mes "Oh! If you see some tall pearly gates and hear a booming deep voice from behind it, that means that your a failure when it comes to Magic. Hahahahahahahahaha~";
+ close2;
+ warp "job_wiz",57,154;
+ end;
+ }
+ mes "[Raulel]";
+ mes "*Cough* *cough* Then I shall explain.";
+ mes "The test may be hard, but just do as I tell you and it shouldn't be a problem.";
+ next;
+ mes "[Raulel]";
+ mes "There are 3 parts to this final test.";
+ mes "The order is...*sneez*...the Water Room, Earth Room, and then the Fire Room. Each room has monsters of that attribute in it.";
+ next;
+ mes "[Raulel]";
+ mes "You'll see what monsters they are when you enter.";
+ mes "If you use the appropriate spells against them, it shouldn't be that difficult. Hahahahahahaha~";
+ next;
+ mes "[Raulel]";
+ mes "Within the given time, if you defeat all the monsters...";
+ mes "you will be sent to the next room.";
+ next;
+ mes "[Raulel]";
+ mes "After that, the test is over.";
+ mes "You will then become a Wizard controlled by Greater Magic powers! There is no coming back to the easy life you have known thus far.";
+ next;
+ mes "[Raulel]";
+ mes "Hahahahaha~ You look frightened. It's not too late you know.";
+ mes "*Cough* *cough* You can give up and go back to town! Just forget about the Greater Magic and live a normal life. What do yah say?";
+ next;
+ if (select("Continue with the test.:I'm too scared, I would like to quit.") == 1) {
+ percentheal 100,100;
+ mes "[Raulel]";
+ mes "This time when you die, don't come back crying. Hahahahahahahahah~ *Cough *cough*";
+ mes "As you wish, let's begin the final test!";
+ close2;
+ warp "job_wiz",57,154;
+ end;
+ }
+ mes "[Raulel]";
+ mes "Comming from you, thats some darn good thinking. That's more a fit for you anyways. Hahahahahahahahaha~";
+ mes "Go back and live a quiet and peaceful life!";
+ close2;
+ warp "geffen",120,110;
+ end;
+ }
+ else if (WIZ_Q == 7) {
+ mes "[Raulel]";
+ mes "You shouldn't have any more business with me as far as I'm concerned.";
+ mes "But, since your so darned persistent, I'll let you take the test again. Hahahahaha~";
+ next;
+ mes "[Raulel]";
+ mes "Go! Go and become the Wizard you really want to be.";
+ mes "And be careful! Greater Magic will always be after you...";
+ close;
+ }
+}
+
+job_wiz,50,165,4 script Arena Assistant 700,{
+ mes "[Arena Assistant]";
+ mes "Welcome to the Wizard Job Change Arena.";
+ mes "If you would like to take the final test, then please enter the waiting room.";
+ next;
+ mes "[Arena Assistant]";
+ mes "If someone is already taking the test, please wait.";
+ mes "All testing status will be broadcasted, and will begin as soon as the previous tester has gone through.";
+ next;
+ mes "[Arena Assistant]";
+ mes "Each person may take approximately 5 to 10 minutes.";
+ mes "If you would like to leave the arena, please log off anytime.";
+ close;
+}
+
+job_wiz,50,165,4 script Waiting Room#wiz 700,{
+OnInit:
+ waitingroom "Waiting Room",20,"Waiting Room#wiz::OnStartArena",1;
+ enablewaitingroomevent;
+ end;
+
+OnStartArena:
+ killmonsterall "job_wiz";
+ warpwaitingpc "job_wiz",114,169;
+ donpcevent "Room of Water::OnEnable";
+ disablenpc "Waiting Room#wiz";
+ disablewaitingroomevent;
+ end;
+
+OnStart:
+ enablewaitingroomevent;
+ end;
+}
+
+// Water Room (Test 2 part 1)
+//==========================================================
+job_wiz,1,1,1 script Room of Water 66,{
+OnInit:
+ disablenpc "Room of Water";
+ end;
+
+OnEnable:
+ enablenpc "Room of Water";
+ if (!checkre(0)) {
+ set .MyMobs,8;
+ monster "job_wiz",129,170,"Obeaune",1044,1,"Room of Water::OnMyMobDead";
+ }
+ else
+ set .MyMobs,7;
+ monster "job_wiz",109,174,"Phen",1158,1,"Room of Water::OnMyMobDead";
+ monster "job_wiz",118,174,"Shellfish",1074,1,"Room of Water::OnMyMobDead";
+ monster "job_wiz",109,165,"Vadon",1066,1,"Room of Water::OnMyMobDead";
+ monster "job_wiz",118,165,"Cornutus",1067,1,"Room of Water::OnMyMobDead";
+ monster "job_wiz",101,157,"Marina",1141,1,"Room of Water::OnMyMobDead";
+ monster "job_wiz",126,157,"Marin",1242,1,"Room of Water::OnMyMobDead";
+ monster "job_wiz",98,170,"Magnolia",1138,1,"Room of Water::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonsterall "job_wiz";
+ disablenpc "Room of Water";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ set WIZ_Q2,WIZ_Q2+1;
+ mapannounce "job_wiz",strcharinfo(0)+" has succeeded in eliminating the monsters.",bc_map;
+ donpcevent "Room of Water#Door::OnEnable";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer1000:
+ mapannounce "job_wiz","Water Room; The job change test will now proceed.",bc_map;
+ end;
+
+OnTimer2000:
+ mapannounce "job_wiz","Time limit is 3 minutes. We will now start the test.",bc_map;
+ end;
+
+OnTimer3000:
+ mapannounce "job_wiz","Please eliminate all monsters within the time limit.",bc_map;
+ end;
+
+OnTimer33000:
+ mapannounce "job_wiz","2 minutes and 30 seconds remaining.",bc_map;
+ end;
+
+OnTimer63000:
+ mapannounce "job_wiz","2 minutes remaining.",bc_map;
+ end;
+
+OnTimer93000:
+ mapannounce "job_wiz","1 minute and 30 seconds remaining.",bc_map;
+ end;
+
+OnTimer123000:
+ mapannounce "job_wiz","1 minute remaining.",bc_map;
+ end;
+
+OnTimer153000:
+ mapannounce "job_wiz","30 seconds remaining.",bc_map;
+ end;
+
+OnTimer173000:
+ mapannounce "job_wiz","10 seconds remaining.",bc_map;
+ end;
+
+OnTimer183000:
+ mapannounce "job_wiz","Time is up.",bc_map;
+ donpcevent "Room of Water::OnDisable";
+ end;
+
+OnTimer184000:
+ enablenpc "Room of Water#Failed";
+ end;
+
+OnTimer185000:
+ mapannounce "job_wiz","Next candidate, please enter.",bc_map;
+ end;
+
+OnTimer186000:
+ disablenpc "Room of Water#Failed";
+ donpcevent "Room of Water::OnDisable";
+ donpcevent "Waiting Room#wiz::OnStart";
+ end;
+}
+
+job_wiz,1,2,1 script Room of Water#Door 66,{
+OnInit:
+ disablenpc "Room of Water#Door";
+ end;
+
+OnEnable:
+ enablenpc "Room of Water#Door";
+ donpcevent "Room of Water::OnDisable";
+ set .MyMobs,5;
+ monster "job_wiz",114,169,"Marine Sphere",1142,1,"Room of Water#Door::OnMyMobDead";
+ monster "job_wiz",112,169,"Hydra",1068,1,"Room of Water#Door::OnMyMobDead";
+ monster "job_wiz",116,169,"Hydra",1068,1,"Room of Water#Door::OnMyMobDead";
+ monster "job_wiz",114,171,"Hydra",1068,1,"Room of Water#Door::OnMyMobDead";
+ monster "job_wiz",114,167,"Hydra",1068,1,"Room of Water#Door::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonsterall "job_wiz";
+ disablenpc "Room of Water#Door";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "job_wiz",strcharinfo(0)+" has succeeded in eliminating the monsters.",bc_map;
+ percentheal 100,100;
+ warp "job_wiz",116,97;
+ donpcevent "Room of Water#Door::OnDisable";
+ donpcevent "Room of Earth::OnEnable";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer1000:
+ mapannounce "job_wiz","The guard monster has appeared. You have 1 minute.",bc_map;
+ end;
+
+OnTimer30000:
+ mapannounce "job_wiz","30 seconds remaining.",bc_map;
+ end;
+
+OnTimer50000:
+ mapannounce "job_wiz","10 seconds remaining.",bc_map;
+ end;
+
+OnTimer60000:
+ mapannounce "job_wiz","Time is up.",bc_map;
+ donpcevent "Room of Water#Door::OnDisable";
+ end;
+
+OnTimer61000:
+ enablenpc "Room of Water#Failed";
+ end;
+
+OnTimer62000:
+ mapannounce "job_wiz","Next candidate, please enter.",bc_map;
+ end;
+
+OnTimer63000:
+ disablenpc "Room of Water#Failed";
+ donpcevent "Room of Water#Door::OnDisable";
+ donpcevent "Waiting Room#wiz::OnStart";
+ end;
+}
+
+job_wiz,114,169,0 script Room of Water#Failed -1,16,16,{
+OnInit:
+ disablenpc "Room of Water#Failed";
+ end;
+
+OnTouch:
+ mapannounce "job_wiz",strcharinfo(0)+" has not succeeded.",bc_map;
+ warp "geffen",120,110;
+ end;
+}
+
+// Earth Room (Test 2 part 2)
+//==========================================================
+job_wiz,1,3,1 script Room of Earth 66,{
+OnInit:
+ disablenpc "Room of Earth";
+ end;
+
+OnEnable:
+ enablenpc "Room of Earth";
+ if (!checkre(0)) {
+ set .MyMobs,10;
+ monster "job_wiz",120,102,"Hode",1127,1,"Room of Earth::OnMyMobDead";
+ monster "job_wiz",111,93,"Savage",1166,1,"Room of Earth::OnMyMobDead";
+ monster "job_wiz",127,86,"Mantis",1139,1,"Room of Earth::OnMyMobDead";
+ }
+ else
+ set .MyMobs,7;
+ monster "job_wiz",111,102,"Yoyo",1057,1,"Room of Earth::OnMyMobDead";
+ monster "job_wiz",120,102,"Deniro",1105,1,"Room of Earth::OnMyMobDead";
+ monster "job_wiz",111,102,"Caramel",1103,1,"Room of Earth::OnMyMobDead";
+ monster "job_wiz",120,93,"Giearth",1121,1,"Room of Earth::OnMyMobDead";
+ monster "job_wiz",107,98,"Bigfoot",1060,1,"Room of Earth::OnMyMobDead";
+ monster "job_wiz",124,98,"Orc Warrior",1023,1,"Room of Earth::OnMyMobDead";
+ monster "job_wiz",104,86,"Vitata",1176,1,"Room of Earth::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonsterall "job_wiz";
+ disablenpc "Room of Earth";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "job_wiz",strcharinfo(0) + " has succeeded in eliminating the monsters.",bc_map;
+ donpcevent "Room of Earth#Door::OnEnable";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer1000:
+ mapannounce "job_wiz","Earth Room; The job change test will now proceed.",bc_map;
+ end;
+
+OnTimer2000:
+ mapannounce "job_wiz","The time limit is 3 minutes.",bc_map;
+ end;
+
+OnTimer3000:
+ mapannounce "job_wiz","Eliminate all monster within the time limit.",bc_map;
+ end;
+
+OnTimer33000:
+ mapannounce "job_wiz","2 minutes and 30 seconds remaining.",bc_map;
+ end;
+
+OnTimer63000:
+ mapannounce "job_wiz","2 minutes remaining.",bc_map;
+ end;
+
+OnTimer93000:
+ mapannounce "job_wiz","1 minute and 30 seconds remaining.",bc_map;
+ end;
+
+OnTimer123000:
+ mapannounce "job_wiz","1 minute remaining.",bc_map;
+ end;
+
+OnTimer153000:
+ mapannounce "job_wiz","30 seconds remaining.",bc_map;
+ end;
+
+OnTimer173000:
+ mapannounce "job_wiz","10 seconds remaining.",bc_map;
+ end;
+
+OnTimer183000:
+ mapannounce "job_wiz","Time is up.",bc_map;
+ donpcevent "Room of Earth::OnDisable";
+ end;
+
+OnTimer184000:
+ enablenpc "Room of Earth#Failed";
+ end;
+
+OnTimer185000:
+ mapannounce "job_wiz","Next candidate, please enter.",bc_map;
+ end;
+
+OnTimer186000:
+ disablenpc "Room of Earth#Failed";
+ donpcevent "Room of Earth::OnDisable";
+ donpcevent "Waiting Room#wiz::OnStart";
+ end;
+}
+
+job_wiz,1,4,1 script Room of Earth#Door 66,{
+OnInit:
+ disablenpc "Room of Earth#Door";
+ end;
+
+OnEnable:
+ enablenpc "Room of Earth#Door";
+ donpcevent "Room of Earth::OnDisable";
+ if (!checkre(0)) {
+ set .MyMobs,7;
+ monster "job_wiz",116,97,"Flora",1118,1,"Room of Earth#Door::OnMyMobDead";
+ }
+ else
+ set .MyMobs,6;
+ monster "job_wiz",114,95,"Mandragora",1020,1,"Room of Earth#Door::OnMyMobDead";
+ monster "job_wiz",118,95,"Mandragora",1020,1,"Room of Earth#Door::OnMyMobDead";
+ monster "job_wiz",114,99,"Mandragora",1020,1,"Room of Earth#Door::OnMyMobDead";
+ monster "job_wiz",118,99,"Mandragora",1020,1,"Room of Earth#Door::OnMyMobDead";
+ monster "job_wiz",116,94,"Mandragora",1020,1,"Room of Earth#Door::OnMyMobDead";
+ monster "job_wiz",116,100,"Mandragora",1020,1,"Room of Earth#Door::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonsterall "job_wiz";
+ disablenpc "Room of Earth#Door";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "job_wiz",strcharinfo(0) + " has succeeded in eliminating the monster.",bc_map;
+ percentheal 100,100;
+ warp "job_wiz",46,99;
+ donpcevent "Room of Earth#Door::OnDisable";
+ donpcevent "Room of Fire::OnEnable";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer1000:
+ mapannounce "job_wiz","The guard monster has appeared. You have 1 minute.",bc_map;
+ end;
+
+OnTimer30000:
+ mapannounce "job_wiz","30 seconds remaining.",bc_map;
+ end;
+
+OnTimer50000:
+ mapannounce "job_wiz","10 seconds remaining.",bc_map;
+ end;
+
+OnTimer60000:
+ mapannounce "job_wiz","End time.",bc_map;
+ donpcevent "Room of Earth#Door::OnDisable";
+ end;
+
+OnTimer61000:
+ donpcevent "Room of Earth#Failed::OnEnable";
+ end;
+
+OnTimer62000:
+ mapannounce "job_wiz","Next candidate, please enter.",bc_map;
+ end;
+
+OnTimer63000:
+ disablenpc "Room of Earth#Failed";
+ donpcevent "Room of Earth#Door::OnDisable";
+ donpcevent "Waiting Room#wiz::OnStart";
+ end;
+}
+
+job_wiz,116,97,0 script Room of Earth#Failed -1,16,16,{
+OnInit:
+ disablenpc "Room of Earth#Failed";
+ end;
+
+OnTouch:
+ mapannounce "job_wiz",strcharinfo(0) + " has not succeeded.",bc_map;
+ warp "geffen",120,110;
+ end;
+}
+
+// Fire Room (Test 2 part 3)
+//==========================================================
+job_wiz,1,5,1 script Room of Fire 66,{
+OnInit:
+ disablenpc "Room of Fire";
+ end;
+
+OnEnable:
+ enablenpc "Room of Fire";
+ if (!checkre(0)) {
+ set .MyMobs,8;
+ monster "job_wiz",58,110,"Zerom",1178,1,"Room of Fire::OnMyMobDead";
+ monster "job_wiz",54,89,"Desert Wolf",1106,1,"Room of Fire::OnMyMobDead";
+ }
+ else
+ set .MyMobs,6;
+ monster "job_wiz",33,110,"Goblin",1123,1,"Room of Fire::OnMyMobDead";
+ monster "job_wiz",40,103,"Scorpion",1001,1,"Room of Fire::OnMyMobDead";
+ monster "job_wiz",51,103,"Frilldora",1119,1,"Room of Fire::OnMyMobDead";
+ monster "job_wiz",40,92,"PecoPeco",1019,1,"Room of Fire::OnMyMobDead";
+ monster "job_wiz",51,92,"Elder Willow",1033,1,"Room of Fire::OnMyMobDead";
+ monster "job_wiz",37,89,"Metaller",1058,1,"Room of Fire::OnMyMobDead";
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonsterall "job_wiz";
+ disablenpc "Room of Fire";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "job_wiz",strcharinfo(0) + " has succeeded in eliminating the monsters.",bc_map;
+ donpcevent "Room of Fire#Door::OnEnable";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer1000:
+ mapannounce "job_wiz","Fire Room; The job change test shall now proceed.",bc_map;
+ end;
+
+OnTimer2000:
+ mapannounce "job_wiz","Time limit is 3 minutes. We will now start the test.",bc_map;
+ end;
+
+OnTimer3000:
+ mapannounce "job_wiz","Please eliminate all monsters within the time limit.",bc_map;
+ end;
+
+OnTimer33000:
+ mapannounce "job_wiz","2 minutes and 30 seconds remaining.",bc_map;
+ end;
+
+OnTimer63000:
+ mapannounce "job_wiz","2 minutes remaining.",bc_map;
+ end;
+
+OnTimer93000:
+ mapannounce "job_wiz","1 minute and 30 seconds remaining.",bc_map;
+ end;
+
+OnTimer123000:
+ mapannounce "job_wiz","1 minute remaining.",bc_map;
+ end;
+
+OnTimer153000:
+ mapannounce "job_wiz","30 seconds remaining.",bc_map;
+ end;
+
+OnTimer173000:
+ mapannounce "job_wiz","10 seconds remaining.",bc_map;
+ end;
+
+OnTimer183000:
+ mapannounce "job_wiz","Time is up.",bc_map;
+ donpcevent "Room of Fire::OnDisable";
+ end;
+
+OnTimer184000:
+ donpcevent "Room of Fire#Failed::OnEnable";
+ end;
+
+OnTimer185000:
+ mapannounce "job_wiz","Next candidate, please enter.",bc_map;
+ end;
+
+OnTimer186000:
+ disablenpc "Room of Fire#Failed";
+ donpcevent "Room of Fire::OnDisable";
+ donpcevent "Waiting Room#wiz::OnStart";
+ end;
+}
+
+job_wiz,1,6,1 script Room of Fire#Door 66,{
+OnInit:
+ disablenpc "Room of Fire#Door";
+ end;
+
+OnEnable:
+ enablenpc "Room of Fire#Door";
+ donpcevent "Room of Fire::OnDisable";
+ set .MyMobs,3;
+ monster "job_wiz",44,99,"Greatest General",1277,1,"Room of Fire#Door::OnMyMobDead";
+ if (checkre(0)) {
+ monster "job_wiz",43,99,"Greatest General",1277,1,"Room of Fire#Door::OnMyMobDead";
+ monster "job_wiz",45,99,"Greatest General",1277,1,"Room of Fire#Door::OnMyMobDead";
+ }
+ else {
+ monster "job_wiz",43,99,"Horong",1129,1,"Room of Fire#Door::OnMyMobDead";
+ monster "job_wiz",45,99,"Horong",1129,1,"Room of Fire#Door::OnMyMobDead";
+ }
+ initnpctimer;
+ end;
+
+OnDisable:
+ killmonsterall "job_wiz";
+ disablenpc "Room of Fire#Door";
+ end;
+
+OnMyMobDead:
+ set .MyMobs,.MyMobs-1;
+ if (.MyMobs < 1) {
+ mapannounce "job_wiz","Congratulations, " + strcharinfo(0) + ". You have passed the job change test.",bc_map;
+ set WIZ_Q,7;
+ changequest 9017,9018;
+ donpcevent "Room of Fire#Door::OnDisable";
+ donpcevent "Test Helper#wiz::OnEnable";
+ stopnpctimer;
+ }
+ end;
+
+OnTimer1000:
+ mapannounce "job_wiz","The guard monster has appeared. You have 2 minutes.",bc_map;
+ end;
+
+OnTimer30000:
+ mapannounce "job_wiz","1 minute and 30 seconds remaining.",bc_map;
+ end;
+
+OnTimer60000:
+ mapannounce "job_wiz","1 minute remaining.",bc_map;
+ end;
+
+OnTimer90000:
+ mapannounce "job_wiz","30 seconds remaining.",bc_map;
+ end;
+
+OnTimer110000:
+ mapannounce "job_wiz","10 seconds remaining.",bc_map;
+ end;
+
+OnTimer120000:
+ mapannounce "job_wiz","Time is up.",bc_map;
+ donpcevent "Room of Fire#Door::OnDisable";
+ end;
+
+OnTimer121000:
+ enablenpc "Room of Fire#Failed";
+ end;
+
+OnTimer122000:
+ mapannounce "job_wiz","Next candidate, please enter.",bc_map;
+ end;
+
+OnTimer123000:
+ disablenpc "Room of Fire#Failed";
+ donpcevent "Room of Fire#Door::OnDisable";
+ donpcevent "Waiting Room#wiz::OnStart";
+}
+
+job_wiz,46,99,0 script Room of Fire#Failed -1,16,16,{
+OnInit:
+ disablenpc "Room of Fire#Failed";
+ end;
+
+OnTouch:
+ warp "geffen",120,110;
+ end;
+}
+
+job_wiz,1,7,1 script Test Helper#wiz 66,{
+ end;
+
+OnInit:
+ disablenpc "Test Helper#wiz";
+ end;
+
+OnEnable:
+ initnpctimer;
+ end;
+
+OnDisable:
+ disablenpc "Test Helper#wiz";
+ end;
+
+OnTimer2000:
+ mapannounce "job_wiz","Please return and complete the rest of the job change processes.",bc_map;
+ end;
+
+OnTimer4000:
+ mapannounce "job_wiz","This is the end of the test. Next candidate, please stand by.",bc_map;
+ end;
+
+OnTimer5000:
+ areawarp "job_wiz",33,82,57,113,"gef_tower",110,30;
+ end;
+
+OnTimer7000:
+ mapannounce "job_wiz","Next candidate, please enter.",bc_map;
+ end;
+
+OnTimer9000:
+ donpcevent "Test Helper#wiz::OnDisable";
+ donpcevent "Waiting Room#wiz::OnStart";
+ stopnpctimer;
+ end;
+}
+
+gef_tower,107,36,4 script White Dog#wiz 81,{
+ if (BaseJob != Job_Mage) {
+ if (BaseJob == Job_Wizard) {
+ mes "[Maria]";
+ mes "Instead of sticking around here, wouldn't it be better to go out and test how strong you've become?";
+ next;
+ mes "[Maria]";
+ mes "Don't forget that Wizards grow and improve in power each and every day.";
+ close2;
+ cutin "job_wizard_maria01",255;
+ end;
+ }
+ else if (BaseClass == Job_Novice) {
+ mes "[Dog]";
+ mes "What? Kiddo!";
+ mes "Is a Dog talking so amusing to you?";
+ }
+ else {
+ cutin "job_wizard_maria02",2;
+ mes "[Dog]";
+ mes "Sheesh...Why would a person that can't even cast a spell a single spell come up here?";
+ mes "*Pfft* If you're that bored, do the world a favor and climb to the top of this building via the outside, then proceed to do some acrobatics if you get there.";
+ }
+ next;
+ mes "[Dog]";
+ mes "*Bark* Get lost!";
+ mes "I don't have time for people like you!";
+ close2;
+ cutin "job_wizard_maria02",255;
+ end;
+ }
+ if (WIZ_Q == 0) {
+ cutin "job_wizard_maria01",2;
+ mes "[Dog]";
+ mes "Ah...I know what you're about to say. You want to change jobs to a Wizard, right?";
+ next;
+ mes "[Dog]";
+ mes "Go talk to Catherine. She'll help you.";
+ next;
+ mes "[Dog]";
+ mes "Also, if you would like to know anything about the job change process, I can explain.";
+ next;
+ switch(select(".......:A Dog is talking to me...")) {
+ case 1:
+ mes "[Dog]";
+ mes "...*bark*...? What is it?? Why are you looking at me like that?!";
+ mes "Is it your first time seeing a Dog talk?";
+ next;
+ mes "[Dog]";
+ mes "*Bark* It's not common that you see a Dog talking I suppose. bark~";
+ mes "...Yes i suppose it is a rare site...*grrr*...Stop Gawking for goodness sakes!";
+ next;
+ mes "[Dog]";
+ mes "My name is 'Maria Splodofska'. Just call me 'Maria'.";
+ mes "I'm helping candidates that wish to become Wizards.";
+ next;
+ cutin "job_wizard_maria03",2;
+ mes "[Maria]";
+ mes "*Bark* Well, the reason I became a dog is...I was helping my boyfriend in experimenting to prepare for his Final for his Magic Degree. Well, *Grrrr* he accidentally turned me into a dog.";
+ mes "Theoretically, in a couple months the chemicals should wear off and I should be returned to normal. When exactly, I have no idea?";
+ next;
+ cutin "job_wizard_maria01",2;
+ mes "[Maria]";
+ mes "Well...it doesn't concern you anyways.";
+ mes "Now, where were we.";
+ next;
+ break;
+ case 2:
+ cutin "job_wizard_maria02",2;
+ mes "[Dog]";
+ mes "*Bark* *bark* *bark* Don't state the obvious! Alright, I know I'm a dog!";
+ next;
+ cutin "job_wizard_maria01",2;
+ mes "[Dog]";
+ mes "My name is 'Maria Splodofska'. People call me 'Maria'.";
+ mes "I'm helping little ones like you that wish to become Wizards.";
+ next;
+ cutin "job_wizard_maria03",2;
+ mes "[Dog called 'Maria']";
+ mes "The reason I became a dog is...My boyfriend that was experimenting to prepare for the Magic Degree, accidentally turned me into a dog.";
+ mes "Theoretically, in a couple months, the chemicals should wear off and I should be returned to normal. Exactly when, I have no idea?";
+ next;
+ cutin "job_wizard_maria02",2;
+ mes "[Dog called 'Maria']";
+ mes "I'm not a 'dog' called 'Maria'!! Oi!! Listen to me!!";
+ next;
+ mes "[Dog... 'Maria'...]";
+ mes "..........";
+ next;
+ mes "[Maria]";
+ mes "...*BARK* *BARK* *BARK*... I'm upset, but whatever!! You seem busy so I'll just drop it.";
+ next;
+ break;
+ }
+ cutin "job_wizard_maria01",2;
+ mes "[Maria]";
+ mes "Like I said before, to change jobs, talk to Catherine.";
+ mes "She's a new Wizard too.";
+ next;
+ mes "[Maria]";
+ mes "I can tell you more about the job change process, but I can't hold back a busy person now can I?";
+ mes "What do you think? Should I explain some about whats in store for Mages that wish to become Wizards?";
+ next;
+ switch(select("Yes, please! I would like that.:No, it's ok.:A talking dog...")) {
+ case 1:
+ cutin "job_wizard_maria01",2;
+ mes "[Maria]";
+ mes "OK, I will explain the process for you.";
+ next;
+ mes "[Maria]";
+ mes "There are three tests in the job change process.";
+ mes "The first test is collecting magic items.";
+ next;
+ mes "[Maria]";
+ mes "That one begins when you submit an application to Catherine.";
+ mes "She'll either tell you to collect all types of gemstones, or gather stones with attributes.";
+ next;
+ mes "[Maria]";
+ mes "Second test is a magic quiz,";
+ mes "The gloomy Laurel in the corner is in charge of that part.";
+ next;
+ mes "[Maria]";
+ mes "There are questions about magic, monsters, and Mages.";
+ mes "Out of the 10 questions, if you don't get them all correct, he doesn't let you pass. In other words, you fail...";
+ next;
+ mes "[Maria]";
+ mes "Oddly enough, He is in charge of the 3rd test too.";
+ mes "The third test is eliminating monsters.";
+ next;
+ mes "[Maria]";
+ mes "In each room, there are monsters of certain attributes.";
+ mes "You must attack them with the appropriate spells.";
+ next;
+ mes "[Maria]";
+ mes "Well, that's all that I can say. Go apply now.";
+ next;
+ mes "[Maria]";
+ mes "It's better to just try it yourself than to listen to my descriptions.";
+ close2;
+ cutin "job_wizard_maria01",255;
+ warp "gef_dun00",116,102;
+ end;
+ case 2:
+ mes "[Maria]";
+ mes "Really? Ok, then go apply and do your best.";
+ close2;
+ cutin "job_wizard_maria01",255;
+ end;
+ case 3:
+ cutin "job_wizard_maria02",2;
+ mes "[Maria]";
+ mes "I'm not a DOG!! HOOOOWWWWWWLLLLLLL~";
+ next;
+ mes "[Maria]";
+ mes "Dang it! I hope you FAIL!! Go get lost!!";
+ close2;
+ cutin "job_wizard_maria01",255;
+ warp "gef_dun00",116,102;
+ end;
+ }
+ }
+ else if (WIZ_Q == 1) {
+ cutin "job_wizard_maria01",2;
+ mes "[Maria]";
+ mes "You seem lost...";
+ mes "You've applied, and now you're looking for the items right?";
+ next;
+ mes "[Maria]";
+ mes "But since this is only the first test, don't depend on others.";
+ mes "Complete it yourself. Thats the best way.";
+ next;
+ mes "[Maria]";
+ mes "From what I've heard, you have to gather gemstones...";
+ mes "I can't help you directly, but I can give you some advice.";
+ next;
+ mes "[Maria]";
+ mes "First, to get Red Gemstones, go to Culverts in Prontera.";
+ mes "You can obtain them from the Thief Bugs and Thief Bug eggs found plentiful there.";
+ next;
+ mes "[Maria]";
+ mes "Yellow Gemstones are easy to find in the desert.";
+ mes "Condors, Picky's, and sometimes monsters like Golem's drop them.";
+ next;
+ mes "[Maria]";
+ mes "And...*woof* to get Blue Gemstones. Try going to the Byalan Dungeons.";
+ mes "Cornutus, Vadon, and monsters like Mars can drop those Gems.";
+ next;
+ mes "[Maria]";
+ mes "Of course you can get blue Gemstones at the magic shop here in town...";
+ mes "But, finding them yourself would be much more rewarding and helpful later in the test.";
+ next;
+ mes "[Maria]";
+ mes "Anyways, try your best.";
+ mes "This is the basics of being a Wizard.";
+ close2;
+ cutin "job_wizard_maria01",255;
+ end;
+ }
+ else if (WIZ_Q == 2) {
+ cutin "job_wizard_maria01",2;
+ mes "[Maria]";
+ mes "You seem lost...";
+ mes "You've applied, and now you're looking for the items right?";
+ next;
+ mes "[Maria]";
+ mes "But since this is only the first test, don't depend on others for help.";
+ mes "Complete it yourself, thats the best way.";
+ next;
+ mes "[Maria]";
+ mes "From what I've heard, you have to gather elemental stones...";
+ mes "I can't help you directly, but I can give you some advice.";
+ next;
+ mes "[Maria]";
+ mes "Well, you can find the Crystal Blue in Byalan Dungeon.";
+ mes "Cornutus, Kukre, Marina, Vadon...these monsters drop them frequently.";
+ next;
+ mes "[Maria]";
+ mes "You can get Green Live from insect type monsters.";
+ mes "Try hunting monsters like Horn, Mantis, or Vitata.";
+ next;
+ mes "[Maria]";
+ mes "Oh and *woof*, Red Blood. I heard you can get a lot of those from...";
+ mes "Elder Willows, Metallers or Scorpions found in the desert would work well too.";
+ next;
+ mes "[Maria]";
+ mes "For Wind of Verdue. Hornet, Stainer, Steel Chonchon.";
+ mes "If you try just a bit, you can get them really easily.";
+ next;
+ mes "[Maria]";
+ mes "But anyways, always try your best.";
+ mes "It's the basics of being a Wizard.";
+ close2;
+ cutin "job_wizard_maria01",255;
+ end;
+ }
+ else if (WIZ_Q == 3) {
+ cutin "job_wizard_maria01",2;
+ mes "[Maria]";
+ mes "Don't be too relieved just after the first test.";
+ mes "Try your best, as you still have two more tests to go.";
+ close2;
+ cutin "job_wizard_maria01",255;
+ end;
+ }
+ else if (WIZ_Q == 4) {
+ cutin "job_wizard_maria01",2;
+ mes "[Maria]";
+ mes "ZzzzZzzzZzzz...";
+ next;
+ cutin "job_wizard_maria02",2;
+ mes "[Maria]";
+ mes "*wimper*...Blizadris...you suck...Zzz...";
+ close2;
+ cutin "job_wizard_maria02",255;
+ end;
+ }
+ else if (WIZ_Q == 5) {
+ cutin "job_wizard_maria01",2;
+ mes "[Maria]";
+ mes "Oh, you're doing well aren't you?";
+ next;
+ mes "[Maria]";
+ mes "Well, try your best to the very end.";
+ mes "Laurel is waiting.";
+ close2;
+ cutin "job_wizard_maria01",255;
+ end;
+ }
+ else if (WIZ_Q == 6) {
+ cutin "job_wizard_maria01",2;
+ mes "[Maria]";
+ mes "*BARK*...you gave up?";
+ mes "*Sigh*...How can you become a Wizard with such a weak heart?";
+ next;
+ mes "[Maria]";
+ mes "You know that each room has monsters of the same attribute...";
+ mes "If you're a person that deals with magic, you need to know about the different spells.";
+ next;
+ mes "[Maria]";
+ mes "You also need to learn how to counter monsters that use skills.";
+ mes "Your best bet is to kill the monsters that are attacking you first.";
+ next;
+ mes "[Maria]";
+ mes "*Grrr* Anyways, continue the test.";
+ mes "Don't have a weak mind, *woof* and go back! *Bark* *Bark* Right this moment! *BARK*";
+ close2;
+ cutin "job_wizard_maria01",255;
+ end;
+ }
+ else if (WIZ_Q == 7) {
+ cutin "job_wizard_maria01",2;
+ mes "[Maria]";
+ mes "As I thought, I knew you'd be able to do it, I could smell it in yah! *Woof*";
+ mes "Now I can call you Wizard.";
+ next;
+ mes "[Maria]";
+ mes "Congratulations. Always give your best at everything, no matter what.";
+ close2;
+ cutin "job_wizard_maria01",255;
+ end;
+ }
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.1 Now using the initnpctimer command, donpcevent,
+//= and new waitingroom event commands. No more addtimer spamming.
+//= No longer have to talk to the npc to take the test. Just enter the chat room.
+//= 1.2 Changed global variable names to unique ones.
+//= 1.2a Rollback from the wrong Kashy's fix
+//= 1.2b Fixed issue with duplicating monsters thx to Bison.[kobra_k88]
+//= 1.2c changed one Horong to Frilldora (now 3rd room contains 1 agressive mob.)
+//= 1.2d more simplified fire room - removed agressive Desert Wolf [Lupus]
+//= 1.3 Added Baby Class support. 1.5 Fixed possible EXP abuse [Lupus]
+//= 1.6 Added a func which prevent advanced classes passing
+//= 2nd Job Quests again. It also guides adv classes where to go. [Lupus]
+//= 1.7 Replaced 2 Hodes with 2 Horong's (according to the official guide) [Lupus]
+//= 1.8 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon]
+//= 2.1 Changed numbers to constants. [Vicious]
+//= 2.2 Merged back JFunc [Lupus] 2.2a Removed extra MES, added missing NEXT
+//= 2.3 Bigfoot monster summon corrected [Zairik]