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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
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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
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+//===== rAthena Script =======================================
+//= Bard Job Quest
+//===== By: ==================================================
+//= Muad_Dib(The Prometheus Project), Lupus, Samuray22
+//===== Current Version: =====================================
+//= 2.6
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Job quest for Bard class
+//===== Additional Comments: =================================
+//= 2.1b Updated to the Official One. [Samuray22]
+//= 2.2 Fixed BUG when baby classes weren't able to get a job,
+//= - fixed bug with final prize [Lupus] HAVE TO CHANE ALL ITEMS to numeric IDs
+//= 2.3 Updated NPC dialogs and cutins using Aegis 10.3 files. [L0ne_W0lf]
+//= - Fixed error with the present checking. (Lupus beat me to committing)
+//= - Changed the reward checking to use callsub (fixed the flow of the script)
+//= - Optimized and changed the flow of things slightly.
+//= - Temporary character variables "@" are now ".@"
+//= - Fixed some indentation.
+//= - Changed item names to item IDs
+//= 2.4 Fixed hang up on bard quest. ($kiN.) [L0ne_W0lf]
+//= 2.5 Added Quest Log commands. [Kisuka]
+//= 2.6 Removed the need for use of 'goto.' [L0ne_W0lf]
+//============================================================
+
+//=============== Ayealo ============================
+comodo,226,123,5 script Wandering Bard 741,{
+ if(Upper == 1) {
+ mes "[Lalo]";
+ mes "Chosen ones who are destined to become Gods";
+ mes "are so many in this era";
+ mes "but they never realise their fate while alive.";
+ mes "They end up to become ordinary men...";
+ next;
+ mes "[Lalo]";
+ mes "Wind and Clouds, please send this message to them,";
+ mes "who pursue food, clothing, shelter and wealth.";
+ mes "Tell them they are wasting their time...";
+ mes "Tell them they forget the most important goal of the life...";
+ close2;
+ cutin "job_bard_aiolo01",255;
+ end;
+ }
+ else if(BaseJob != Job_Archer) {
+ if(BaseJob == Job_Bard) {
+ mes "[Lalo]";
+ mes "Ooh hey! How's your singing these days?";
+ mes "I wonder if your voice got any better.";
+ next;
+ mes "[Lalo]";
+ mes "You don't forget to spread good news in each town, right?";
+ mes "And don't forget to learn new songs, too...";
+ next;
+ mes "[Lalo]";
+ mes "Never forget to have a positive attitude and the meaning of joy.";
+ mes "Our songs are supposed to deliver happiness and joy to everyone.";
+ }
+ else if(Class == Job_Novice) {
+ cutin "job_bard_aiolo01",2;
+ mes "[Lalo]";
+ mes "The sadness that overcomes my heart.. ";
+ mes "It will not reside..";
+ mes "Is this the reason behind my troubles,";
+ mes "is this why I am weak,";
+ mes "This must be why I cannot seem to forget you...";
+ next;
+ mes "[Lalo]";
+ mes "Oh, sorry. I didn't see you because I was concentrating on writing some lyrics.";
+ mes "Do you want to listen to my songs? Shall I sing a song for you?";
+ next;
+ mes "[Lalo]";
+ mes "Heh... try asking someone else.";
+ mes "I'm trying to compose a new song.";
+ }
+ else {
+ cutin "job_bard_aiolo01",2;
+ mes "[Lalo]";
+ mes "Lalala, lalala. Beautiful Comodo.";
+ mes "Always full of happy moments~";
+ next;
+ mes "[Lalo]";
+ if (sex) {
+ mes "Forget about your worries~";
+ mes "And enjoy everything~";
+ }
+ else mes "Cute lady, shall we dance~";
+ mes "Youth never repeats itself~";
+ }
+ close2;
+ cutin "job_bard_aiolo01",255;
+ end;
+ }
+ else if(BARD_Q == 0) {
+ cutin "job_bard_aiolo01",2;
+ mes "[Lalo]";
+ if (sex) mes "Hi! Delightful Archer.";
+ else mes "Hello! Beautiful Archer Lady.";
+ mes "How can a wanderer like me help you?";
+ next;
+ switch(select("You have a nice voice.:Could you sing for me, please?:Nothing.")) {
+ case 1:
+ mes "[Lalo]";
+ mes "Hahaha! Of course!";
+ mes "if you sing with a happy heart, your voice always gets better.";
+ next;
+ mes "[Lalo]";
+ mes "But, to Bards your voice is your life.";
+ mes "Sometimes your voice will go, but you must be careful.";
+ break;
+
+ case 2:
+ mes "[Lalo]";
+ mes "A song... let's see.";
+ mes "Ok, I got one...";
+ next;
+ mes "[Lalo]";
+ mes "I'll sing.. Drums of War.";
+ mes "*ehem...*cough...gag..mememememe...";
+ mes "1, 2, 3, 4...";
+ next;
+ mes "^000088The sound of horses galloping over the horizon";
+ mes "The dust that covers the distant sun";
+ mes "When thousands of eyes open in the night sky";
+ mes "The castle's fire will burn with power.^000000";
+ next;
+ mes "^000088I can hear.. the beating of my heart.";
+ mes "I can feel.. the blood rushing through my veins.";
+ mes ".. and the weight of my armor.";
+ mes "I can see.. my enemies.^000000";
+ next;
+ mes "^000088Louder, louder louder..";
+ mes "Give strength to the warriors!";
+ mes "Higher, higher, higher..";
+ mes "This day will never come again!^000000";
+ next;
+ mes "^000088Shake the sky and roar through the land.";
+ mes "Make my heart pound again!";
+ mes "Let the trumpets sound, and castle walls ring.";
+ mes "This moment will never come again!^000000";
+ next;
+ mes "[Lalo]";
+ mes "Hmm... that's always a good song to sing.";
+ mes "How was it? Don't you think it's a nice song?";
+ next;
+ if (select("Yes, it was very nice.:No, not really...") == 1) {
+ mes "[Lalo]";
+ mes "Thanks! if you enjoyed my song, it makes me happy, too.";
+ next;
+ if (Sex == 1 && JobLevel > 39) {
+ mes "[Lalo]";
+ mes "It would be nice if more people went around and sang...";
+ mes "Well, it's quite ok as it is now... hmmhmm.";
+ set BARD_Q,1;
+ setquest 3000;
+ close2;
+ cutin "job_bard_aiolo01",255;
+ end;
+ }
+ mes "[Lalo]";
+ mes "if you ever want to hear my song again, just ask.";
+ close2;
+ cutin "job_bard_aiolo01",255;
+ end;
+ }
+ cutin "job_bard_aiolo02",2;
+ mes "[Lalo]";
+ mes "Hmm... Did I lose my senses, I'll have to try harder.";
+ mes "Anyways.. Thanks for listening.";
+ break;
+
+ case 3:
+ cutin "job_bard_aiolo02",2;
+ mes "[Lalo]";
+ mes "Oy, not requesting a song when you run into a Bard isn't very polite.";
+ mes "Well... can't help it since you look like you're in a hurry anyways.";
+ next;
+ mes "[Lalo]";
+ mes "Hunting is good... but you can't forget to relax once in a while.";
+ mes "Youth is short and won't come again once it passes by..";
+ break;
+ }
+ close2;
+ cutin "job_bard_aiolo02",255;
+ end;
+ }
+ else if(BARD_Q == 1) {
+ cutin "job_bard_aiolo01",2;
+ mes "[Lalo]";
+ mes "Hey there Archer fellow.";
+ mes "How can a wanderer like me help you?";
+ next;
+ switch(select("You have a nice voice.:Could you sing for me, please?:Nothing.")) {
+ case 1:
+ mes "[Lalo]";
+ mes "Hoho, your voice is rather nice as well?";
+ mes "Ever think about singing?";
+ next;
+ if (select("Of course!:I can't quite possibly...") == 1) {
+ mes "[Lalo]";
+ mes "Haha, nice attitude. You have to be like that to become a Bard.";
+ mes "I'll help you become a Bard then.";
+ next;
+ mes "[Lalo]";
+ mes "But before that... do you think you can bring me a Flower?";
+ mes "I need to smell the scent of a Flower to feel like teaching.";
+ next;
+ mes "[Lalo]";
+ mes "It doesn't really matter which Flower, but try to bring one that I like.";
+ mes "And don't just buy any random Flower, ok?";
+ set BARD_Q,2;
+ changequest 3000,3001;
+ close2;
+ cutin "job_bard_aiolo01",255;
+ end;
+ }
+ mes "[Lalo]";
+ mes "Haha, what a timid one.";
+ mes "Don't think so little of yourself.";
+ next;
+ mes "[Lalo]";
+ mes "You have plenty of talent.";
+ mes "Come again if you change your mind.";
+ break;
+
+ case 2:
+ mes "[Lalo]";
+ mes "Hmm... seems like you have some singing talents?";
+ mes "Don't just request songs.. singing to others is quite fun, too.";
+ next;
+ mes "[Lalo]";
+ mes "Try enjoying your life as a Bard.";
+ mes "You go from town to town, singing to the people. Doesn't it sound great?";
+ break;
+
+ case 3:
+ mes "[Lalo]";
+ mes "Hmm... I'm not sure what's what, but enjoy life.";
+ mes "You look too uptight.";
+ next;
+ mes "[Lalo]";
+ mes "Well then~ Have a great time~";
+ break;
+ }
+ close2;
+ cutin "job_bard_aiolo01",255;
+ end;
+ }
+ else if(BARD_Q == 2) {
+ cutin "job_bard_aiolo01",2;
+ mes "[Lalo]";
+ mes "Welcome! Archer friend.";
+ mes "Did you bring a Flower? Let me see.";
+ next;
+ mes "[Lalo]";
+ //Good Flowers
+ if (countitem(629) > 0) {
+ mes "Ooh! It's a Singing Flower!";
+ mes "It's full of my memories...";
+ next;
+ delitem 629,1; //Singing Flower
+ mes "[Lalo]";
+ mes "My friend Tchaikovsky used to like it.";
+ mes "I wonder what he's doing now...";
+ }
+ else if(countitem(703) > 0) {
+ mes "Aah... the cute Hinelle...";
+ mes "It doesn't have a scent but it's a very moderate cute flower.";
+ next;
+ delitem 703,1; //Hinalle
+ mes "[Lalo]";
+ mes "The leaves gave me strength when I used to fall.";
+ mes "I really like this flower, thank you.";
+ }
+ else if(countitem(704) > 0) {
+ mes "Aloe... This is a rare flower.";
+ mes "How'd you get it? Rather skilled, eh?";
+ next;
+ delitem 704,1; //Aloe
+ mes "[Lalo]";
+ mes "The leaves are good and Aloe Vera is delicious, too..";
+ mes "but it's defnitely the most beautiful when it's a flower.";
+ }
+ else if(countitem(708) > 0) {
+ mes "Ment... You can forget about all your hardships with one of these.";
+ mes "Nice to see it in such a long time!";
+ next;
+ delitem 708,1; //Ment
+ mes "[Lalo]";
+ mes "I heard you can make Anodyne with it...";
+ mes "But that would be a slight waste.. thanks!";
+ }
+ else if(countitem(709) > 0) {
+ mes "Ooh, isn't this an Izidor?";
+ mes "It's a dangerous yet beautiful flower...";
+ next;
+ delitem 709,1; //Izidor
+ mes "[Lalo]";
+ mes "The deep purple charms a person.. ";
+ mes "Thank you, I really like this flower.";
+ }
+ else if(countitem(748) > 0) {
+ mes "Ooh, a Witherless Rose. The strong flower that doesn't wither.";
+ mes "Great to give to a girlfriend.";
+ next;
+ delitem 748,1; //Witherless_Rose
+ mes "[Lalo]";
+ mes "I wonder if it would be ok for a wanderer like me to accept it.";
+ mes "Haha, it should be ok.. right?";
+ }
+ else if(countitem(749) > 0 ) {
+ mes "Frozen Rose... you can't really call this a flower,";
+ mes "But it is still beautiful... a clear Rose.";
+ next;
+ delitem 749,1; //Frozen_Rose
+ mes "[Lalo]";
+ mes "You can call it a flower even though it doesn't have a scent anymore.";
+ mes "Then I'll greatly take this.";
+ }
+ else if(countitem(710) > 0) {
+ mes "Oh, isn't this an Illusion Flower!?";
+ mes "Wow, how did you obtain such a rare flower!!";
+ next;
+ delitem 710,1; //Illusion_Flower
+ mes "[Lalo]";
+ mes "Than you very much, aah... I feel like heaven is in front of my eyes.";
+ mes "What a wonderful feeling! I'm really happy!";
+ }
+ //Bad Flowers
+ else if(countitem(712) > 0) {
+ cutin "job_bard_aiolo02",2;
+ mes "Eh? This is just a normal flower.";
+ mes "I like it... but it's not enough.";
+ next;
+ mes "[Lalo]";
+ mes "You can get this flower from the girl in Prontera.";
+ mes "Please bring me a different flower.";
+ close2;
+ cutin "job_bard_aiolo02",255;
+ end;
+ }
+ else if(countitem(744) > 0) {
+ mes "Oh no, you brought a Bouquet?";
+ mes "You can't bring me something like this.";
+ next;
+ mes "[Lalo]";
+ mes "Go give this to a graduating Sage or something.";
+ mes "Since it's great as that kind of gift... Bring a different flower.";
+ close2;
+ cutin "job_bard_aiolo01",255;
+ end;
+ }
+ else if(countitem(745) > 0) {
+ cutin "job_bard_aiolo02",2;
+ mes "Oy oy... did you go to a wedding or something?";
+ mes "What do you expect a guy to do with a Wedding Bouquet?";
+ next;
+ mes "[Lalo]";
+ mes "It's not me. Go give it to a lady or something.";
+ mes "This isn't the type of flower I wanted.";
+ close2;
+ cutin "job_bard_aiolo02",255;
+ end;
+ }
+ else if(countitem(2207) > 0) {
+ mes "Mmm... a Fancy Flower.";
+ mes "It's nice... but this isn't good enough.";
+ next;
+ mes "[Lalo]";
+ mes "I like flowers that have a scent and are beautiful.";
+ mes "I don't like fake flowers that go on top of heads.";
+ close2;
+ cutin "job_bard_aiolo01",255;
+ end;
+ }
+ else if(countitem(1032) > 0) {
+ cutin "job_bard_aiolo02",2;
+ mes "...Agh, why'd you bring such a hideous thing?";
+ mes "Are you thinking at all?";
+ next;
+ mes "[Lalo]";
+ mes "if you were trying to be funny, it was a good attempt...";
+ mes "but bring a normal flower now.";
+ close2;
+ cutin "job_bard_aiolo02",255;
+ end;
+ }
+ else {
+ cutin "job_bard_aiolo02",2;
+ mes "Hmm? What... you didnt' bring anything.";
+ mes "Didn't I ask you to bring a flower?";
+ next;
+ mes "[Lalo]";
+ mes "Well... if you want to learn on your own, then so be it.";
+ mes "Anyone can just go out and sing.";
+ close2;
+ cutin "job_bard_aiolo02",255;
+ end;
+ }
+ next;
+ cutin "job_bard_aiolo01",2;
+ mes "[Lalo]";
+ mes "As I promised, I'll help you become a Bard.";
+ mes "But it's not easy my friend. Haha!";
+ next;
+ mes "[Lalo]";
+ mes "It is important to get to know a lot of people to learn how to sing.";
+ mes "You must also keep up with all the things going on in different villages...";
+ next;
+ mes "[Lalo]";
+ mes "There's a talking snowman in a town called Lutie.";
+ mes "Go there and bring back a present.";
+ next;
+ set BARD_Q,3;
+ changequest 3001,3002;
+ set xmas_npc,1;
+ mes "[Lalo]";
+ mes "if you become friends with ^008800Jack Frost^000000, you will receive something.";
+ mes "And also talk to the townspeople while you're at it...";
+ close2;
+ cutin "job_bard_aiolo01",255;
+ end;
+ }
+ else if ((BARD_Q >= 3) || (BARD_Q <= 5)) {
+ if (BARD_Q == 3) {
+ if(xmas_npc > 10) { //this var is set in LUTIE.TXT
+ cutin "job_bard_aiolo01",2;
+ mes "[Lalo]";
+ mes "How was the trip? Did you meet a lot of people?";
+ mes "You should have been able to learn something more important than a gift.";
+ next;
+ mes "[Lalo]";
+ mes "Then, do you want to try singing...?";
+ mes "I'll sing a short melody...";
+ mes "and you try after.";
+ if(checkquest(3003) == -1) {
+ changequest 3002,3003;
+ }
+ next;
+ mes "[Lalo]";
+ mes "Here I go.";
+ mes "Ehem *clears throat*";
+ mes "1, 2, 3, 4";
+ next;
+ }
+ else {
+ cutin "job_bard_aiolo01",2;
+ set xmas_npc,1;
+ mes "[Lalo]";
+ mes "Eh, you still haven't become his friend?";
+ mes "Talking will not be enough.";
+ next;
+ mes "[Lalo]";
+ mes "if you become friends with ^008800Jack Frost^000000, you will receive something.";
+ mes "And talk with the village people, too...";
+ close2;
+ cutin "job_bard_aiolo01",255;
+ end;
+ }
+ }
+ else if (BARD_Q == 4) {
+ cutin "job_bard_aiolo01",2;
+ mes "[Lalo]";
+ mes "Hmm... this time you can do better, right?";
+ mes "Let's try again, you can do it.";
+ next;
+ mes "[Lalo]";
+ mes "I'll sing one part...";
+ mes "and you try it after.";
+ next;
+ mes "[Lalo]";
+ mes "Here we go.";
+ mes "*Ehem*";
+ mes "1, 2, 3, 4";
+ next;
+ }
+ if (BARD_Q != 5) {
+ set .@bard_s, rand(1,5);
+ if (.@bard_s == 1) {
+ mes "^3377FFThere was a man^000000";
+ mes "who was said to be immortal.";
+ mes "His name Jichfreid,";
+ mes "Son of the hero Jichmunt.";
+ mes "The evil giant Papner,";
+ mes "Turned into a dragon and ate him.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "There was a man")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFThere was a man";
+ mes "who was said to be immortal.^000000";
+ mes "His name Jichfreid,";
+ mes "Son of the hero Jichmunt.";
+ mes "The evil giant Papner,";
+ mes "Turned into a dragon and ate him.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "who was said to be immortal.")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFThere was a man";
+ mes "who was said to be immortal.";
+ mes "His name Jichfreid,^000000";
+ mes "Son of the hero Jichmunt.";
+ mes "The evil giant Papner,";
+ mes "Turned into a dragon and ate him.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "His name Jichfreid,")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFThere was a man";
+ mes "who was said to be immortal.";
+ mes "His name Jichfreid,";
+ mes "Son of the hero Jichmunt.^000000";
+ mes "The evil giant Papner,";
+ mes "Turned into a dragon and ate him.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "Son of the hero Jichmunt.")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFThere was a man";
+ mes "who was said to be immortal.";
+ mes "His name Jichfreid,";
+ mes "Son of the hero Jichmunt.";
+ mes "The evil giant Papner,^000000";
+ mes "Turned into a dragon and ate him.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "The evil giant Papner,")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFThere was a man";
+ mes "who was said to be immortal.";
+ mes "His name Jichfreid,";
+ mes "Son of the hero Jichmunt.";
+ mes "The evil giant Papner,";
+ mes "Turned into a dragon and ate him.^000000";
+ next;
+ input .@Song$;
+ if (.@Song$ != "Turned into a dragon and ate him.")
+ set .@w_point,.@w_point+1;
+ }
+ else if (.@bard_s == 2) {
+ mes "^3377FFA Merchant without money or equipment,^000000";
+ mes "a Merchant that couldn't sell anything.";
+ mes "But he was too proud to beg.";
+ mes "So he gathered some money selling items.";
+ mes "At first he only sold Red Potions.";
+ mes "Some say he sold Sweet Potatoes, too.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "A Merchant without money or equipment,")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFA Merchant without money or equipment,";
+ mes "a Merchant that couldn't sell anything.^000000";
+ mes "But he was too proud to beg.";
+ mes "So he gathered some money selling items.";
+ mes "At first he only sold Red Potions.";
+ mes "Some say he sold Sweet Potatoes, too.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "a Merchant that couldn't sell anything.")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFA Merchant without money or equipment,";
+ mes "a Merchant that couldn't sell anything.";
+ mes "But he was too proud to beg.^000000";
+ mes "So he gathered some money selling items.";
+ mes "At first he only sold Red Potions.";
+ mes "Some say he sold Sweet Potatoes, too.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "But he was too proud to beg.")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFA Merchant without money or equipment,";
+ mes "a Merchant that couldn't sell anything.";
+ mes "But he was too proud to beg.";
+ mes "So he gathered some money selling items.^000000";
+ mes "At first he only sold Red Potions.";
+ mes "Some say he sold Sweet Potatoes, too.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "So he gathered some money selling items.")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFA Merchant without money or equipment,";
+ mes "a Merchant that couldn't sell anything.";
+ mes "But he was too proud to beg.";
+ mes "So he gathered some money selling items.";
+ mes "At first he only sold Red Potions.^000000";
+ mes "Some say he sold Sweet Potatoes, too.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "At first he only sold Red Potions.")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFA Merchant without money or equipment,";
+ mes "a Merchant that couldn't sell anything.";
+ mes "But he was too proud to beg.";
+ mes "So he gathered some money selling items.";
+ mes "At first he only sold Red Potions.";
+ mes "Some say he sold Sweet Potatoes, too.^000000";
+ next;
+ input .@Song$;
+ if (.@Song$ != "Some say he sold Sweet Potatoes, too.")
+ set .@w_point,.@w_point+1;
+ }
+ else if (.@bard_s == 3) {
+ mes "^3377FFAll Gods never age.^000000";
+ mes "The ever so Beautiful Goddess Eden,";
+ mes "Beautiful and graceful Goddess Eden,";
+ mes "Odin's daughter-in-law and Bragi's wife.";
+ mes "Her sweet apples in her basket,";
+ mes "All thanks to her sweet apples.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "All Gods never age.")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFAll Gods never age.";
+ mes "The ever so Beautiful Goddess Eden,^000000";
+ mes "Beautiful and graceful Goddess Eden,";
+ mes "Odin's daughter-in-law and Bragi's wife.";
+ mes "Her sweet apples in her basket,";
+ mes "All thanks to her sweet apples.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "The ever so Beautiful Goddess Eden,")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFAll Gods never age.";
+ mes "The ever so Beautiful Goddess Eden,";
+ mes "Beautiful and graceful Goddess Eden,^000000";
+ mes "Odin's daughter-in-law and Bragi's wife.";
+ mes "Her sweet apples in her basket,";
+ mes "All thanks to her sweet apples.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "Beautiful and graceful Goddess Eden,")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFAll Gods never age.";
+ mes "The ever so Beautiful Goddess Eden,";
+ mes "Beautiful and graceful Goddess Eden,";
+ mes "Odin's daughter-in-law and Bragi's wife.^000000";
+ mes "Her sweet apples in her basket,";
+ mes "All thanks to her sweet apples.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "Odin's daughter-in-law and Bragi's wife.")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFAll Gods never age.";
+ mes "The ever so Beautiful Goddess Eden,";
+ mes "Beautiful and graceful Goddess Eden,";
+ mes "Odin's daughter-in-law and Bragi's wife.";
+ mes "Her sweet apples in her basket,^000000";
+ mes "All thanks to her sweet apples.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "Her sweet apples in her basket,")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFAll Gods never age.";
+ mes "The ever so Beautiful Goddess Eden,";
+ mes "Beautiful and graceful Goddess Eden,";
+ mes "Odin's daughter-in-law and Bragi's wife.";
+ mes "Her sweet apples in her basket,";
+ mes "All thanks to her sweet apples.^000000";
+ next;
+ input .@Song$;
+ if (.@Song$ != "All thanks to her sweet apples.")
+ set .@w_point,.@w_point+1;
+ }
+ else if (.@bard_s == 4) {
+ mes "^3377FFBragi, Bragi,^000000";
+ mes "Forever call the poets name.";
+ mes "My songs are his breath,";
+ mes "My mind is his will,";
+ mes "All wandering poets are his people,";
+ mes "And all praise shall go to him.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "Bragi, Bragi,")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFBragi, Bragi,";
+ mes "Forever call the poets name.^000000";
+ mes "My songs are his breath,";
+ mes "My mind is his will,";
+ mes "All wandering poets are his people,";
+ mes "And all praise shall go to him.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "Forever call the poets name.")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFBragi, Bragi,";
+ mes "Forever call the poets name.";
+ mes "My songs are his breath,^000000";
+ mes "My mind is his will,";
+ mes "All wandering poets are his people,";
+ mes "And all praise shall go to him.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "My songs are his breath,")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFBragi, Bragi,";
+ mes "Forever call the poets name.";
+ mes "My songs are his breath,";
+ mes "My mind is his will,^000000";
+ mes "All wandering poets are his people,";
+ mes "And all praise shall go to him.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "My mind is his will,")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFBragi, Bragi,";
+ mes "Forever call the poets name.";
+ mes "My songs are his breath,";
+ mes "My mind is his will,";
+ mes "All wandering poets are his people,^000000";
+ mes "And all praise shall go to him.";
+ next;
+ input .@Song$;
+ if (.@Song$ != "All wandering poets are his people,")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFBragi, Bragi,";
+ mes "Forever call the poets name.";
+ mes "My songs are his breath,";
+ mes "My mind is his will,";
+ mes "All wandering poets are his people,";
+ mes "And all praise shall go to him.^000000";
+ next;
+ input .@Song$;
+ if (.@Song$ != "And all praise shall go to him.")
+ set .@w_point,.@w_point+1;
+ }
+ else {
+ mes "^3377FFLouder, louder, louder.^000000";
+ mes "Give strength to the warriors!";
+ mes "Shake the sky and roar through the land.";
+ mes "Make my heart pound again!";
+ mes "Let the castle walls ring.";
+ mes "This day will never come again!";
+ next;
+ input .@Song$;
+ if (.@Song$ != "Louder, louder, louder.")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFLouder, louder, louder.";
+ mes "Give strength to the warriors!^000000";
+ mes "Shake the sky and roar through the land.";
+ mes "Make my heart pound again!";
+ mes "Let the castle walls ring.";
+ mes "This day will never come again!";
+ next;
+ input .@Song$;
+ if (.@Song$ != "Give strength to the warriors!")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFLouder, louder, louder.";
+ mes "Give strength to the warriors!";
+ mes "Shake the sky and roar through the land.^000000";
+ mes "Make my heart pound again!";
+ mes "Let the castle walls ring.";
+ mes "This day will never come again!";
+ next;
+ input .@Song$;
+ if (.@Song$ != "Shake the sky and roar through the land.")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFLouder, louder, louder.";
+ mes "Give strength to the warriors!";
+ mes "Shake the sky and roar through the land.";
+ mes "Make my heart pound again!^000000";
+ mes "Let the castle walls ring.";
+ mes "This day will never come again!";
+ next;
+ input .@Song$;
+ if (.@Song$ != "Make my heart pound again!")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFLouder, louder, louder.";
+ mes "Give strength to the warriors!";
+ mes "Shake the sky and roar through the land.";
+ mes "Make my heart pound again!";
+ mes "Let the castle walls ring.^000000";
+ mes "This day will never come again!";
+ next;
+ input .@Song$;
+ if (.@Song$ != "Let the castle walls ring.")
+ set .@w_point,.@w_point+1;
+
+ mes "^3377FFLouder, louder, louder.";
+ mes "Give strength to the warriors!";
+ mes "Shake the sky and roar through the land.";
+ mes "Make my heart pound again!";
+ mes "Let the castle walls ring.";
+ mes "This day will never come again!^000000";
+ next;
+ input .@Song$;
+ if (.@Song$ != "This day will never come again!")
+ set .@w_point,.@w_point+1;
+ }
+
+ if (.@w_point) {
+ cutin "job_bard_aiolo02",2;
+ mes "[Lalo]";
+ mes "Oy, You got the lyrics wrong!";
+ mes "Can't you even sing along..?";
+ next;
+ mes "[Lalo]";
+ mes "Your pronunciation is very unclear.";
+ mes "Do a better job next time.";
+ close2;
+ cutin "job_bard_aiolo02",255;
+ end;
+ }
+ mes "[Lalo]";
+ mes "..........";
+ next;
+ set BARD_Q,5;
+ mes "[Lalo]";
+ mes "Wonderful! Finished it in one try!";
+ mes "You can become a great Bard. ";
+ next;
+ mes "[Lalo]";
+ mes "Mmm... So you will not become a Bard.";
+ mes "But I want to give you a souvenir...";
+ next;
+ mes "[Lalo]";
+ mes "Do you want to just change jobs now?";
+ mes "Or do you want a present.";
+ next;
+ set .@selection,select("Just change my job please.:I'd be thankful for a present.");
+ }
+ if ((.@selection == 1) || (BARD_Q == 5)) {
+ if(SkillPoint) {
+ cutin "job_bard_aiolo01",2;
+ mes "[Lalo]";
+ mes "Ah... Everything is good, but you still have some skill points left.";
+ mes "Go learn the rest of the skills and come back.";
+ next;
+ mes "[Lalo]";
+ mes "And I am going to give you a small present...";
+ mes "So bring some trunks.";
+ mes "It doesn't matter what kind, as long as they are 60 of the same kind...";
+ close2;
+ cutin "job_bard_aiolo01",255;
+ end;
+ }
+ else {
+ switch(BARD_Q) {
+ case 5:
+ if(countitem(1019) > 59) callsub S_ChangeJob,1019,1901;
+ else if(countitem(1068) > 59) callsub S_ChangeJob,1068,1903;
+ else if(countitem(1067) > 59) callsub S_ChangeJob,1067,1903;
+ else if(countitem(1066) > 59) {
+ if(JobLevel > 49) callsub S_ChangeJob,1066,1910;
+ else callsub S_ChangeJob,1066,1905;
+ }
+ cutin "job_bard_aiolo01",2;
+ mes "[Lalo]";
+ mes "Mmm? Seems like you haven't prepared all trunks the yet? ";
+ mes "Do you want to just change jobs anyways?";
+ next;
+ if (select("Yes, just change my job already.:No, I'll go prepare them.") == 2)
+ break;
+ default:
+ completequest 3003;
+ callfunc "Job_Change",Job_Bard;
+ callfunc "F_ClearJobVar"; //clears all job variables for the current player
+ mes "[Lalo]";
+ mes "Very well! Hope you sing happy enjoyable songs.";
+ mes "Live like the wind and the clouds!";
+ next;
+ mes "[Lalo]";
+ mes "See you again next time!";
+ close2;
+ cutin "job_bard_aiolo01",255;
+ end;
+ }
+ }
+ }
+ changequest 3003,3004;
+ mes "[Lalo]";
+ mes "Hmm... very well, bring some trunks.";
+ mes "It doesn't matter what kind, as long as they are 60 of the same kind...";
+ next;
+ mes "[Lalo]";
+ mes "I will give you a gift once you bring them.";
+ mes "Have a safe trip.";
+ close2;
+ cutin "job_bard_aiolo01",255;
+ end;
+ }
+ cutin "job_bard_aiolo01",2;
+ mes "[Lalo]";
+ mes "Whee~ whee~ whee~";
+ close2;
+ cutin "job_bard_aiolo01",255;
+ end;
+
+S_ChangeJob:
+ completequest 3004;
+ callfunc "Job_Change",Job_Bard;
+ callfunc "F_ClearJobVar";
+ mes "[Lalo]";
+ mes "Good job. I will make you a job change souvenir with this.";
+ mes "Wait just a moment.";
+ next;
+ mes "[Lalo]";
+ mes "^3355FFScrape Scrape Tang Tang^000000";
+ mes "^3355FFSqueak Squeak Scratch Scratch^000000";
+ delitem getarg(0),60;
+ getitem getarg(1),1;
+ next;
+ mes "[Lalo]";
+ mes "Here you go, a souvenir. It is useful when you sing.";
+ mes "Hope you sing happy songs.";
+ next;
+ mes "[Lalo]";
+ mes "See you next time!";
+ close2;
+ cutin "job_bard_aiolo01",255;
+ end;
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= 07/06/05 : Added 1st Version. [Muad_Dib]
+//= Converted to rAthena format by Dr.Evil
+//= Info about gifts and other info --> http://www.ragnainfo.net/forums/viewtopic.php?t=51467&start=0
+//= 1.1 Optimized, changed some stuff, fixed some bugs [Lupus]
+//= 1.1a minor song test fix [Lupus]
+//= 1.2 Fixed wrong item ID, added missing commands [Lupus]
+//= 1.3 Updated flower sub-quest according to official [Lupus]
+//= 1.4 Changed priority for the gifts. Now you can win the 1st
+//= prize, too. Added Izidor flower [Lupus]
+//= 2.0 Changed numbers to constants. [Vicious]