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author | daegaladh <daegaladh@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-08-01 04:29:56 +0000 |
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committer | daegaladh <daegaladh@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-08-01 04:29:56 +0000 |
commit | 8832adba3ec9df0f7f890154f69f0993b8d1d8e5 (patch) | |
tree | 0e73afe6a780abf29fe035301f1354f24762da7a /npc/jobs/2-2/bard.txt | |
parent | fa533907d49c7e288be33efb55fcb094f8e48591 (diff) | |
download | hercules-8832adba3ec9df0f7f890154f69f0993b8d1d8e5.tar.gz hercules-8832adba3ec9df0f7f890154f69f0993b8d1d8e5.tar.bz2 hercules-8832adba3ec9df0f7f890154f69f0993b8d1d8e5.tar.xz hercules-8832adba3ec9df0f7f890154f69f0993b8d1d8e5.zip |
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/2-2/bard.txt')
-rw-r--r-- | npc/jobs/2-2/bard.txt | 951 |
1 files changed, 951 insertions, 0 deletions
diff --git a/npc/jobs/2-2/bard.txt b/npc/jobs/2-2/bard.txt new file mode 100644 index 000000000..a4b158ec8 --- /dev/null +++ b/npc/jobs/2-2/bard.txt @@ -0,0 +1,951 @@ +//===== 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] |