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author | samuray22 <samuray22@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-05-19 02:11:20 +0000 |
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committer | samuray22 <samuray22@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-05-19 02:11:20 +0000 |
commit | 1718c0ec0cac0e63a0e3331d2709c930c5818ad9 (patch) | |
tree | 6699e20d8c3e68a137cbc609067c549ad943b260 /npc/jobs | |
parent | 261dd5c0f7b752c55c6954841644621123af1123 (diff) | |
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* Rev 10572 Updated Bard quest to the official one.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@10572 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc/jobs')
-rw-r--r-- | npc/jobs/2-2/bard.txt | 1311 |
1 files changed, 857 insertions, 454 deletions
diff --git a/npc/jobs/2-2/bard.txt b/npc/jobs/2-2/bard.txt index 17330cc1b..3f41c5a16 100644 --- a/npc/jobs/2-2/bard.txt +++ b/npc/jobs/2-2/bard.txt @@ -1,14 +1,13 @@ //===== eAthena Script ======================================= //= Bard Job Quest //===== By: ================================================== -//= Muad_Dib(The Prometheus Project), Lupus +//= Muad_Dib(The Prometheus Project), Lupus, Samuray22 //===== Current Version: ===================================== -//= 2.0 +//= 2.1b //===== Compatible With: ===================================== //= eAthena Final //===== Description: ========================================= -//= Bard job quest based off a Prometheus Project script -//= and other sources for clarity +//= Bard job quest based on ASB 4.0. //===== Additional Comments: ================================= // 07/06/05 : Added 1st Version. [Muad_Dib] // Converted to eAthena format by Dr.Evil @@ -19,459 +18,863 @@ // 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] +// 2.0 Changed numbers to constants. [Vicious] +// 2.1b Updated to the Official One. [Samuray22] //============================================================ - -comodo,226,123,5 script Wandering Bard 741,{ - callfunc "F_BlockHigh",Job_Archer_High,"High Archer",Job_Clown,"Clown","Wandering Bard"; - - if (BARD_Q == 1) goto L_BQ1; - if (BARD_Q == 2) goto L_BQ2; - if (BARD_Q == 3) goto L_SINGING; - if (BARD_Q == 4) goto L_BQ4; - if (BaseJob == Job_Bard) goto L_CLOSE; - if (BaseJob == Job_Archer && Sex == 1) goto L_ARCHER; - - mes "[Lalo]"; - mes "It's a fine day to sing eh."; - close; - -L_ARCHER: - mes "[Lalo]"; - mes "Hi! Delightful Archer."; - mes "How can a wanderer like me help you?"; - next; - menu "You have a nice voice.",-,"Could you sing for me, please?",M_1,"Nothing",M_NOTHING; - - mes "[Lalo]"; - mes "Hoho, your voice is rather nice as well?"; - mes "Ever think about singing?"; - next; - menu "Of course!",-,"I can't quite possibly...",M_ICANT; - - mes "[Lalo]"; - mes "Haha, nice attitude. You have to be"; - mes "like that to become a Bard."; - mes "I'll help you become a Bard then."; - next; - if(JobLevel >= 40) goto L_GONOW; - mes "[Lalo]"; - mes "But before that... you need to be"; - mes "at least base 40 to be a Bard."; - next; - mes "[Lalo]"; - mes "Just come back again ok."; - close; - -L_GONOW: - set JBLVL, JobLevel; // used to determine what item to get at the end - mes "[Lalo]"; - mes "But before that... do you think you can bring me a Flower?"; - mes "I need to smell the scent of a"; - mes "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,1; - close; - -M_ICANT: - 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."; - close; - -M_1: - 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 "[Lalo]"; - mes "The sound of the horses galloping over the horizon"; - mes "The dust that covers the distant sun."; - mes "Where thousands of eyes open in the night sky"; - mes "The castle's fire will burn with power."; - next; - mes "[Lalo]"; - mes "I 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."; - next; - mes "[Lalo]"; - mes "Louder, louder louder..."; - mes "Give strength to the warriors!"; - mes "Higher, higher, higher..."; - mes "This day will never come again!"; - next; - mes "[Lalo]"; - mes "Shake the sky and roar the 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!"; - next; - mes "[Lalo]"; - mes "Hmm.. that's always a good song to sing."; - mes "How it was it? Don't you think it's a nice song?"; - next; - menu "Yes, it was really nice",-,"No, not really...",M_NO; - - mes "[Lalo]"; - mes "Thanks! If you enjoyed my song, it"; - mes "makes me happy, too."; - next; - mes "[Lalo]"; - mes "It would be nice if more people"; - mes "went around and sang..."; - mes "Well, its quite ok as it is now..."; - mes "hmmhmmm."; - close; - -M_NO: - mes "[Lalo]"; - mes "Hmmm... Did I loose my senses I'll "; - mes "have to try harder."; - mes "Anyways... Thanks for listening."; - close; - -M_NOTHING: - mes "[Lalo]"; - mes "Oh not requesting a song when you"; - mes "run into a Bard isn't very polite."; - mes "Well...can't help it since you"; - mes "look like you're in a hurry"; - mes "anyways."; - next; - mes "[Lalo]"; - mes "Hunting is good... but you can't"; - mes "forget to relax once in a while."; - mes "Youth is short and won't come again"; - mes "once it passes by.."; - close; - -L_BQ1: - mes "[Lalo]"; - mes "Welcome! Archer friend."; - mes "Did you bring a Flower? Let me see."; - next; - if(countitem(1032) >= 1) goto L_UGLYFLOWER; //Items: Maneater_Blossom, - if(countitem(703) >= 1) goto L_FLOWER1; //Items: Hinalle, -L_NEXT2: - if(countitem(708) >= 1) goto L_FLOWER2; //Items: Ment, -L_NEXT3: - if(countitem(629) >= 1) goto L_FLOWER3; //Items: Singing_Flower, -L_NEXT4: - if(countitem(710) >= 1) goto L_FLOWER4; //Items: Illusion_Flower, -L_NEXT5: - if(countitem(748) >= 1) goto L_FLOWER5; //Items: Witherless_Rose, -L_NEXT6: - if(countitem(709) >= 1) goto L_FLOWER6; //Item: Izidor -L_NEXT7: - if(countitem(712) < 1) goto M_NOTHAVE; //Item: Flower//Items: Flower, - - mes "[Lalo]"; - mes "Eh? This is just a normal flower."; - mes "I like it... but it's not enough."; - mes "Please bring me a different flower."; - close; - -L_UGLYFLOWER: - mes "[Lalo]"; - mes "What is it?! Please, back off and put it away from my face."; - mes "I do really hate maneater blossoms!!!"; - mes "THEY ARE SO UGLY!"; - emotion e_omg; - close; - -M_NOTHAVE: - mes "[Lalo]"; - mes "Well suit your self."; - mes "I don't like that flower anyway."; - close; - -L_FLOWER1: - mes "[Lalo]"; - mes "Can I have that Hinalle?"; - next; - menu "Yes",-,"No",L_NEXT2; - if(countitem(703) < 1) goto M_NOTHAVE; - delitem 703,1; //Items: Hinalle, - goto L_GOOD; - -L_FLOWER2: - mes "[Lalo]"; - mes "Can I have that Ment?"; - next; - menu "Yes",-,"No",L_NEXT3; - if(countitem(708) < 1) goto M_NOTHAVE; - delitem 708,1; //Items: Ment, - goto L_GOOD; - -L_FLOWER3: - mes "[Lalo]"; - mes "Can I have that Singing Flower?"; - next; - menu "Yes",-,"No",L_NEXT4; - if(countitem(629) < 1) goto M_NOTHAVE; - delitem 629,1; //Items: Singing_Flower, - goto L_GOOD; - -L_FLOWER4: - mes "[Lalo]"; - mes "Can I have that Illusion Flower?"; - next; - menu "Yes",-,"No",L_NEXT5; - if(countitem(710) < 1) goto M_NOTHAVE; - delitem 710,1; //Items: Illusion_Flower, - goto L_GOOD; - -L_FLOWER5: - mes "[Lalo]"; - mes "Can I have that Witherless Rose?"; - next; - menu "Yes",-,"No",L_NEXT6; - if(countitem(748) < 1) goto M_NOTHAVE; - delitem 748,1; //Items: Witherless_Rose, - goto L_GOOD; - -L_FLOWER6: - mes "[Lalo]"; - mes "Can I have that Izidor?"; - next; - menu "Yes",-,"No",L_NEXT7; - if(countitem(709) < 1) goto M_NOTHAVE; - delitem 709,1; //Items: Izidor - -L_GOOD: - mes "[Lalo]"; - mes "It doesn't have a scent but it's a"; - mes "very moderate cute flower."; - mes "The leaves gave me strength when I"; - mes "used to fall."; - mes "I really like this flower, thank you."; - next; - 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"; - mes "lot of people to learn how to sing."; - mes "You must also keep up with all the"; - mes "things going on 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; - mes "[Lalo]"; - mes "If you become friends with Jack"; - mes "Frost, you will receive something."; - mes "And also talk to townspeople"; - mes "while you're at it..."; - set BARD_Q,2; - close; -L_BQ2: - if (xmas_npc == 11) goto L_BQ3; //this var is set in LUTIE.TXT - mes "[Lalo]"; - mes "I'm waiting for the good news."; - mes "For now go to Lutie and make"; - mes "friends with Jack Frost."; - close; -L_BQ3: - mes "[Lalo]"; - mes "How was the trip? Did you meet a lot of people?"; - mes "You should have more important than a gift."; - set BARD_Q,3; - next; -L_SINGING: - mes "[Lalo]"; - mes "Then, do you want to try singing...?"; - mes "I'll sing a short melody..."; - mes "and you try after."; - next; - mes "[Lalo]"; - mes "Here I go."; - mes "Ehem *clears throat*"; - mes "1, 2, 3, 4"; - next; - mes "[Lalo]"; -//this should text input - mes "All Gods never age."; - mes "The ever so beautiful Goddess"; - mes "Eden,"; - mes "Beatuful and graceful Goddess"; - mes "Eden,"; - mes "Odin's daugther-in-law and Bragis"; - mes "wife"; - mes "Her sweet apples in her basket,"; - mes "All thanks to her sweet apples."; - - set @score,0; - next; - mes "[Lalo]"; - mes "Now you try..."; - next; - - menu "All Gods never age.",-,"All Gods never age?",M_S2,"All Gods never age,",M_S2,"Are Gods never age?",M_S2; - - set @score,@score+10; - -M_S2: - menu "The ever so beautiful Goddess,",M_S3,"The ever so beautiful Goddess.",M_S3,"The never beautiful Goddess.",M_S3,"The ever so beautiful Goddess",-; - - set @score,@score+10; - -M_S3: - menu "Odins,",M_S4,"Odin.",M_S4,"Odin,",M_S4,"Eden,",-; - - set @score,@score+10; -M_S4: - menu "Very beatuful Goddess",M_S5,"Beatuful and Graceful Goddess",M_S5,"Beatuful and graceful Goddess",-,"Beatuful and the graceful Goddess",M_S5; - - set @score,@score+10; -M_S5: - menu "Eden.",M_S6,"Odins,",M_S6,"Eden,",-,"Edens,",M_S6; - - set @score,@score+10; -M_S6: - menu "Brags daugther-in-law and Odin's",M_S7,"Brags and Odin's daugther-in-law",M_S7,"Odin's daugther-in-law and Bragis",-,"Odin's daugther-in-law and Brags",M_S7; - - set @score,@score+10; -M_S7: - menu "whales",M_S8,"wifes",M_S8,"wife",-,"waffels",M_S8; - - set @score,@score+10; -M_S8: - menu "Her sweet apple in her basket,",M_S9,"Her sweet apple in her basket",M_S9,"Her sweet apples in her basket,",-; - - set @score,@score+10; -M_S9: - menu "All thanks to her sweet apple!",M_S10,"All thanks to her sweet apples.",-,"All thanks to her sweet apples!",M_S10; - - set @score,@score+10; -M_S10: - next; - if(@score >= 90) goto L_GOODWORK; - 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."; - close; - -L_GOODWORK: - set BARD_Q,4; - mes "[Lalo]"; - mes "Wonderful! Finish it in one try!"; - mes "You can become a great Bard."; - next; - mes "[Lalo]"; - mes "Do you want to just change jobs now?"; - mes "Or do you want a present?"; - next; - menu "Just change my job please.",-,"I'd be thankful for a present.",M_PRESENTPLZ; - - if(skillpoint != 0) goto L_SKILLSLEFT; - goto L_CHANGE; - -M_PRESENTPLZ: - mes "[Lalo]"; - mes "Hmmm...very well, bring some trunks."; - mes "It doesn't matter what kind, as"; - mes "long they are ^FF000060 of the same kind^000000..."; - next; - mes "[Lalo]"; - mes "I will give you a gift once you"; - mes "bring them have a safe trip."; - close; - -L_SKILLSLEFT: - mes "[Lalo]"; - mes "Hmmm... you seems to have some skill points left."; - mes "Use them all and come back to me again."; - close; - -L_BQ4: - set @gift,0; - if (countitem(1019) >= 60) set @gift,5; // Trunk//Items: Trunk, - if (countitem(1068) >= 60) set @gift,4; // Barren_Trunk//Items: Barren_Trunk, - if (countitem(1067) >= 60) set @gift,3; // Solid_Trunk//Items: Solid_Trunk, - if (countitem(1066) >= 60) set @gift,2; // Fine-grained_Trunk//Items: Fine-grained_Trunk, - if (JBLVL == 50 && countitem(1066) >=60) set @gift,1; // Fine-grained_Trunk//Items: Fine-grained_Trunk, - - if (@gift!=0) goto L_CHANGE; - - mes "[Lalo]"; - mes "Mmm? Seems like you haven't prepared all trunks yet?"; - mes "Do you want to just change jobs anyways?"; - next; - menu "Yes",L_CHANGE,"Wait, not yet",-; - - mes "[Lalo]"; - mes "Ok I'll just wait here."; - close; - -L_CHANGE: - if(skillpoint != 0) goto L_SKILLSLEFT; - callfunc "Job_Change",Job_Bard; - callfunc "F_ClearJobVar"; - - mes "[Lalo]"; - if (@gift==0) goto L_NOGIFT; - - mes "Good job. I will make you a"; - mes "job change with this souvenir."; - mes "Wait just a moment."; - next; - mes "Scrape Scrape Tang Tang"; - mes "Squeak Squeak Scratch Scratch"; - next; - - switch(@gift){ +//=============== Ayealo ============================ +comodo,211,155,3 script Wandering Bard 741,5,5{ + if(Upper == 1) { + mes "[Ayealo]"; + mes "The chosen one to be Hero was born every generation,"; + mes "but the live in this world as a wanderer,"; + mes "Has fate forgoten him"; + mes "to let him lead a normal life..."; + next; + mes "[Ayealo]"; + mes "Oh wind and cloud, tell this"; + mes "to those who seek for fortune."; + mes "Thou should not live this destinty..."; + mes "Thou have forgotten your destinty..."; + close; + } else if(Class != Job_Archer) { + if(Class == Job_Bard) { + mes "[Ayealo]"; + mes "Hey friends! You must be good at singing or roaming?"; + mes "Have you improved your singing?"; + next; + mes "[Ayealo]"; + mes "Sure you didn't forget about spreading the latest news to every village?"; + mes "And don't forget to learn some new songs."; + next; + mes "[Ayealo]"; + mes "Don't forget to stay happy always."; + mes "Our singing is to bring happiness and pleasant to everyone."; + close; + } else if(Class == Job_Novice) { + mes "[Ayealo]"; + mes "Let all the sadness"; + mes "incomplete wishes."; + mes "Is it because of the dropping of the unimportant items?"; + mes "or because there is no Old Blue Box?"; + mes "Or is that the dropping rate of the precious items not yet belongs to me?"; + next; + mes "[Ayealo]"; + mes "Oh, I'm sorry. I am composing the new songs, I do not notice it."; + mes "Do you want to listen to my songs? You want me to sing a song for you?"; + next; + mes "[Ayealo]"; + mes "Humph, I am better looking for other friends to sing a song for you."; + mes "I'll try to compose for another new song."; + close; + } else { + mes "[Ayealo]"; + mes "La-la-la, la-la-la, lovely Comodo,"; + mes "A place with all the happiness things."; + next; + mes "[Ayealo]"; + if(Sex == 1) { + mes "Hope that you can forget all the things that happened today."; + mes "Enjoy yourself!"; + } else { + mes "Lovely lady, c'mon and have a dance!"; + } + mes "Young time will never come back."; + close; + } + } else if(BARD_Q == 0) { + mes "[Ayealo]"; + if(Sex == 1) { + mes "Hello! The joyful Archer,"; + } else { + mes "Hello! Lovely Miss Archer,"; + } + mes "What's up you are looking for the Bard?"; + next; + switch( select( "You got a nice singing voice!", "Can you please sing a song for me?", "Nothing.")) { + case 1: + mes "[Ayealo]"; + mes "Ha-ha-ha! Sure!"; + mes "Every time when I sang merrily, my voice will become melodious as well."; + next; + mes "[Ayealo]"; + mes "But as a Bard, voice is his everything."; + mes "Sometime voice may become husky, so must take good care about it."; + close; + case 2: + mes "[Ayealo]"; + mes "Sing a song, OK"; + mes "Well, just sing a song?"; + next; + mes "[Ayealo]"; + mes "OK, what about The Sound Of a Drum On the Battlefield?"; + mes "Mmm, Em Hm"; + mes "1, 2, 3, 4-"; + next; + mes "[Ayealo]"; + mes "The hoofbeat that came from the far horizon."; + mes "The densely dust had covered up the sunset."; + mes "When thousand of eyes blinking in the night."; + mes "Similarly as holding the flaming firewood outside the castle."; + next; + mes "[Ayealo]"; + mes "I can hear the heart beating."; + mes "The blood masses in my veins."; + mes "I can feel the weight of the armor."; + mes "Here turns up the appearance of my enemy."; + next; + mes "[Ayealo]"; + mes "Louder, make it louder and clearer."; + mes "Give strength to the marching soldiers!"; + mes "Farther, go farther, shout loudly from the farther side."; + mes "Now, at this moment, or never!"; + next; + mes "[Ayealo]"; + mes "Rock the sky, liven up the earth."; + mes "Let the explosive heart beating!"; + mes "Climb the wall as trumpet blows."; + mes "Now, at this moment, or never!"; + next; + mes "[Ayealo]"; + mes "Em Hm ...It's always a nice song whenever it was sang."; + mes "Listen well, this is a nice song."; + next; + switch( select( "Yeah, you're right. It's a nice song!", "No, it's not.")) { + case 1: + mes "[Ayealo]" ; + mes "Thank you. I'm very happy if you're feeling happy with my singing."; + next; + if (Sex == 1 && JobLevel > 39) { + mes "[Ayealo]"; + mes "It's wonderful if there are more people can sing as well."; + mes "It's OK, it's not bad like this, He-he."; + set BARD_Q, 1; + close; + } else { + mes "[Ayealo]"; + mes "If you want listen to it in the future, you can invite me at any time."; + close; + } + case 2: + mes "[Ayealo]"; + mes "Em, am my performance declined? I must work harder."; + mes "Thank you for listening to my songs."; + close; + } + case 3: + mes "[Ayealo]"; + mes "Oh, it's impolite if do not invite the Bard to sing a song whenever you meet them."; + mes "What? That's no other ways."; + next; + mes "[Ayealo]"; + mes "Hunting is not bad, you must be contented with it."; + mes "Young time is short, it'll never come back again."; + close; + } + } else if(BARD_Q == 1) { + mes "[Ayealo]"; + mes "Hello! The joyful Archer!"; + mes "I am just a trouper, anything I can do for you?"; + next; + switch( select( "You got a nice singing voice!", "Can you please sing a song for me?", "Nothing.")) { case 1: - delitem 1066,60; //Fine-grained_Trunk + 50 JobLvl --> Harp [2] - getitem 1910,1; - break; + mes "[Ayealo]"; + mes "Em Hm, this Archer also got a nice singing voice."; + mes "Do you want to sing a song?"; + next; + switch( select( "Of course!", "I am not good at singing.")) { + case 1: + mes "[Ayealo]"; + mes "Ha, you got the special individuality; you're eligible to become a Bard."; + mes "Well, I'll help you to change into a Bard."; + next; + mes "[Ayealo]"; + mes "But before this, I'll be very touching if you can give me a bouquet of flower."; + mes "The flowers aroma can makes me spirited before I am teaching you."; + next; + mes "[Ayealo]"; + mes "I don't matter what type of flower, but I hope that you can bring my desired flower."; + mes "Please don't simply buy one flower, understand?"; + set BARD_Q, 2; + close; + case 2: + mes "[Ayealo]"; + mes "Ha, petty guy,"; + mes "Don't despise yourself."; + next; + mes "[Ayealo]"; + mes "This fellow possesses those talents."; + mes "If you're changing your mind later, come and look for me." ; + close; + } case 2: - delitem 1066,60; //Fine-grained_Trunk --> Lute [2] - getitem 1905,1; - break; + mes "[Ayealo]"; + mes "Mmm, hey, Mr. Archer, you're talented in singing too."; + mes "Do not just invite others to sing, it's a happy thing that you can sing for others."; + next; + mes "[Ayealo]"; + mes "Try to experience the life as a Bard, it's great!"; + mes "It's great that can sing in every village, right?"; + close; case 3: - delitem 1067,60; //Solid_Trunk --> Mandolin [2] - getitem 1903,1; - break; - case 4: - delitem 1068,60; //Barren_Trunk --> Mandolin [2] - getitem 1903,1; - break; - case 5: - delitem 1019,60; //Trunk --> Violin [3] - getitem 1901,1; + mes "[Ayealo]"; + mes "Mmm, I hope that you'll always happy no matter what happen."; + mes "Mr.Archer, you look awkward."; + next; + mes "[Ayealo]"; + mes "C'mon, wishing you has a joyful moment."; + close; + } + } else if(BARD_Q == 2) { + mes "[Ayealo]"; + mes "Welcome! Mr.Archer."; + mes "Do you bring the flower? Let me have a look."; + next; + if (countitem("Singing_Flower") > 0) { + mes "[Ayealo]"; + mes "Oh, isn't this the Singing Flower?"; + mes "The flower stored most of my memories."; + next; + delitem "Singing_Flower", 1; + mes "[Ayealo]"; + mes "My best friend, Tchaikovsky loves this flower, right?"; + mes "Where is he now? Wonder that is he still alive?"; + next; + } else if(countitem("Hinalle") > 0) { + mes "[Ayealo]"; + mes "Oh, the lovely Hinalle."; + mes "Although it's smell-less, it's a elegant and lovely flower."; + next; + delitem "Hinalle", 1; + mes "[Ayealo]"; + mes "Its leaves had giving me strength when I was fainted,"; + mes "I like this flower very much, thank you."; + next; + } else if(countitem("Aloe") > 0) { + mes "[Ayealo]"; + mes "Aloe, this flower can't be found very often."; + mes "How you got it? It's beautiful!"; + next; + delitem "Aloe", 1; + mes "[Ayealo]"; + mes "The leaves is OK too, there're other types of Aloe."; + mes "It's most beautiful when it's blossom."; + next; + } else if(countitem("Ment") > 0) { + mes "[Ayealo]"; + mes "Ment, with this flower, every difficult thing can be forgotten."; + mes "It's been such a long time I didn't see it, I am so happy!"; + next; + delitem "Ment", 1; + mes "[Ayealo]"; + mes "It can be used to make Anodyne."; + mes "What a pity. Anyway, thank you so much."; + next; + } else if(countitem("Izidor") > 0) { + mes "[Ayealo]"; + mes "Oh, isn't this Izidor?"; + mes "It's dangerous but it's a very beautiful flower."; + next; + delitem "Izidor", 1; + mes "[Ayealo]"; + mes "The fragrant purple flower is enchanted."; + mes "I like this flower very much, thank you."; + next; + } else if(countitem("Witherless_Rose") > 0) { + mes "[Ayealo]"; + mes "Oh, rose, is this Witherless Rose?"; + mes "It's a ideal gift to be given to girlfriend."; + next; + delitem "Witherless_Rose", 1; + mes "[Ayealo]"; + mes "Is it possible that a trouper like me to accept the flower like this?"; + mes "Ha, is it all right that I accept this flower?"; + next; + } else if(countitem("Frozen_Rose") > 0 ) { + mes "[Ayealo]"; + mes "Frozen Rose, this is not a flower."; + mes "But it's beautiful, a transparent rose."; + next; + delitem "Frozen_Rose", 1; + mes "[Ayealo]"; + mes "It's OK, although it's smell-less, I still consider it's a flower."; + mes "Please accept it."; + next; + } else if(countitem("Illusion_Flower") > 0) { + mes "[Ayealo]"; + mes "Isn't this the Illusion Flower?"; + mes "It's wonderful that you got this rarely-found flower."; + next; + delitem "Illusion_Flower", 1; + mes "[Ayealo]"; + mes "Thanks a lot. Ah ha, I seem like can see the Heaven."; + mes "I feel so good. I am so happy!"; + next; + } else if(countitem("Flower") > 0) { + mes "[Ayealo]"; + mes "What is this? This is not an ordinary flower."; + mes "It's OK, but it won't do."; + next; + mes "[Ayealo]"; + mes "This flower was sold by the Flower Merchant at Prontera."; + mes "Can you look for the other flowers for me?"; + close; + } else if(countitem("Bunch_Of_Flowers") > 0) { + mes "[Ayealo]"; + mes "Oh, you bring the Bunch of Flower?"; + mes "You're shouldn't bring this thing to me." ; + next; + mes "[Ayealo]"; + mes "Please pass it to the Sage that about to graduate."; + mes "It can be as gift of congratulation. Please look for the other flowers for me."; + close; + } else if(countitem("Wedding_Bouquet") > 0) { + mes "[Ayealo]"; + mes "Ah, you attended a wedding ceremony just now?"; + mes "What will a man do with a Wedding Bouquet?"; + next; + mes "[Ayealo]"; + mes "It isn't match up. Just give it to any pass by young ladies. Bersides,"; + mes "this is not the flower I want."; + close; + } else if(countitem("Fancy_Flower") > 0) { + mes "[Ayealo]"; + mes "Em, this is the Fancy Flower."; + mes "It's OK, but it won't do."; + next; + mes "[Ayealo]"; + mes "I like the beautiful and sweet smelling flowers."; + mes "I don't want to see flower on one's head."; + close; + } else if(countitem("Blossom_Of_Maneater") > 0) { + mes "[Ayealo]"; + mes "Oh, why you give me such an ugly thing?"; + mes "Do you have brain?"; + next; + mes "[Ayealo]"; + mes "It was a good try if you wanted to make me laugh." ; + mes "Can you ready with a decent flower?"; + close; + } else { + mes "[Ayealo]"; + mes "Humph? What? Nothing?"; + mes "I had stated it obviously, you must bring a flower for me."; + next; + mes "[Ayealo]"; + mes "Mmm, if you want to learn by yourself, do as you please."; + mes "Sing as you like, it's your freedom."; + close; + } + mes "[Ayealo]"; + mes "According to the agreement, I'll help you to become a Bard."; + mes "But, friend, it's not that easy, haha."; + next; + mes "[Ayealo]"; + mes "To learn to sing, you must know lots of people."; + mes "And you must know everything that happened within every village."; + next; + mes "[Ayealo]"; + mes "There is a speaking Snowman in a village of Luite town,"; + mes "Well, please come here again after you had got a present from that village."; + next; + set BARD_Q, 3; + set xmas_npc, 1; + mes "[Ayealo]"; + mes "Be friend with the Snowman and you can get something from it."; + mes "Take in mind, talk with the villagers there."; + close; + } else if(BARD_Q == 3) { + if(xmas_npc > 10) { //this var is set in LUTIE.TXT + mes "[Ayealo]"; + mes "Have you come back? You must met with many people?"; + mes "You must learnt that what's more important than the present, right?"; + next; + } else { + set xmas_npc, 2; + mes "[Ayealo]"; + mes "Oh, you not yet become his friend?"; + mes "It was insufficient to chat immediate." ; + next; + mes "[Ayealo]"; + mes "Be friend with the Snowman and you can get something from it."; + mes "Take in mind, talk with the villagers there."; + close; + } +B_Sing: + mes "[Ayealo]"; + mes "Well, can you sing?"; + mes "I'll sing first."; + mes "Then you can sing along with me."; + next; + mes "[Ayealo]"; + mes "Let's start."; + mes "Em Hm,"; + mes "1, 2, 3, 4-"; + next; + set @bard_s, rand(1,5); + if (@bard_s == 1) { + mes "^3377FFThere was a fellow named^000000."; + mes "Invulnerable."; + mes "His name is Siegfried,"; + mes "son of the hero Siegmen,"; + mes "the fiery giant Puff,"; + mes "turned into dragon to challenge him." ; + next; + input @song$; + if(@song$ != "There was a fellow named.") { + set @w_point, 1; + } + mes "^3377FFThere was a fellow named."; + mes "Invulnerable.^000000"; + mes "His name is Siegfried,"; + mes "son of the hero Siegmen,"; + mes "the fiery giant Puff,"; + mes "turned into dragon to challenge him."; + next; + input @song$; + if( @song$ != "Invulnerable.") { + set @w_point, @w_point + 1; + } + mes "^3377FFThere was a fellow named."; + mes "Invulnerable."; + mes "His name is Siegfried,^000000"; + mes "son of the hero Siegmen,"; + mes "the fiery giant Puff,"; + mes "turned into dragon to challenge him."; + next; + input @song$; + if( @song$ != "His name is Siegfried,") { + set @w_point, @w_point + 1; + } + mes "^3377FFThere was a fellow named."; + mes "Invulnerable."; + mes "His name is Siegfried,"; + mes "son of the hero Siegmen,^000000"; + mes "the fiery giant Puff,"; + mes "turned into dragon to challenge him."; + next; + input @song$; + if( @song$ != "son of the hero Siegmen,") { + set @w_point, @w_point + 1; + } + mes "^3377FFThere was a fellow named."; + mes "Invulnerable."; + mes "His name is Siegfried,"; + mes "son of the hero Siegmen,"; + mes "the fiery giant Puff,^000000"; + mes "turned into dragon to challenge him."; + next; + input @song$; + if( @song$ != "the fiery giant Puff,") { + set @w_point, @w_point + 1; + } + mes "^3377FFThere was a fellow named."; + mes "Invulnerable."; + mes "His name is Siegfried,"; + mes "son of the hero Siegmen,"; + mes "the fiery giant Puff,"; + mes "turned into dragon to challenge him.^000000"; + next; + input @song$; + if( @song$ != "turned into dragon to challenge him.") { + set @w_point, @w_point + 1; + } + } else if(@bard_s == 2) { + mes "^3377FFA Merchant without money and equipment. ^000000"; + mes "Merchant also not afford to vending."; + mes "He never beg from others."; + mes "Selling equipment to get money."; + mes "Firstly, he sells the Red Potion."; + mes "Then he sells the Sweet Potato."; + next; + input @song$; + if( @song$ != "A Merchant without money and equipment.") { + set @w_point, @w_point + 1; + } + mes "^3377FFA Merchant without money and equipment. "; + mes "Merchant also not afford to vending.^000000"; + mes "He never beg from others."; + mes "Selling equipment to get money."; + mes "Firstly, he sells the Red Potion."; + mes "Then he sells the Sweet Potato."; + next; + input @song$; + if( @song$ != "Merchant also not afford to vending.") { + set @w_point, @w_point + 1; + } + mes "^3377FFA Merchant without money and equipment. "; + mes "Merchant also not afford to vending."; + mes "He never beg from others.^000000"; + mes "Selling equipment to get money."; + mes "Firstly, he sells the Red Potion."; + mes "Then he sells the Sweet Potato."; + next; + input @song$; + if( @song$ != "He never beg from others.") { + set @w_point, @w_point + 1; + } + mes "^3377FFA Merchant without money and equipment. "; + mes "Merchant also not afford to vending."; + mes "He never beg from others."; + mes "Selling equipment to get money.^000000"; + mes "Firstly, he sells the Red Potion."; + mes "Then he sells the Sweet Potato."; + next; + input @song$; + if( @song$ != "Selling equipment to get money.") { + set @w_point, @w_point + 1; + } + mes "^3377FFA Merchant without money and equipment. "; + mes "Merchant also not afford to vending."; + mes "He never beg from others."; + mes "Selling equipment to get money."; + mes "Firstly, he sells the Red Potion.^000000"; + mes "Then he sells the Sweet Potato."; + next; + input @song$; + if( @song$ != "Firstly, he sells the Red Potion.") { + set @w_point, @w_point + 1; + } + mes "^3377FFA Merchant without money and equipment. "; + mes "Merchant also not afford to vending."; + mes "He never beg from others."; + mes "Selling equipment to get money."; + mes "Firstly, he sells the Red Potion."; + mes "Then he sells the Sweet Potato.^000000"; + next; + input @song$; + if( @song$ != "Then he sells the Sweet Potato." ) { + set @w_point, @w_point + 1; + } + } else if(@bard_s == 3) { + mes "^3377FFAll gods will never grow old, ^000000"; + mes "This is because of goddess Idun,"; + mes "Beauty, fair, wealthy godness Idun." ; + mes "Daughter-in-law of Odin, Mrs.Braqi."; + mes "She came with a basket of apples."; + mes "Sweet apples bring luck to you."; + next; + input @song$; + if( @song$ != "All gods will never grow old," ) { + set @w_point, @w_point + 1; + } + mes "^3377FFAll gods will never grow old, "; + mes "This is because of goddess Idun,^000000"; + mes "Beauty, fair, wealthy godness Idun."; + mes "Daughter-in-law of Odin, Mrs.Braqi."; + mes "She came with a basket of apples."; + mes "Sweet apples bring luck to you."; + next; + input @song$; + if( @song$ != "This is because of goddess Idun,") { + set @w_point, @w_point + 1; + } + mes "^3377FFAll gods will never grow old, "; + mes "This is because of goddess Idun,"; + mes "Beauty, fair, wealthy godness Idun.^000000"; + mes "Daughter-in-law of Odin, Mrs.Braqi."; + mes "She came with a basket of apples."; + mes "Sweet apples bring luck to you."; + next; + input @song$; + if( @song$ != "Beauty, fair, wealthy godness Idun.") { + set @w_point, @w_point + 1; + } + mes "^3377FFAll gods will never grow old, "; + mes "This is because of goddess Idun,"; + mes "Beauty, fair, wealthy godness Idun."; + mes "Daughter-in-law of Odin, Mrs.Braqi.^000000"; + mes "She came with a basket of apples."; + mes "Sweet apples bring luck to you."; + next; + input @song$; + if( @song$ != "Daughter-in-law of Odin, Mrs.Braqi.") { + set @w_point, @w_point + 1; + } + mes "^3377FFAll gods will never grow old, "; + mes "This is because of goddess Idun,"; + mes "Beauty, fair, wealthy godness Idun."; + mes "Daughter-in-law of Odin, Mrs.Braqi."; + mes "She came with a basket of apples.^000000"; + mes "Sweet apples bring luck to you."; + next; + input @song$; + if( @song$ != "She came with a basket of apples.") { + set @w_point, @w_point + 1; + } + mes "^3377FFAll gods will never grow old, "; + mes "This is because of goddess Idun,"; + mes "Beauty, fair, wealthy godness Idun."; + mes "Daughter-in-law of Odin, Mrs.Braqi."; + mes "She came with a basket of apples."; + mes "Sweet apples bring luck to you.^000000"; + next; + input @song$; + if( @song$ != "Sweet apples bring luck to you.") { + set @w_point, @w_point + 1; + } + } else if(@bard_s == 4) { + mes "^3377FFBragi, Bragi.^000000"; + mes "Always call the Bard with this name,"; + mes "My singing is his breathe,"; + mes "My spirit is his will power,"; + mes "All Bard are his people,"; + mes "All praises will be leading to him."; + next; + input @song$; + if( @song$ != "Bragi, Bragi." ) { + set @w_point, @w_point + 1; + } + mes "^3377FFBragi, Bragi."; + mes "Always call the Bard with this name,^000000"; + mes "My singing is his breathe,"; + mes "My spirit is his will power,"; + mes "All Bard are his people,"; + mes "All praises will be leading to him."; + next; + input @song$; + if( @song$ != "Always call the Bard with this name," ) { + set @w_point, @w_point + 1; + } + mes "^3377FFBragi, Bragi."; + mes "Always call the Bard with this name,"; + mes "My singing is his breathe,^000000"; + mes "My spirit is his will power,"; + mes "All Bard are his people,"; + mes "All praises will be leading to him."; + next; + input @song$; + if( @song$ != "My singing is his breathe," ) { + set @w_point, @w_point + 1; + } + mes "^3377FFBragi, Bragi."; + mes "Always call the Bard with this name,"; + mes "My singing is his breathe,"; + mes "My spirit is his will power,^000000"; + mes "All Bard are his people,"; + mes "All praises will be leading to him."; + next; + input @song$; + if( @song$ != "My spirit is his will power," ) { + set @w_point, @w_point + 1; + } + mes "^3377FFBragi, Bragi."; + mes "Always call the Bard with this name,"; + mes "My singing is his breathe,"; + mes "My spirit is his will power,"; + mes "All Bard are his people,^000000"; + mes "All praises will be leading to him."; + next; + input @song$; + if( @song$ != "All Bard are his people," ) { + set @w_point, @w_point + 1; + } + mes "^3377FFBragi, Bragi."; + mes "Always call the Bard with this name,"; + mes "My singing is his breathe,"; + mes "My spirit is his will power,"; + mes "All Bard are his people,"; + mes "All praises will be leading to him.^000000"; + next; + input @song$; + if( @song$ != "All praises will be leading to him." ) { + set @w_point, @w_point + 1; + } + } else { + mes "^3377FFLouder, make it louder and clearer.^000000" ; + mes "Give strength to the marching soldiers."; + mes "Rock the sky, liven up the earth."; + mes "Let the explosive heart beating."; + mes "Climb the wall as trumpet blows."; + mes "Now, at this moment, or never!"; + next; + input @song$; + if( @song$ != "Louder, make it louder and clearer." ) { + set @w_point, @w_point + 1; + } + mes "^3377FFLouder, make it louder and clearer."; + mes "Give strength to the marching soldiers.^000000"; + mes "Rock the sky, liven up the earth."; + mes "Let the explosive heart beating."; + mes "Climb the wall as trumpet blows."; + mes "Now, at this moment, or never!"; + next; + input @song$; + if( @song$ != "Give strength to the marching soldiers.") { + set @w_point, @w_point + 1; + } + mes "^3377FFLouder, make it louder and clearer."; + mes "Give strength to the marching soldiers."; + mes "Rock the sky, liven up the earth.^000000"; + mes "Let the explosive heart beating."; + mes "Climb the wall as trumpet blows."; + mes "Now, at this moment, or never!"; + next; + input @song$; + if( @song$ != "Rock the sky, liven up the earth.") { + set @w_point, @w_point + 1; + } + mes "^3377FFLouder, make it louder and clearer."; + mes "Give strength to the marching soldiers."; + mes "Rock the sky, liven up the earth."; + mes "Let the explosive heart beating.^000000"; + mes "Climb the wall as trumpet blows."; + mes "Now, at this moment, or never!"; + next; + input @song$; + if( @song$ != "Let the explosive heart beating.") { + set @w_point, @w_point + 1; + } + mes "^3377FFLouder, make it louder and clearer."; + mes "Give strength to the marching soldiers."; + mes "Rock the sky, liven up the earth."; + mes "Let the explosive heart beating."; + mes "Climb the wall as trumpet blows.^000000"; + mes "Now, at this moment, or never!"; + next; + input @song$; + if( @song$ != "Climb the wall as trumpet blows.") { + set @w_point, @w_point + 1; + } + mes "^3377FFLouder, make it louder and clearer."; + mes "Give strength to the marching soldiers."; + mes "Rock the sky, liven up the earth."; + mes "Let the explosive heart beating."; + mes "Climb the wall as trumpet blows."; + mes "Now, at this moment, or never!^000000"; + next; + input @song$; + if( @song$ != "Now, at this moment, or never!") { + set @w_point, @w_point + 1; + } + } + if( @w_point > 0) { + mes "[Ayealo]"; + mes "Hey, friend, you sang the wrong word!"; + mes "Follow me, sing it well."; + next; + mes "[Ayealo]"; + mes "Your pronunciation was quite rusty."; + mes "Please sing it better next time."; + close; + } + mes ".........."; + next; + set BARD_Q, 5; + mes "[Ayealo]"; + mes "It's amazing! It's not so simple at once?"; + mes "You can be a good singer to a certain extent."; + next; + mes "[Ayealo]"; + mes "In that case, you are a Bard from now on."; + mes "But, I would like to present a souvenir for you."; + next; + mes "[Ayealo]"; + mes "You would like to change the job directly?"; + mes "Or do you wish to receive anything?"; + next; + switch( select( "Please let me change the job directly.", "I will thank you for the souvenir.")) { + case 1: +B_Change: + if(SkillPoint != 0) { + mes "[Ayealo]"; + mes "Mmm...it's OK. You haven't mastering some of the skills, right?"; + mes "Talk to me later after you had learned all the skills."; + next; + mes "[Ayealo]"; + mes "And, I had prepared some souvenirs for you."; + mes "Can you please bring some Wooden Block?"; + mes "We're not restricted to any materials, as long as the quantities of a same type item are 60."; + close; + } + callfunc "Job_Change",Job_Bard; + callfunc "F_ClearJobVar"; //clears all job variables for the current player + mes "[Ayealo]"; + mes "Well, wish that you can sing a lot of merry songs."; + mes "Live like the wind or the cloud."; + next; + mes "[Ayealo]"; + mes "Hope to see you next time."; + close; + case 2: + mes "[Ayealo]"; + mes "Mmm, well. Please bring back some Wooden Block."; + mes "We're not restricted to any materials, as long as the quantities of a same type item are 60."; + next; + mes "[Ayealo]"; + mes "If you can bring all the materials, I'll reward you with a present."; + mes "Be careful on the road."; + close; + } + } else if(BARD_Q == 4) { + mes "[Ayealo]"; + mes "Mmm, you should follow my singing now, do you get it?"; + mes "Try it again, you can make it."; + next; + goto B_SING; + } else if(BARD_Q == 5) { + if(SkillPoint != 0) { + mes "[Ayealo]"; + mes "Mmm...it's OK. You haven't mastering some of the skills, right?"; + mes "Talk to me later after you had learned all the skills."; + next; + mes "[Ayealo]"; + mes "And, I had prepared some souvenirs for you."; + mes "Can you please bring some Wooden Block?"; + mes "We're not restricted to any materials, as long as the quantities of a same type item are 60."; + close; + } + mes "[Ayealo]"; + mes "Its must be a tough job, I'll make use of this material to make a souvenir after you had changed the job."; + mes "Hold on please."; + next; + mes "[Ayealo]"; + mes "^3355FFSoo-sha Soo-sha Tung-tang tung-tang^000000"; + mes "^3355FFKiwi Kiwi Pitt Pitt^000000"; + next; + if(countitem("Wooden_Block") > 59) { + delitem "Wooden_Block", 60; + getitem "Violin", 1; + } else if(countitem("Tree_Of_Archer_3") > 59) { + delitem "Tree_Of_Archer_3", 60; + getitem "Mandolin", 1; + } else if(Tree_Of_Archer_2 > 59) { + delitem "Tree_Of_Archer_2", 60; + getitem "Mandolin", 1; + } else if(countitem("Tree_Of_Archer_1") > 59) { + if(JobLevel > 49) { + delitem "Tree_Of_Archer_1", 60; + getitem "Harp_", 1; + } else { + delitem "Tree_Of_Archer_1", 60; + getitem "Lute", 1; + } + } else { + mes "[Ayealo]"; + mes "Mmm? It's better that you collect more Wooden Block."; + mes "Can I change the job now?"; + next; + menu "Please let me change the job directly.",B_Change,"It's OK, I'll come again after well prepare.",-; + mes "[Ayealo]"; + mes "Mmm, OK. Can you please bring some ^3355FF Wooden Block^000000?"; + mes "We're not restricted to any materials, as long as the quantities of a same type item are 60."; + next; + mes "[Ayealo]"; + mes "If you can bring all the materials, I'll reward you with a present."; + mes "Be careful on the road."; + close; + } + callfunc "Job_Change",Job_Bard; + callfunc "F_ClearJobVar"; //clears all job variables for the current player + mes "[Ayealo]"; + mes "C'mon, this is the souvenir. It's useful while singing."; + mes "Hope that you can sing more cheerful songs."; + next; + mes "[Ayealo]"; + mes "See you next time."; + close; } - - emotion e_grat; - mes "[Lalo]"; - mes "Here you go, a souvenir. It is"; - mes "useful when you sing."; -L_NOGIFT: - mes "Hope you sing happy songs."; - next; -L_CLOSE: - mes "[Lalo]"; - mes "See you next time!"; - close; -} + mes "[Ayealo]"; + mes "Em Hm..."; + close; +}
\ No newline at end of file |