diff options
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/pre-re/jobs/1-1/swordman.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/pre-re/jobs/1-1/swordman.txt')
-rw-r--r-- | npc/pre-re/jobs/1-1/swordman.txt | 643 |
1 files changed, 582 insertions, 61 deletions
diff --git a/npc/pre-re/jobs/1-1/swordman.txt b/npc/pre-re/jobs/1-1/swordman.txt index 6942c170b..20727de00 100644 --- a/npc/pre-re/jobs/1-1/swordman.txt +++ b/npc/pre-re/jobs/1-1/swordman.txt @@ -1,17 +1,44 @@ -//===== rAthena Script ======================================= -//= Renewal Swordman Job Change +//===== rAthena Script ======================================= +//= Swordsman Job Quest //===== By: ================================================== -//= Kisuka +//= kobra_k88; L0ne_W0lf //===== Current Version: ===================================== -//= 1.0 +//= 2.3 //===== Compatible With: ===================================== //= rAthena SVN //===== Description: ========================================= -//= Job Change to Swordman Class +//= [Aegis Conversion] +//= Job quest for Swordman classes +//= Uses Job_sword1 as opposed to sword_1-1 -> sword_3-1. +//= EXPLOITABLE in a sense because while the sword_x-1 maps +//= are marked as "inside" by the client, job_sword1 is not. +//= giving players FREE camera rotation while doing the job quest. //===== Additional Comments: ================================= -//= 1.0 First Version. [Kisuka] +//= Fully working. I have created a custom warp to get into the test room so disable +//= the one in your warp script or scripts. It is this warp: "izlude_in",40,170. +//= 1.1 Added instant job change for High Novice [Lupus] +//= 1.3 Added Baby Class support [Lupus] +//= 1.4 Changed the timing system to initnpctimer, now you do get warnings about time +//= and are limited to 7min to complete the quest [Fredzilla] +//= 1.5 Optimised and moved first checker to Jfunc1-1 [massdriller] +//= 1.5.1 Fixed possible EXP abuse [Lupus] +//= 1.5.2 Now saves/restores all quest skills [Lupus] +//= 1.5.3 Removed Duplicates [Silent] +//= 1.6 Merged back JFunc, CHANGED NUMBERS TO CONSTANTS [Lupus] +//= 1.7 changed location from its clone to the original [Lupus] +//= 1.7.1 Fixed warp on timeout [KarLaeda] +//= 1.8 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf] +//= Removed "green" traps, quest is no longer timed. +//= No longer uses function "F_ToHigh" +//= 1.9 Dialog is official, but the Script is now custom as far as maps go. [L0ne_W0lf] +//= 1.9b Fixed usage of wrong jobchange func messing up baby classes [ultramage] +//= 2.0 Corrected NPC names to fall within proper resctrictions. [L0ne_W0lf] +//= 2.1 Fixed mistake in condition check. [L0ne_W0lf] +//= 2.2 Warp portals dont end with ; [Yommy] +//= 2.3 Added Quest Log commands. [L0ne_W0lf] //============================================================ -izlude_in,74,172,4 script Swordman#swd 119,{ + +izlude_in,74,172,4 script Swordman#swd_1 119,{ if (Upper == 1) { if (Class == Job_Novice_High && (ADVJOB == Job_Lord_Knight || ADVJOB == Job_Paladin)) { mes "[Swordman]"; @@ -41,7 +68,8 @@ izlude_in,74,172,4 script Swordman#swd 119,{ mes "[Swordman]"; mes "Hmm... You look like a well-experienced Swordman. Still, I'm sure that you must train to improve your skills and gain strength!"; close; - }else{ + } + else { mes "[Swordman]"; mes "Hm...?"; mes "You're a reborn"; @@ -57,71 +85,564 @@ izlude_in,74,172,4 script Swordman#swd 119,{ close; } } - mes "[Swordman Guildsman]"; - mes "This is the Swordman Guild."; - mes "Why are you here?"; + mes "[Swordman]"; + mes "Welcome to the"; + mes "Swordman Association!"; + next; + mes "[Swordman]"; + mes "So..."; + mes "What business"; + mes "brings you to us?"; next; - switch(select("Tell me about being a Swordman.:I want to be a Swordman.:Nothing.")) { + switch(select("Job Change:About Swordman.:About the Job requirements.:Cancel.")) { case 1: - mes "[Swordman Guildsman]"; - mes "So you wish to know more about the mighty Swordman? Okay!"; - next; - mes "[Swordman Guildsman]"; - mes "The most distinctive feature of the Swordman is that the Swordman can show us his/her real abilities in close combat."; - mes "There are three reasons!"; - next; - mes "[Swordman Guildsman]"; - mes "First, Swordman has higher HP than other jobs."; - mes "Second, except for Bows and Rods, Swordman can use all other weapons so they can fight at their optimal ability."; - mes "And third, most of the skills of the Swordman give powerful physical attacks."; - next; - mes "[Swordman Guildsman]"; - mes "Though I gave you a simple explanation, I believe you understand the core meaning of what it is to be a Swordman."; - mes "In my opinion, Swordman is the best job ever!"; - close; - case 2: - if(Class != Job_Novice) { - mes "[Swordman Guildsman]"; - if(Class == Job_Swordman) { - mes "You are already an excellent Swordman, aren't you?"; - mes "Just devote yourself to be a great Swordman."; - }else{ - mes "You already have one of the other jobs, don't you?"; - mes "You've gone too far with that joke."; - } + if (BaseJob == Job_Swordman) { + mes "[Swordman]"; + mes "Job change? Muhahaha! But you're already a Swordman! Be proud and be strong!"; close; - }else{ - if (getskilllv("NV_BASIC") < 9) { - mes "[Swordman Guildsman]"; - mes "I'm sorry to tell you this but to be a Swordman, you must reach at least ^4A4AFFJob Level 10^000000."; - mes "and ^4A4AFFBasic Skill Level 9^000000."; + } + else if (BaseJob != Job_Novice) { + mes "[Swordman]"; + mes "Haha! Oh boy. I'm flattered, but you already have another job! Still, I can't blame you..."; + close; + } + if (job_sword_q == 0) { + mes "[Swordman]"; + mes "So you wish to become a proud Swordman? By all means, please sign up!"; + next; + if (select("Sign up.:Cancel.") == 1) { + savepoint "izlude_in",65,165; + set job_sword_q,1; + setquest 1014; + mes "[Swordman]"; + mes "Ah, yes. Your application will be reviewed as soon as possible."; next; - mes "[Swordman Guildsman]"; - mes "Want to be a Swordman without having the minimum requirement?"; - mes "Do you think being a Swordman is that easy?"; - close; + mes "[Swordman]"; + mes "If you have already met the requirements, you can take an interview right now. Would you like to?"; + next; + if (select("Yes.:No.") == 1) { + mes "[Swordman]"; + mes "Good, good."; + mes "Now, let's see..."; + next; + } + else { + mes "[Swordman]"; + mes "Alright then. Feel free to come back whenever you are ready. All you ahve to do now is meet our requirements. Good luck to you."; + close; + } } - mes "[Swordman Guildsman]"; - mes "Hmm, both your Job Level and Basic Skill Level check out."; - mes "Good. Do you want to be a Swordman right away?"; - next; - if(select("Yes, I do.:I'll consider it again.") == 2) { - mes "[Swordman Guildsman]"; - mes "Yeah. Prudent decision is needed for choosing a job."; - mes "But I feel sorry... that you consider it again after overcoming all the hardships...."; + else { + mes "[Swordman]"; + mes "Hm? Alright, come back whenever you change your mind. The world can always use another Swordman!"; close; } - mes "[Swordman Guildsman]"; - mes "Congratulations! From now on, you are going to live a Swordman's life!"; - mes "Let's do it right now!"; + } + mes "[Swordman]"; + if (getskilllv("NV_BASIC") < 9) { + mes "Hm, you still haven't learned all of the Basic Skills. You need to do that before you can become a Swordman."; + next; + mes "[Swordman]"; + mes "Check the requirements for job change again, and come back when you are ready."; + close; + } + else if (job_sword_q <= 3) { + mes "Hm, you've learned all of the Basic Skills but didn't take the test yet. You must first pass the exam before you can change your job to Swordman."; + next; + mes "[Swordman]"; + mes "Enter the room to my right so that you can take the test. You'll need to speak to my right so you can enter the examination area."; + close; + } + else if (job_sword_q == 4) { + mes "Hahaha! Congratulations! Now you are fully qualified to be a real Swordman! I will transform you right away!"; next; - mes "[Swordman Guildsman]"; - mes "Congratulations again for being a Swordman and I hope that you participate in many activities for the revival of our guild."; callfunc "Job_Change",Job_Swordman; - getitem 13415,1; // N_Falchion + set job_sword_q,0; + completequest 1014; + mes "[Swordman]"; + mes "Once again, congratulations. I expect that you will be a good representative of the Swordman Association."; close; } + case 2: + mes "[Swordman]"; + mes "So you wish to know more about the mighty Swordman job? Well, then..."; + next; + mes "[Swordman]"; + mes "Amongst the First Class jobs, the Swordman is the best melee fighter for three reasons."; + mes "There are 3 reasons why Swordy is the best to approch a fight!"; + next; + mes "[Swordman]"; + mes "First, Swordman has the benefit of additional HP. Second, Swordman generally have access to a wider selection fo weapons than the other First Class jobs."; + next; + mes "[Swordman]"; + mes "And third, most of the Swordman skills are crushing physical attacks! In my opinion, being a Swordman is the best job ever!"; + close; case 3: + mes "[Swordman]"; + mes "Hmmm..."; + if (BaseJob != Job_Novice) { + if (BaseJob == Job_Swordman) + mes "But there's no need to tell you the requirements. You've met them and already became a Swordman! Well, anyway..."; + else + mes "It's too late for you to become a Swordman. You already have another job. Still, there's no harm in telling you..."; + } + next; + mes "[Swordman]"; + mes "First, you must learn all 9 of the Basic Skills. If you can't complete this requirement, you won't be able to change to any job."; + next; + mes "[Swordman]"; + mes "Second, you must pass the Swordman Test. Inquire the Test Manager located in the waiting room of the Swordman Test."; + next; + mes "[Swordman]"; + mes "If you can complete these 2 requirements, you can change to a Swordman anytime you want."; + close; + case 4: + mes "[Swordman]"; + mes "Ha ha ha!"; + mes "Ah, youth!"; close; } } + +izlude_in,62,170,6 script Swordman#swd_2 85,{ + mes "[Swordman]"; + if (BaseJob == Job_Swordman) { + mes "Sorry guy, but I can only allow Novices to enter the Test Hall."; + close; + } + else if (BaseJob != Job_Novice) { + mes "Who the hell are you?! Nobody, other than Novices, is permitted to come in here!"; + close; + } + else if (getskilllv("NV_BASIC") < 9) { + mes "Stop! I can't let you in until you learn all of the Basic Skills. The Test Hall isn't for goofing off!"; + close; + } + else if (job_sword_q == 4) { + mes "Hey. You need to talk to the Swordman in the center of the room, not me."; + close; + } + else if (job_sword_q == 0) { + mes "Stop! If you want to take the Swordman Test, you'll need to fill out an application first."; + next; + mes "[Swordman]"; + mes "The Swordman in the center of the room can help you with that, got it?"; + close; + } + else { + savepoint "izlude_in",65,165; + warp "izlude_in",39,170; + end; + } +} + +izlude_in,30,175,4 script Swordman#swd_3 92,{ + mes "[Swordman]"; + mes "I will tell you about the Test! Listen carefully, I won't repeat myself."; + next; + mes "[Swordman]"; + mes "The purpose of this test is to confirm whether or not you are qualified to be a Swordman. As you know, a Swordman needs physical strength and spirit!"; + next; + mes "[Swordman]"; + mes "Without those, you won't be able to become a Swordman. Now, the conditions for completing this test are very simple."; + next; + mes "[Swordman]"; + mes "You will travel through three courses and must reach the final checkpoint within ^FF000010 minutes^000000."; + next; + mes "[Swordman]"; + mes "If you choose to 'Surrender,' or if you run out of time, you will not pass the test."; + next; + mes "[Swordman]"; + mes "If you find that you are not strong enough to pass the test, head to the entrance of the course and talk to the checkpoint manager."; + next; + mes "[Swordman]"; + mes "As you travel through the three courses, you may fall to a random, underground area. The course is designed so that you can still find your way back."; + next; + mes "[Swordman]"; + mes "However, be careful, as this will waste your time! Godspeed to you."; + close; +} + +izlude_in,30,163,0 script Test Hall Staff#swd_1 105,{ + mes "[Test Hall Staff]"; + if (BaseJob == Job_Swordman) { + mes "Hm? How did you get inside? You're not supposed to be in here, so please leave now."; + close2; + warp "izlude_in",66,170; + end; + } + else if (BaseJob != Job_Novice) { + mes "Who are you?! This place is for the Swordman Test! You're not allowed to be in here! Leave now!"; + close2; + warp "izlude_in",66,170; + end; + } + if (job_sword_q == 1) { + mes "So are you the one who wants to be a Swordman? Alright! You look reliable!"; + next; + mes "[Test Hall Staff]"; + mes "Try to relax and do your best. This course isn't so difficult."; + set job_sword_q,2; + } + else if (job_sword_q == 2) { + mes "Retesting? Try not to worry about it. It's good that you don't back down from a challenge! Here, take these and cheer up!"; + getitem 512,5; //Apple + set job_sword_q,3; + } + else if (job_sword_q == 3) + mes "Don't ever give up! Now retesting!"; + close2; + warp "job_sword1",10,245; + end; +} + +// Examination Courses NPCs +//============================================================ +// 1-1 +job_sword1,230,245,2 script Medic#swd_1 105,{ + callfunc "F_JobSwdMedic","1st"; +} +job_sword1,230,242,2 script Test Hall Staff#swd_2 105,{ + callfunc "F_JobSwdStaff",1; +} +job_sword1,230,207,2 script Medic#2swd_2 105,{ + callfunc "F_JobSwdMedic","2nd"; +} +job_sword1,230,204,2 script Test Hall Staff#2swd_3 105,{ + callfunc "F_JobSwdStaff",1; +} +job_sword1,223,167,2 script Mae#swd_1_success 92,{ + mapannounce "job_sword1","Applicant " + strcharinfo(0) + ". You successfully passed the test.",bc_map; + set job_sword_q,4; + mes "[Mae]"; + mes "I sencerely congratulate you for passing the test!"; + mes "I already sent your test result to the Job Department.Please inquire at the Officer in Centre.Thank you."; + close2; + warp "izlude_in",66,173; + end; +} + +// Examination Course Functions +//============================================================ +function script F_JobSwdMedic { + percentheal 100,0; + mes "[Medic]"; + mes "This is the "+getarg(0)+" check point!Cheer up!"; + close; +} + +function script F_JobSwdStaff { + mes "[Test Hall Staff]"; + mes "Do you surrender?"; + next; + if (select("Yes.:No.") == 1) { + mapannounce "job_sword1","Applicant " + strcharinfo(0) + " quit the test.",bc_map; + warp "izlude_in",65,165; + end; + } + mes "[Test Hall Staff]"; + mes "Bravo! Go for it again!"; + close; +} + +function script F_JobSwdTestStaff { +OnTouch: + mes "[Test Hall Staff]"; + mes "Applicant " + strcharinfo(0) + ". Do you surrender??"; + next; + if (select("Yes.:No.") == 1) { + mapannounce "job_sword1","Applicant " + strcharinfo(0) + " quit the test..",bc_map; + warp "izlude_in",65,165; + end; + } + warp "job_sword1",getarg(0),getarg(1); + end; +} + +function script F_JobSwdTestStaff2 { +OnTouch: + mapannounce "job_sword1","Applicant " + strcharinfo(0) + ". Pass the "+getarg(0)+" course.",bc_map; + warp "job_sword1",getarg(1),getarg(2); + end; +} + +// Examination Course 1 +//============================================================ +job_sword1,223,243,0 warp checkp1-2#swd_1 1,1,job_sword1,11,206 +job_sword1,223,205,0 warp checkp2-3#swd_1 1,1,job_sword1,11,168 + +job_sword1,7,245,0 script Test Hall Staff#swd_4 45,1,3,{ + callfunc "F_JobSwdTestStaff",10,245; +} + +job_sword1,8,207,0 script Test Hall Staff#swd_5 45,1,6,{ + callfunc "F_JobSwdTestStaff",11,207; +} + +job_sword1,8,169,0 script Test Hall Staff#swd_6 45,1,6,{ + callfunc "F_JobSwdTestStaff",11,169; +} + +job_sword1,192,244,0 script Test Hall Staff#swd_7 45,1,3,{ + callfunc "F_JobSwdTestStaff2","1st",215,244; +} + +job_sword1,193,207,0 script Test Hall Staff#swd_8 45,1,3,{ + callfunc "F_JobSwdTestStaff2","2nd",215,205; + warp "job_sword1",215,205; +} + +job_sword1,193,168,0 script Test Hall Staff#swd_9 45,1,3,{ + callfunc "F_JobSwdTestStaff2","3rd",215,167; +} + +// Pitfalls (Set 1) +//============================================================ +job_sword1,65,117,0 warp ����01-01 1,1,job_sword1,10,245 +job_sword1,98,27,0 warp ����02-01 1,1,job_sword1,11,207 +job_sword1,161,27,0 warp ����02-02 1,1,job_sword1,11,207 +job_sword1,239,117,0 warp ����03-01 1,1,job_sword1,11,169 + +job_sword1,16,251,0 script 1_blank_1_a::SwdTrap1 -1,0,1,{ +OnTouch: + switch(rand(1,5)) { + case 1: warp "job_sword1",65,56; end; + case 2: warp "job_sword1",29,26; end; + case 3: warp "job_sword1",43,16; end; + case 4: warp "job_sword1",23,112; end; + case 5: warp "job_sword1",58,83; end; + } +} +job_sword1,19,251,0 duplicate(SwdTrap1) 1_blank_1_b -1,0,1 +job_sword1,17,250,0 duplicate(SwdTrap1) 1_blank_1_c -1,1,0 +job_sword1,16,238,0 duplicate(SwdTrap1) 1_blank_2_a -1,0,1 +job_sword1,19,238,0 duplicate(SwdTrap1) 1_blank_2_b -1,0,1 +job_sword1,17,239,0 duplicate(SwdTrap1) 1_blank_2_c -1,0,1 +job_sword1,28,247,0 duplicate(SwdTrap1) 1_blank_3_a -1,4,0 +job_sword1,33,245,0 duplicate(SwdTrap1) 1_blank_3_b -1,0,2 +job_sword1,29,242,0 duplicate(SwdTrap1) 1_blank_3_c -1,4,0 +job_sword1,24,244,0 duplicate(SwdTrap1) 1_blank_3_d -1,0,2 +job_sword1,38,251,0 duplicate(SwdTrap1) 1_blank_4_a -1,0,1 +job_sword1,41,251,0 duplicate(SwdTrap1) 1_blank_4_b -1,0,1 +job_sword1,39,250,0 duplicate(SwdTrap1) 1_blank_4_c -1,1,0 +job_sword1,38,238,0 duplicate(SwdTrap1) 1_blank_5_a -1,0,1 +job_sword1,41,238,0 duplicate(SwdTrap1) 1_blank_5_b -1,0,1 +job_sword1,39,239,0 duplicate(SwdTrap1) 1_blank_5_c -1,1,0 +job_sword1,54,251,0 duplicate(SwdTrap1) 1_blank_6_a -1,0,1 +job_sword1,71,251,0 duplicate(SwdTrap1) 1_blank_6_b -1,0,1 +job_sword1,62,250,0 duplicate(SwdTrap1) 1_blank_6_c -1,9,0 +job_sword1,62,247,0 duplicate(SwdTrap1) 1_blank_7_a -1,8,0 +job_sword1,71,244,0 duplicate(SwdTrap1) 1_blank_7_b -1,0,2 +job_sword1,63,242,0 duplicate(SwdTrap1) 1_blank_7_c -1,8,0 +job_sword1,54,244,0 duplicate(SwdTrap1) 1_blank_7_d -1,0,2 +job_sword1,54,238,0 duplicate(SwdTrap1) 1_blank_8_a -1,0,1 +job_sword1,71,238,0 duplicate(SwdTrap1) 1_blank_8_b -1,0,1 +job_sword1,62,239,0 duplicate(SwdTrap1) 1_blank_8_c -1,9,0 +job_sword1,102,247,0 duplicate(SwdTrap1) 1_blank_9_a -1,2,0 +job_sword1,105,245,0 duplicate(SwdTrap1) 1_blank_9_b -1,0,2 +job_sword1,103,242,0 duplicate(SwdTrap1) 1_blank_9_c -1,2,0 +job_sword1,100,244,0 duplicate(SwdTrap1) 1_blank_9_d -1,0,2 +job_sword1,156,249,0 duplicate(SwdTrap1) 1_blank_10_a -1,14,0 +job_sword1,156,248,0 duplicate(SwdTrap1) 1_blank_10_b -1,14,0 +job_sword1,170,249,0 duplicate(SwdTrap1) 1_blank_10_c -1,1,0 +job_sword1,170,248,0 duplicate(SwdTrap1) 1_blank_10_d -1,1,0 +job_sword1,156,245,0 duplicate(SwdTrap1) 1_blank_11_a -1,14,0 +job_sword1,156,244,0 duplicate(SwdTrap1) 1_blank_11_b -1,14,0 +job_sword1,170,245,0 duplicate(SwdTrap1) 1_blank_11_c -1,1,0 +job_sword1,170,244,0 duplicate(SwdTrap1) 1_blank_11_d -1,1,0 +job_sword1,156,241,0 duplicate(SwdTrap1) 1_blank_12_a -1,14,0 +job_sword1,156,240,0 duplicate(SwdTrap1) 1_blank_12_b -1,14,0 +job_sword1,170,241,0 duplicate(SwdTrap1) 1_blank_12_c -1,1,0 +job_sword1,170,240,0 duplicate(SwdTrap1) 1_blank_12_d -1,1,0 +job_sword1,180,251,0 duplicate(SwdTrap1) 1_blank_13_a -1,0,1 +job_sword1,183,251,0 duplicate(SwdTrap1) 1_blank_13_b -1,0,1 +job_sword1,181,250,0 duplicate(SwdTrap1) 1_blank_13_c -1,1,0 +job_sword1,180,238,0 duplicate(SwdTrap1) 1_blank_14_a -1,0,1 +job_sword1,183,238,0 duplicate(SwdTrap1) 1_blank_14_b -1,0,1 +job_sword1,181,239,0 duplicate(SwdTrap1) 1_blank_14_c -1,1,0 + +job_sword1,193,245,0 warp 1_rest 1,3,job_sword1,215,244 + +// Pitfalls (Set 2) +//============================================================ +job_sword1,56,212,0 script 2_blank_1_a::SwdTrap2 -1,40,0,{ +OnTouch: + switch(rand(1,5)) { + case 1: warp "job_sword1",162,120; end; + case 2: warp "job_sword1",94,120; end; + case 3: warp "job_sword1",94,85; end; + case 4: warp "job_sword1",162,85; end; + case 5: warp "job_sword1",130,47; end; + } +} + +job_sword1,95,212,0 duplicate(SwdTrap2) 2_blank_1_b -1,2,0 +job_sword1,56,210,0 duplicate(SwdTrap2) 2_blank_2_a -1,40,0 +job_sword1,95,210,0 duplicate(SwdTrap2) 2_blank_2_b -1,2,0 +job_sword1,16,206,0 duplicate(SwdTrap2) 2_blank_2_c -1,0,3 +job_sword1,97,206,0 duplicate(SwdTrap2) 2_blank_2_d -1,0,3 +job_sword1,56,203,0 duplicate(SwdTrap2) 2_blank_2_e -1,40,0 +job_sword1,95,203,0 duplicate(SwdTrap2) 2_blank_2_f -1,2,0 +job_sword1,56,201,0 duplicate(SwdTrap2) 2_blank_3_a -1,40,0 +job_sword1,95,201,0 duplicate(SwdTrap2) 2_blank_3_b -1,2,0 + +job_sword1,113,212,0 duplicate(SwdTrap2) 2_blank_4_a -1,14,0 +job_sword1,125,212,0 duplicate(SwdTrap2) 2_blank_4_b -1,2,0 +job_sword1,113,210,0 duplicate(SwdTrap2) 2_blank_5_a -1,14,0 +job_sword1,125,210,0 duplicate(SwdTrap2) 2_blank_5_b -1,2,0 +job_sword1,100,206,0 duplicate(SwdTrap2) 2_blank_5_c -1,0,3 +job_sword1,127,206,0 duplicate(SwdTrap2) 2_blank_5_d -1,0,3 +job_sword1,113,203,0 duplicate(SwdTrap2) 2_blank_5_e -1,14,0 +job_sword1,125,210,0 duplicate(SwdTrap2) 2_blank_5_f -1,2,0 +job_sword1,113,201,0 duplicate(SwdTrap2) 2_blank_6_a -1,14,0 +job_sword1,113,201,0 duplicate(SwdTrap2) 2_blank_6_b -1,2,0 + +job_sword1,155,212,0 duplicate(SwdTrap2) 2_blank_7_a -1,21,0 +job_sword1,181,212,0 duplicate(SwdTrap2) 2_blank_7_b -1,2,0 +job_sword1,155,210,0 duplicate(SwdTrap2) 2_blank_8_a -1,21,0 +job_sword1,181,210,0 duplicate(SwdTrap2) 2_blank_8_b -1,2,0 +job_sword1,130,206,0 duplicate(SwdTrap2) 2_blank_8_c -1,0,3 +job_sword1,183,206,0 duplicate(SwdTrap2) 2_blank_8_d -1,0,3 +job_sword1,155,203,0 duplicate(SwdTrap2) 2_blank_8_e -1,21,0 +job_sword1,181,203,0 duplicate(SwdTrap2) 2_blank_8_f -1,2,0 +job_sword1,155,201,0 duplicate(SwdTrap2) 2_blank_9_a -1,40,0 +job_sword1,181,201,0 duplicate(SwdTrap2) 2_blank_9_b -1,2,0 + +// Pitfalls (Set 3) +//============================================================ +job_sword1,17,174,0 script 3_blank_1_a::SwdTrap3 -1,2,0,{ +OnTouch: + switch(rand(1,5)) { + case 1: warp "job_sword1",195,15; end; + case 2: warp "job_sword1",195,38; end; + case 3: warp "job_sword1",231,30; end; + case 4: warp "job_sword1",198,65; end; + case 5: warp "job_sword1",196,116; end; + } +} + +job_sword1,17,163,0 duplicate(SwdTrap3) 3_blank_2_a -1,2,0 +job_sword1,29,171,0 duplicate(SwdTrap3) 3_blank_3_a -1,2,0 +job_sword1,31,168,0 duplicate(SwdTrap3) 3_blank_3_b -1,0,2 +job_sword1,28,166,0 duplicate(SwdTrap3) 3_blank_3_c -1,2,0 +job_sword1,26,168,0 duplicate(SwdTrap3) 3_blank_3_d -1,0,2 +job_sword1,36,169,0 duplicate(SwdTrap3) 3_blank_4_a -1,0,0 +job_sword1,37,169,0 duplicate(SwdTrap3) 3_blank_4_b -1,0,0 +job_sword1,37,168,0 duplicate(SwdTrap3) 3_blank_4_c -1,0,0 +job_sword1,36,168,0 duplicate(SwdTrap3) 3_blank_4_c2 -1,0,0 +job_sword1,40,175,0 duplicate(SwdTrap3) 3_blank_5_a -1,0,1 +job_sword1,41,175,0 duplicate(SwdTrap3) 3_blank_5_b -1,0,1 +job_sword1,41,171,0 duplicate(SwdTrap3) 3_blank_6_a -1,1,0 +job_sword1,41,170,0 duplicate(SwdTrap3) 3_blank_6_b -1,1,0 +job_sword1,41,167,0 duplicate(SwdTrap3) 3_blank_6_c -1,1,0 +job_sword1,41,166,0 duplicate(SwdTrap3) 3_blank_6_d -1,1,0 +job_sword1,42,169,0 duplicate(SwdTrap3) 3_blank_6_e -1,0,1 +job_sword1,43,170,0 duplicate(SwdTrap3) 3_blank_6_f -1,0,1 +job_sword1,43,167,0 duplicate(SwdTrap3) 3_blank_6_g -1,0,1 +job_sword1,40,162,0 duplicate(SwdTrap3) 3_blank_7_a -1,0,1 +job_sword1,41,162,0 duplicate(SwdTrap3) 3_blank_7_b -1,0,1 +job_sword1,46,175,0 duplicate(SwdTrap3) 3_blank_8_a -1,0,1 +job_sword1,51,175,0 duplicate(SwdTrap3) 3_blank_8_b -1,0,1 +job_sword1,47,174,0 duplicate(SwdTrap3) 3_blank_8_c -1,1,0 +job_sword1,50,174,0 duplicate(SwdTrap3) 3_blank_8_d -1,1,0 +job_sword1,48,173,0 duplicate(SwdTrap3) 3_blank_8_e -1,0,1 +job_sword1,49,173,0 duplicate(SwdTrap3) 3_blank_8_f -1,0,1 +job_sword1,46,162,0 duplicate(SwdTrap3) 3_blank_9_a -1,0,1 +job_sword1,51,162,0 duplicate(SwdTrap3) 3_blank_9_b -1,0,1 +job_sword1,47,163,0 duplicate(SwdTrap3) 3_blank_9_c -1,1,0 +job_sword1,50,163,0 duplicate(SwdTrap3) 3_blank_9_d -1,1,0 +job_sword1,48,164,0 duplicate(SwdTrap3) 3_blank_9_e -1,0,1 +job_sword1,49,164,0 duplicate(SwdTrap3) 3_blank_9_f -1,0,1 +job_sword1,54,170,0 duplicate(SwdTrap3) 3_blank_10_a -1,0,1 +job_sword1,55,170,0 duplicate(SwdTrap3) 3_blank_10_b -1,0,1 +job_sword1,54,167,0 duplicate(SwdTrap3) 3_blank_10_c -1,0,1 +job_sword1,55,167,0 duplicate(SwdTrap3) 3_blank_10_d -1,0,1 +job_sword1,53,169,0 duplicate(SwdTrap3) 3_blank_10_e -1,1,0 +job_sword1,53,168,0 duplicate(SwdTrap3) 3_blank_10_f -1,1,0 +job_sword1,56,169,0 duplicate(SwdTrap3) 3_blank_10_g -1,1,0 +job_sword1,56,168,0 duplicate(SwdTrap3) 3_blank_10_h -1,1,0 +job_sword1,58,175,0 duplicate(SwdTrap3) 3_blank_11_a -1,0,1 +job_sword1,59,174,0 duplicate(SwdTrap3) 3_blank_11_b -1,1,0 +job_sword1,60,173,0 duplicate(SwdTrap3) 3_blank_11_c -1,0,1 +job_sword1,61,172,0 duplicate(SwdTrap3) 3_blank_11_d -1,1,0 +job_sword1,58,162,0 duplicate(SwdTrap3) 3_blank_12_a -1,0,1 +job_sword1,59,163,0 duplicate(SwdTrap3) 3_blank_12_b -1,1,0 +job_sword1,60,164,0 duplicate(SwdTrap3) 3_blank_12_c -1,0,1 +job_sword1,61,165,0 duplicate(SwdTrap3) 3_blank_12_d -1,1,0 +job_sword1,76,172,0 duplicate(SwdTrap3) 3_blank_13_a -1,1,0 +job_sword1,77,173,0 duplicate(SwdTrap3) 3_blank_13_b -1,0,1 +job_sword1,78,174,0 duplicate(SwdTrap3) 3_blank_13_c -1,1,0 +job_sword1,79,175,0 duplicate(SwdTrap3) 3_blank_13_d -1,0,1 +job_sword1,76,165,0 duplicate(SwdTrap3) 3_blank_14_a -1,1,0 +job_sword1,77,164,0 duplicate(SwdTrap3) 3_blank_14_b -1,0,1 +job_sword1,78,163,0 duplicate(SwdTrap3) 3_blank_14_c -1,1,0 +job_sword1,79,162,0 duplicate(SwdTrap3) 3_blank_14_d -1,0,1 +job_sword1,94,175,0 duplicate(SwdTrap3) 3_blank_15_a -1,0,1 +job_sword1,95,174,0 duplicate(SwdTrap3) 3_blank_15_b -1,1,0 +job_sword1,98,174,0 duplicate(SwdTrap3) 3_blank_15_c -1,1,0 +job_sword1,99,175,0 duplicate(SwdTrap3) 3_blank_16_d -1,0,1 +job_sword1,96,169,0 duplicate(SwdTrap3) 3_blank_17_a -1,0,0 +job_sword1,97,169,0 duplicate(SwdTrap3) 3_blank_17_b -1,0,0 +job_sword1,97,168,0 duplicate(SwdTrap3) 3_blank_17_c -1,0,0 +job_sword1,96,168,0 duplicate(SwdTrap3) 3_blank_17_d -1,0,0 +job_sword1,94,162,0 duplicate(SwdTrap3) 3_blank_18_a -1,0,1 +job_sword1,95,163,0 duplicate(SwdTrap3) 3_blank_18_b -1,1,0 +job_sword1,98,163,0 duplicate(SwdTrap3) 3_blank_18_c -1,1,0 +job_sword1,99,162,0 duplicate(SwdTrap3) 3_blank_18_d -1,0,1 +job_sword1,114,175,0 duplicate(SwdTrap3) 3_blank_19_a -1,0,1 +job_sword1,115,175,0 duplicate(SwdTrap3) 3_blank_19_b -1,0,1 +job_sword1,114,162,0 duplicate(SwdTrap3) 3_blank_20_a -1,0,1 +job_sword1,115,162,0 duplicate(SwdTrap3) 3_blank_20_b -1,0,1 +job_sword1,126,175,0 duplicate(SwdTrap3) 3_blank_21_a -1,0,1 +job_sword1,127,175,0 duplicate(SwdTrap3) 3_blank_21_b -1,0,1 +job_sword1,126,162,0 duplicate(SwdTrap3) 3_blank_23_a -1,0,1 +job_sword1,127,162,0 duplicate(SwdTrap3) 3_blank_23_b -1,0,1 +job_sword1,160,174,0 duplicate(SwdTrap3) 3_blank_24_a -1,0,2 +job_sword1,161,174,0 duplicate(SwdTrap3) 3_blank_24_b -1,0,2 +job_sword1,160,163,0 duplicate(SwdTrap3) 3_blank_25_a -1,0,2 +job_sword1,161,163,0 duplicate(SwdTrap3) 3_blank_25_b -1,0,2 +job_sword1,168,175,0 duplicate(SwdTrap3) 3_blank_26_a -1,0,2 +job_sword1,169,175,0 duplicate(SwdTrap3) 3_blank_26_b -1,0,2 +job_sword1,168,162,0 duplicate(SwdTrap3) 3_blank_27_a -1,0,2 +job_sword1,169,162,0 duplicate(SwdTrap3) 3_blank_27_b -1,0,2 +job_sword1,176,174,0 duplicate(SwdTrap3) 3_blank_28_a -1,0,2 +job_sword1,177,174,0 duplicate(SwdTrap3) 3_blank_28_b -1,0,2 +job_sword1,178,173,0 duplicate(SwdTrap3) 3_blank_28_c -1,1,0 +job_sword1,178,172,0 duplicate(SwdTrap3) 3_blank_28_d -1,1,0 +job_sword1,181,174,0 duplicate(SwdTrap3) 3_blank_28_e -1,2,0 +job_sword1,179,169,0 duplicate(SwdTrap3) 3_blank_29_a -1,3,0 +job_sword1,179,168,0 duplicate(SwdTrap3) 3_blank_29_b -1,3,0 +job_sword1,182,169,0 duplicate(SwdTrap3) 3_blank_29_c -1,0,2 +job_sword1,183,169,0 duplicate(SwdTrap3) 3_blank_29_d -1,0,2 +job_sword1,181,167,0 duplicate(SwdTrap3) 3_blank_29_e -1,1,0 +job_sword1,181,166,0 duplicate(SwdTrap3) 3_blank_29_f -1,1,0 +job_sword1,183,167,0 duplicate(SwdTrap3) 3_blank_29_g -1,0,1 +job_sword1,176,163,0 duplicate(SwdTrap3) 3_blank_30_a -1,0,2 +job_sword1,177,163,0 duplicate(SwdTrap3) 3_blank_30_b -1,0,2 +job_sword1,181,163,0 duplicate(SwdTrap3) 3_blank_30_c -1,2,0 + +// Monsters (all three courses) +//============================================================ +job_sword1,0,0,0,0 monster Chonchon 1183,20,0,0,0 +job_sword1,35,79,0,0 monster Fabre 1184,3,60000,30000,0 +job_sword1,50,108,0,0 monster Fabre 1184,3,60000,30000,0 +job_sword1,61,28,0,0 monster Fabre 1184,3,60000,30000,0 +job_sword1,61,92,0,0 monster Fabre 1184,3,60000,30000,0 +job_sword1,110,112,0,0 monster Fabre 1184,2,60000,30000,0 +job_sword1,161,94,0,0 monster Fabre 1184,2,60000,30000,0 +job_sword1,130,76,0,0 monster Fabre 1184,2,60000,30000,0 +job_sword1,103,58,0,0 monster Fabre 1184,2,60000,30000,0 +job_sword1,130,24,0,0 monster Fabre 1184,5,60000,30000,0 +job_sword1,201,36,0,0 monster Fabre 1184,2,60000,30000,0 +job_sword1,201,16,0,0 monster Fabre 1184,2,60000,30000,0 +job_sword1,239,44,0,0 monster Fabre 1184,3,60000,30000,0 +job_sword1,239,76,0,0 monster Fabre 1184,2,60000,30000,0 +job_sword1,231,101,0,0 monster Fabre 1184,2,60000,30000,0 +job_sword1,234,117,0,0 monster Fabre 1184,2,60000,30000,0 +job_sword1,198,91,0,0 monster Fabre 1184,2,60000,30000,0 +job_sword1,200,63,0,0 monster Fabre 1184,2,60000,30000,0 + + +//============================================================ +// mapflag +//============================================================ |